I mean, they each do play a bit differently unique techs, units, and landmarks are great at establishing an identity evoking their historical inspiration and varying up how you maximize your economy. Naval combat is fairly well fleshed-out, making island maps a thrilling proposition.īut for six out of the eight playable factions, I just didn't feel like there was enough new going on here. And while I was worried naval combat would feel like an afterthought with how little Relic talked about it leading up to launch, it's fairly well fleshed-out, making island maps a thrilling proposition of their own. But overall, it's a great variety of well-designed battlefields. Some of them can feel a bit unbalanced, though mountain passes will always favor castle-building civs over nomads like the Mongols, for instance. They each present different tactical challenges, from two opposing ridges overlooking a valley that feels very much like a StarCraft 2 tournament map, to very open layouts with lots of unit-concealing forest in the middle that encourages a cheeky guerilla war and lots of misdirection. I was also impressed with the semi-randomized skirmish maps, which let you choose a biome – defining the colors, tree types, and overall vibes, from European Temperate to Asian Steppe to Taiga – in addition to a layout.
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