![]() Immerse yourself in the history of one of the most famous wars, play a key role in most military operations, and most importantly, become a real commander who can make important decisions without visual contact. It will depend on all this how many soldiers will survive in the battle, how many opponents will leave this world, how badly civilians will suffer, and not only. You will have to carefully think through each decision, foresee the consequences, and do much more. In Radio Commander, your every action, decision and choice will influence what is happening on the battlefield. There are more than enough options.Īnother equally important advantage of this game is that here how your events will develop further will depend on your decisions. However, these are not the only directions. You can independently, at any time, request a report on the situation and find out how things are on the battlefield, and then instruct you to attack, or, on the contrary, to withdraw. If you get the player to attach emotions to your characters, your heart-aching missions will affect them more than anything.The most interesting thing here is that you have to act in this game literally blindly, focusing only on text reports that you will receive from your subordinates. You need to have the characters develop throughout if you are doing a story-driven game. There needs to be situations were the blood needs to be pumping. Any player will love to feel the intense feeling of adrenaline. The thing that will put the game over the top will be the urgency of the actions of the player. As a kickstarter backer and having played the current demo version, I'd like to offer my opinion on the direction of the game as well as opening a dialogue regarding the topic.Īs a fellow backer, I would say that voice writing and etc are a little shaky, but I wouldn't knock the game off because of that. ![]() Originally posted by =7Cav=:I'd just like to chime in here. There is tons of potential, and this is possibly one of the most unique takes on the RTS genre I've ever seen and it is because of that I want this to succeed and have thus backed the Kickstarter project. But personally, I see more potential based on current gameplay/mechanics for this to be an RTS-first game. If you want it to be a story driven game with RTS elements, design it that way. ![]() Of course, it all depends on what you(the devs) want this game to be. Sure, there have been great RTS games that also have great campaigns(Company of Heroes, World in Conflict come to mind) but you may have noticed that almost no RTS game has ever had a story-driven campaign be the main focus. Story-driven and RTS games usually don't go together. That sort of replayability will be more attractive to prospective buyers as opposed to a story-driven game. I see nothing but potential for this game as a unique RTS hybrid, especially with deeper gameplay mechanics. Sure, include storied missions as tutorials, but in my opinion the meat of this game should be a skirmish/sandbox RTS experience with more fleshed out mechanics. Focusing on story elements would be a mistake. If you haven't already, I would recommend consultation with military experts for guidance on radio etiquette and procedures(specifically for the Vietnam era).Īnother point I'd like to make is about story elements. While the current voice acting itself is sufficient for the most part, there have been quite a few lines that were clearly written by someone without a military background. No one will want to play for long if the voice overs are lacking and/or if the lines themselves seem cheesy. Having decent voice actors will do you no good if they are given badly written lines to go off of. ![]() Not only do the voice over lines need to be fitting, but the voiceovers themselves need to be quality as well. At the LZ only Bravo got out of the transport. First bug: I gave the order to hop in both Alpha and Bravo. It seems that loading/unloading (on Green One) in different ways, make the game glitch. Then I restarted the mission for another bug almost at mission finished. With the entire game revolving around using the radio to command, the success of the game will hinge equally as much on the quality of voiceovers as it does on gameplay. I played it twice, after the first bug explained below. As a kickstarter backer and having played the current demo version, I'd like to offer my opinion on the direction of the game as well as opening a dialogue regarding the topic.Īpart from gameplay and mechanics, the other primary focus should, in my opinion, be the voice acting. ![]()
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