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Warhammer 40,000: Gladius: Relics of War is not only an obnoxiously long name but is also not like most games that it looks like. This game is not like Civilization or Endless Legend, it is not an empire simulator.
Gladius is a war-game.
The central focus of the game has more in common with most Real Time Strategy than Turn Based Strategy games, the purpose of cities is not to spread culture or house population but to create factories and barracks and harvest resources for the sole purpose of making war and destroying your opponent.

I've seen more than a few complaints about the game based on this misunderstanding so I thought I'd make that clear on the get-go.

In addition to this I've seen a few comments regarding the game feeling incomplete without the DLC. I can't really deny that the DLCs for this game add a fair amount, especially the faction DLCs but I think the base game is plenty worth it for the price of admission, on top of that the game and its DLCs regularly go on sale.
In all honestly I don't entirely understand this complaint and I can only assume that these people are not particularly familiar with the way that game development works, especially for strategy games and that for the game to be developed as much as it is, it needs the DLCs, effectively functioning as expansion content, not very disimillar to the likes of the many Dawn of War DLCs to fund continued support and development of the game.



Your primary goal regardless of faction is to control the map and the many resources and features dotting the surface of the titular planet Gladius Prime, the planet having been recently devastated by an enormous Ork Waaagh, leaving the hive cities of the world as nothing but smoldering ruins, closely followed by the sudden appearance of a terrible warp storm, cutting off the world from the rest of the galaxy.

You start each game with only the most basic unit production capacity, a unit to settle your first city and 2-3 of your most basic infantry. From there you need to research more advanced army units and production facilities and produce more units to secure the map and combat the diverse and deadly Fauna that emerged from the smouldering ruin of Gladius, something of a "greatest hits" collection of infamous monstrous wildlife in the 40K universe including Catachan Devils, Bastard-space-wasps-with-an-unpronouncable-name, feral kroot hounds, ambulls and the slightly contentious addition of the ancient Enslaver species who guard mysterious artifacts of the Old Ones that can give powerful boons to anyone who can control them.

Each faction has a quest chain with story dialogue and lore details, the completion of which results in victory. The quests can be disabled in the map generation menu if you want to just play a purely conquest driven game, but I recommend playing each faction's story at least once as they do a good job of representing the personality and nuances of each faction and are fairly good 40K stories in their own right.
Be cautious with the quests though as some parts of the quest chain will put you on a time limit to carry out a task or spawn armies and hostile bases that can create a sudden challenge, especially if you're already fighting an AI opponent.


The general design of units and faction mechanics takes a lot from the rules from the Tabletop, as well as a fair amount from the lore of the Warhammer 40K setting. Every faction has a range of units to deal with most situations while staying true to the core theme of the factions and each faction has a set of special Commander units or "heroes" to support and lead their armies.


I was going to give an overview of each faction but the review's wordcount is too restricted! So instead I'll just say:

As a fan of Warhammer 40K I think Gladius is absolutely fantastic, the way they capture each faction and the engaging wargame layout of unit design and combat has given me many dozens of hours of fun. If you're a fan of the likes of Dawn of War and have no problems with a turn based format I absolutely have to recommend it with glowing praise. Since its launch Gladius has been continually supported and is shaping up to be a more than worthy successor of the likes of Dawn of War.
Skrevet: 20. oktober 2020. Sidst redigeret: 20. juni 2021.
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133.4 timer registreret i alt (100.1 timer, da anmeldelsen blev skrevet)
A good old RTS, a cool concept, the campaigns are actually quite fun in a campy kind of way, except for the chinese campaign that was kind of tacked on a few years ago but other than that it's a thumbs up
Skrevet: 8. oktober 2020.
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1 person fandt denne anmeldelse sjov
42.4 timer registreret i alt (41.5 timer, da anmeldelsen blev skrevet)
The best Fallout game according to almost everyone but it's heinously buggy and even with mods that're meant to improve stability I can't even get to Primm without being utterly bombarded with constant hangs, freezes and crashes everywhere I go, and it's even worse without those mods.

This game is not even remotely capable of running on modern systems, which is funny because I can run games from the early 2000s without a problem.
Skrevet: 6. oktober 2020.
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91.8 timer registreret i alt (67.1 timer, da anmeldelsen blev skrevet)
Changed back to a yes but you need to set it to compatibility mode and fiddle with some other stuff maybe, look in the steam community guides for help with that. May not work for everyone so buyer beware.

