Playtime:
1255 minutes
BLUF, I really wanted to like this game, but ultimately I found the battles to be unsatisfying attritional slugfests, with no tactical inputs from the user. This is beancounting, not war. Perhaps its too much to ask for tactical elements in what is billed as a Strategic level game, but it doesn't meet my personal standards as to what constitutes an entertaining game. Read on if you wish to know more about how I came to this decision.
As Nebelwurfer, I have a track record of translating Systemsoft/SEGA games into English from the original SEGA Genesis Advanced Daisenryaku from 1985 to some of the Playstation2 Daisenryaku games from the early 2000's. I came in with an open mind and spent several weeks translating the Tutorial section of the game into English. I also Translated many of the Gameplay windows that were in PNG format that contained Japanese text. That allowed me to get a feel for the game and attempt to play a few weeks into the longest Scenario that begins with Germany's invasion of Poland.
That leads to the first beancounting exercise. To build weapons, you need to consume processed materials at factories. Then you can build tanks, planes, and over a longer time period, ships. But to get processed materials, you first need to send raw materials to refineries. So you have to set up an elaborate transport network to make sure that the right materials get to the right places before you can start production. Although this can be toggled off in Easy mode, I think this is supposed to be one of the strongpoints of the game. Your armies also need processed materials like food and gasoline in order to campaign. So you have to ship these processed goods to your frontline units to keep advancing.
The second beancounting exercise involves creating Divisions (land units) and Air corps (Plane units) to attack the enemy. If a General is stationed in the same city that the unit is being formed in, it will receive a combat bonus. However, you can't form a unit if there is insufficient food and fuel on hand to supply them with. A division or Air corps can contain up to 5 different weapon types, with a maximum of 500 in each slot. Then you give orders for it to move to the adjacent base that you want it to attack. Once it arrives there is an underwhelming battle display that can be 3-D, 2-D or just an Excel spreadsheet view of the casualties.
Unfortunately, if the attack succeeds, the Division is broken up. You don't have a General at this new base, and you may not have sufficient supplies on hand to reform it. So it can cost you time to move up supplies and a General before you can resume the Offensive. Its a lot of effort to go through to just get the simple "Base Occupied!" message as a reward. I wish the Divisions could stay together so that you wouldn't have to reassemble them and retype their names in over and over again.
Air units do not participate in the land attack. You can only use them to perform Air Raids beforehand to weaken the Enemy Base. But never fear, after each Air raid, the Air Corps disbands so that you can have the fun of reforming it over and over again for each new raid you want to carry out.
The game also supports hurry up research into new weapons. I took a look at the technology tree and the newer variants don't seem to offer much improvement other than slightly higher firepower and slightly better defense. Speeding up research also reduces the Production points that you use to build weapons, so it seems like it isn't a worthwhile trade off at all to me.
The game also supports long term technology development that can increase the speed of units, increase firepower and so forth. There are around 9 categories that you can devote tech points to, and these results will pay dividends over time. I did not have any tech upgrades finish during my playtest, but even if they had finished, it would have granted marginal improvements at best. It seems there are a fixed number of tech points and you can allocate them to the areas you want results in first.
I think the game that SystemSoft needs to port to Windows 10 is the old World Advanced Daisenryaku IV from 2005. This had a similar German campaign starting in 1939, A European map with 220+ map points, and a tactical map for each map point that you had to move various Ground, Air, and Naval units around in to capture cities and ultimately the Enemy's HQ, before that map point was captured. In this game, production, research, and supplies were all handled with money. Each base captured would give you more money each turn to spend. The Graphics were also great, I think borrowing the 3-D models from the awesome World Advanced Daisenryaku 2001.
I could provide my translated materials to Steam to incorporate into a version that is closer to English, but I would not recommend people play it if they are hard-core Tactical players like me. The Daisenryaku 4.0 currently for sale is probably better in this regard, but I worry that it is just a bunch of unconnected scenarios, and doesn't have a campaign mode.
Thanks for reading to this point if you are still around.
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