Tom_Holsinger
Posts: 233
Joined: 10/23/2003 Status: offline
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It's really unfair of a review to compare a just-released 4x game to those which have been out some time given that post-release development has become so important. This is particularly true of games where player mods are an intentional part of post-release development. The very limited spreadsheet mods offered last week by Grandpoobah and Aroddo show how dramatic an effect those can have. What should be deemed important in a review of Armada 2526 are its particular presentation of the 4x concept and the game system's succcess in realizing it, the game's playability and pacing, the useabilty of its interface, graphics & music (eye & ear candy), how the tactical combat system works and its probable limitations, that it lacks multiplayer capability, and the game's probable immediate appeal and its growth potential. As an example, what is most noteworthy about Armada's tactical combat system is it will likely not scale up well as the sizes of the fleets involved go up, and they will go up as there is no hard-coded limit on the number of ships which can participate in a given battle. What's fun with 40 ships on a side will be cumbersome with 100 ships on a side, and probably impossible to manage with 200. While the scale of the game is physically limited only by hardware, the tactical combat system will likely rule out playing in really large galaxies. That is a pretty good indication of the designer's intent that the game emphasize breadth over depth (and note that I am not being critical of the tactical combat system. rather I am showing that it is part of an integrated whole). Armada is not epic in scope, and definitely is not open-ended. It is intended first and foremost to be playable and quick, with each game having a conclusion, and to offer as wide a breadth of experience as possible. The exceptionally varied victory conditions are intended to, and probably will, get most players out of the space 4x rut of conquering everything in sight while showing them how much unexected fun they can have in the process. I.e., Armada 2526 is not a "normal" turn-based space 4 game. It tries to expand, and possibly to transcend, the genre. The designer's intent comes through clearly, and the game system seems to effectively present it. Plus is works as a game. It really is possible to play a complete game in ten hours or less. There are surprisingly few bugs, and most crashes seem to be due to failure to update Net Frame. And it is a mistake to think of Armada 2526 as a standalone, finished, product. It has just begun its growth and expansion curve, and its foundation seems solid. What I appreciated the Out of Eight review for was that it pointed me to Gratuitous Space Battles. Ya gotta love a pure space combat game with TWO Kobayashi Maru scenarios. "Gratuitous Space Battles aims to bring the over-the-top explodiness back into space games."
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