“Cryosleep cycle complete. No casualties. Time since launch: 197 years. We’re finally back.” Jack Gelder stands on the deck of his ship, planning his triumphant return. An tools malfunction meant they’d needed to take the great distance again, but in the end they’d made it to Star Union house, to the army border colony of Leave-6. Home.
Rather a lot can change in two centuries although. As Gelder and his troops enter orbit round Leave-6 there’s…nothing. The fabled Elysium pleasure parks, gone. The lush greenery changed with arid wasteland. And the previous imperial troopers?
Well, by the point this is over you’ll want they’d disappeared too.
Prepare for Planetfall
Going over my notes for this evaluate, I spotted I’ve lots of complaints about Age of Wonders: Planetfall—some minor, some not-so-minor. Planetfall is a flawed recreation and after I get too near it, after I begin digging into the small print, these flaws loom massive.
Pull again a bit although, and I’m having a hell of lots of enjoyable with this space-faring technique/ways mashup. I do know the issues are there, I can enumerate them for you—and can, afterward. But I’ve performed 15 hours of Planetfall with no indicators of slowing, in spite of the issues.
That’s two-and-a-half campaigns, for the report. And I like that facet most, I believe! I like that I’ve been capable of play a number of campaigns within the span of 15 hours. Story-driven technique video games are well-liked proper now, but usually I really feel like I’ll by no means see half of what they’ve to supply. Total War: Warhammer II is great as an illustration, but I don’t have 20 to 30 hours to dedicate to every of its myriad campaigns. I simply don’t.
Planetfall retains it transient. I nonetheless gained’t see half what it has to supply most likely given there are 13 campaigns at launch, unlocked in sequence. It’s a frightening quantity of recreation, even averaging a mere seven hours per marketing campaign.
The ones I’ve completed, I’ve loved although. They’re a inventive pastiche, mixing traditional science fiction and pulp journey novels to fill out the corners of this universe with recognizable tropes—and but the acquainted bits are smashed up towards different acquainted bits in shocking methods. Even the blandest faction, the introduction’s ex-imperial Vanguard, have this “200 years in cryosleep” hook, a really Forever War premise.
Planetfall ‘s strength is delineating between factions—and not only in writing. Sure, it happens there as well. The Kir’ko have been the previous slaves of the empire, and thus have a relatively extra dismal view of the fallen Star Union than the idealized dwelling the Vanguard try to revive.
It occurs on a mechanical degree too although, arguably the tougher trick to tug off. The Vanguard are ranged troopers and drones, house marines. The Kir’ko are bugs, a ravenous hive that calls for ever-more meals but seems low-cost troopers in return. And whereas their reliance on melee…