A colony will be established at the start of each match, and from there they'll have to expand to new territories, build or assimilate a military force, and secure the safety of their people on a planet where other military forces are also being grown.Īll of this action plays out in turn-based fashion, meaning progress is measured in discrete turns. Regardless of the approach chosen, players will need to sort out a few essentials. Victory is earned in the usual sense: The battle is over when there are no more enemies left to fight, be it accomplished through violence or through diplomacy. Each Faction has come on hard times in some form or fashion, and will find both allies and enemies on the planet's surface. Right from the start, the task seems daunting. Age of Wonders: Planetfall pits this style of play into a science fiction setting, where members of six different races or factions come into conflict simply trying to understand or otherwise survive the world they've come to inhabit. The core of 4X gameplay pushes players to create their own empire. It's a hell of a gameplay hook, and unsurprisingly, it's not for the faint of heart. This is what Age of Wonders: Planetfall feels like: A strategy game where no stone was left unturned, where players are dropped onto an island in a sea of possibilities, given only the few basic tools and instructions they need to build an empire from scratch. But that's effectively what the 4X genre has done: It took a long, hard look at turn-based strategy games, then said to itself, "Let's do that, but turn everything up to 11 first." But be aware that in terms of writing, the game doesn't try to do anything special.Think back to the last time you looked at a game and thought to yourself, "This isn't complex enough." Can't recall such an event? Neither can I. It's not a massive deal for me considering I love the combat encounters these quests typically lead you to. For the most part, the game sends you on fetch quests, which isn't that interesting. Just don't expect to have a great time if you try to avoid all combat actively and focus on being diplomatic.Īnother problem is that the quests the game tasks you with during the campaign are bland in design. ![]() ![]() Thankfully, it does at least feel more fun if you choose a style that focuses on switching between tactics and strategy. And there's a lack of variety in your options when upgrading the bases you establish, which directly butts heads with the nuanced layers of the tactical combat. There isn't nearly as much depth in negotiating an alliance with foes instead of blasting them to smithereens. The core issue with it is that it's just not that interesting. While the tactical side of Age of Wonders: Planetfall is fantastic, the strategic half of the game is where problems arise. The developers have included a procedural generation mechanic for replay value when starting a new game, too, and they've even added mod support.Īge of Wonders: Planetfall's strategic side is lacking. When you throw in the fact there are six different races to choose from, the fun never ends. Being able to create cohesive battalions like this is an absolute blast. Each of these armies are effective, but if you bring both of them into the same battle, their strengths cover the other army's weaknesses. For example, one of my armies is built around sniping, while another is a mixture of hardy melee fighters and cover-hugging riflemen dedicated to holding a front line. You can even customize each unit in each army you have, giving you the flexibility to create specialized troops. With a complex set of rules that dictates how melee combatants interact with ranged opponents to a dizzying amount of different abilities and skills units can learn, there's nearly no end to the different approaches you can bring to fights. The amount of depth to the combat is crazy. ![]() The tactical gameplay is incredibly complex in all the best ways.
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