<3sRichardSimmons
Arcane
So I've been playing this recently and really enjoying it. I bought the base game at launch and barely touched it, bought both dlcs and played about 10 hours and then forgot about it, can't quite remember why. Now clocked another 25 hours on it and don't plan on stopping anytime soon. I've put well over 1000 hours into AoW1 (it single-handedly destroyed my GPA for my second semester of college), and it still stands as one of my absolute favorite games of all time. Played AoW2 and SM considerably less (life alignment at the time wasn't great for vidya), but still enjoyed them.
The good:
+Class/Race system actually has quite a bit of depth and allows for some fun and non-intuitive synergies
+Hero ubermenschen a la AoW 1 are back, albeit a bit less OP
+Turtling has been made completely non-viable (I know, it's because the AI cheats, but turtling is cancerous when viable in a 4X, so I'm pretty okay with it)
+ COMBAT! This is the best combat that's ever been seen in a AoW game (well, haven't played Planetfall). By a country mile. In concert with the race/class synergies the game offers TONS of tactical depth. I can't oversell the combat in this game. It is superb.
+UI/UX is possibly the best I've ever seen in a 4x or tactics game (with one MAJOR exception that is listed below). All information is cleanly and immediately at your finger tips. You can examine any unit or ability with a simple click or mouse over.
+ A lot of effort has gone into making the cheesier tactics of previous entries non-viable (e.g. no more sniping off isolated "adjacent" hex stacks for capital cities, no more preventing the enemies doomstacks from attacking your cities by garrisoning them with one T1 archer
The as-of-yet-neutral:
/Campaigns are pretty meh so far (Mission 4 in Elven Court and Mission 2 in Commonwealth). The biggest problem is how railroady they feel. Each mission clearly has a correct 'path' to take (M2 of Elven Court being the biggest offender so far) that basically amount to corridor level design in a 4x. It's not great, but I'm partially willing to forgive this because the scenario maps I've sampled seem a lot better. Hopefully this is just a result of the campaign being intended as a tutorial, and later campaigns/scenarios open up more.
/Random teching works ok, but it feels a little clunky and unnecessary, especially combined with the dumbed down specialization system.
/Shit snowballs super fast. I mean, it's a 4x so that's partly to be expected, but the last 1/4 of any given map is just a slog of auto-resolve, speaking of which...
The bad:
-What the fuck is up with auto-resolve? I've had hilariously easy battles I managed to win without a loss be outright defeats in auto-resolve and vice-versa. Something is very wonky with the computer's calculations, and I've learned to only use it when I get the "Very-likely victory prompt".
-Graphics/Music. I mean... they're fine. But they're nowhere fucking near AoW1 or 2. The 3D did them no favors, and I think it was ultimately a huge mistake. Possibly the biggest one this game makes. And the music is just the most basic, non-memorable shit possible. I mean, I'm sitting here typing this all up after having played the game for 25 hours in the last week, and I can't remember a single theme from AoW3, but I can remember multiple pieces from AoW1.
-Unless I'm missing something there is no control over unit pathing. This is mind-boggling to me. In a game that puts so much emphasis on ease of control of tactical combat I cannot fathom how no one on the dev team though "Hey! Maybe we should let the player decide what route their units take to their objectives". On rare occasions the game will force your units to take the worst possible route, despite the fact that there are other paths available. It is absolutely infuriating and idiotic.
-Strategy/Empire spells have been nerfed to shit and mostly relegated to high-tier research no one will see on a normal map. I get that they were OP as fuck, but I'm never going to back lobotomy as a legitimate treatment.
All in all very fun game and I'm having a great quarantine time. Any Codexian recommendations for user maps/campaigns/mods? Thanks.
The good:
+Class/Race system actually has quite a bit of depth and allows for some fun and non-intuitive synergies
+Hero ubermenschen a la AoW 1 are back, albeit a bit less OP
+Turtling has been made completely non-viable (I know, it's because the AI cheats, but turtling is cancerous when viable in a 4X, so I'm pretty okay with it)
+ COMBAT! This is the best combat that's ever been seen in a AoW game (well, haven't played Planetfall). By a country mile. In concert with the race/class synergies the game offers TONS of tactical depth. I can't oversell the combat in this game. It is superb.
+UI/UX is possibly the best I've ever seen in a 4x or tactics game (with one MAJOR exception that is listed below). All information is cleanly and immediately at your finger tips. You can examine any unit or ability with a simple click or mouse over.
+ A lot of effort has gone into making the cheesier tactics of previous entries non-viable (e.g. no more sniping off isolated "adjacent" hex stacks for capital cities, no more preventing the enemies doomstacks from attacking your cities by garrisoning them with one T1 archer
The as-of-yet-neutral:
/Campaigns are pretty meh so far (Mission 4 in Elven Court and Mission 2 in Commonwealth). The biggest problem is how railroady they feel. Each mission clearly has a correct 'path' to take (M2 of Elven Court being the biggest offender so far) that basically amount to corridor level design in a 4x. It's not great, but I'm partially willing to forgive this because the scenario maps I've sampled seem a lot better. Hopefully this is just a result of the campaign being intended as a tutorial, and later campaigns/scenarios open up more.
/Random teching works ok, but it feels a little clunky and unnecessary, especially combined with the dumbed down specialization system.
/Shit snowballs super fast. I mean, it's a 4x so that's partly to be expected, but the last 1/4 of any given map is just a slog of auto-resolve, speaking of which...
The bad:
-What the fuck is up with auto-resolve? I've had hilariously easy battles I managed to win without a loss be outright defeats in auto-resolve and vice-versa. Something is very wonky with the computer's calculations, and I've learned to only use it when I get the "Very-likely victory prompt".
-Graphics/Music. I mean... they're fine. But they're nowhere fucking near AoW1 or 2. The 3D did them no favors, and I think it was ultimately a huge mistake. Possibly the biggest one this game makes. And the music is just the most basic, non-memorable shit possible. I mean, I'm sitting here typing this all up after having played the game for 25 hours in the last week, and I can't remember a single theme from AoW3, but I can remember multiple pieces from AoW1.
-Unless I'm missing something there is no control over unit pathing. This is mind-boggling to me. In a game that puts so much emphasis on ease of control of tactical combat I cannot fathom how no one on the dev team though "Hey! Maybe we should let the player decide what route their units take to their objectives". On rare occasions the game will force your units to take the worst possible route, despite the fact that there are other paths available. It is absolutely infuriating and idiotic.
-Strategy/Empire spells have been nerfed to shit and mostly relegated to high-tier research no one will see on a normal map. I get that they were OP as fuck, but I'm never going to back lobotomy as a legitimate treatment.
All in all very fun game and I'm having a great quarantine time. Any Codexian recommendations for user maps/campaigns/mods? Thanks.