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I've changed my review to a no because sadly, as is the case with many other old games, modern systems are making old software unstable and run poorly. I've been experiencing severe instability, the game dropping to 10 FPS tops after a few minutes of running and severe mouse flickering.
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Old Review:
An old but great RTS that focuses much more on logistics and long-term strategy rather than moment-to-moment unit management, to the point where there's barely any micro to really speak of as your armies are organised into customizable regiments with passive abilities and spells that are automatically activated on cooldown through-out combat, making battle mostly a case of taking advantage of counters and weaknesses.

There's a lot of great visual design though sound design leaves quite a bit to desire, especially in the way of unit voice lines. You'll be hearing "SAJA LIGHT OUR WAY" and "FOR THE LIGHT" in your gosh darn dreams if you don't turn off unit responses. The game's music isn't much to write home about but it's inoffensive at worse and quite pleasant at best.

The campaign is pretty fun with a lot of neat maps, though the story is hardly mind-blowing, I still think it's a good bit of fun, with Melchior standing out as the best character as a hammy 'anti-hero with a tortured past' type who's always got a pithy come-back for his allies and enemies alike, a great foil for the otherwise quite self-serious campaign.

In Skirmish mode there's a good amount of variety, not only are there 6 races with unique units, structures and construction methods there are also five factions that certain races can pick that change your available technologies and dictates which of the titular "Kohan", special commander units with powerful abilities that you can select to lead your armies. So even playing the same faction you can shake up your strengths and weaknesses by picking different factions.
Skrevet: 24. september 2020. Sidst redigeret: 16. februar 2023.
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522.7 timer registreret i alt (385.8 timer, da anmeldelsen blev skrevet)
I love this game but the little things that bring it down have become increasingly frustrating every time I try to play these days.

Simultaneous turns are forced to always on, so every turn is a race to command your units to attack, retreat, move, claim territory, everything. THis is a TURN based strategy game, I shouldn't be having to race the AI or players to do actions at the start of every turn during a war or when competing to claim land. The UI is sometimes unresponsive and won't register commands which if this game were properly turn based would not be a problem but because of simultaneous turns it is incredibly frustrating. To top this off if you and the AI finish a wonder on the same end turn the AI takes priority 100% of the time. If two players do its a ♥♥♥♥♥♥♥ coinflip. ONE TURN AT A TIME PLEASE.
Forced Simultaneous turns is an issue that plagues all Amplitude strategy games and is something they should at the very least make optional, it degrades the quality of gameplay and I'm pretty sure its one of the reasons all their games have horrible Desync issues.

The combat. There are quite a few people who will die on this hill but I"m sorry you're wrong, the combat is horribly hurt by every unit having its own independent AI and you as the commander only being able to vaguely suggest moves for them. You can command them to move to a tile and attack but they won't do it until you "Initiate combat" at which point all units will move one at a time in order of their initiative score, meaning that unless you have higher initiative (which you rarely will if you play on higher difficulties or play a faction plagued with low base initiative) meaning enemies will move away from wherever you planned to have your units attack could no longer be reachable and tiles you wanted them to move to could become occupied. If this happens the unit will default to its chosen "Stance" either Aggressive, Defensive or Hold Ground. The Aggressive & Defensive stance is incredibly stupid. Defensive will just run away and Aggressive will just auto-target the "weakest" target it can find, even if that target is outside its movement range and there are other targets available, meaning its an almost garunteed wasted turn and can end up meaning you don't finish off a unit. Hold Ground will just stand there and is functionally the same as wasting a turn.
Even Amplitude ended up agreeing that this system was bad and detracted from the strategy cause their latest strategy game "Humankind" created a proper strategic battle system where you personally control the movement and attack of each unit ON THEIR TURN instead of making vague suggestions for them.

I find this incredibly frustrating because instead of addressing this glaring issues in their current games they just abandon them to hop ship on to their next project. I am very hesitant to buy Humankind after both Endless Legend & Endless Space 2 were left in rather sorry states.
Skrevet: 9. september 2020. Sidst redigeret: 3. september 2021.
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590.9 timer registreret i alt (508.5 timer, da anmeldelsen blev skrevet)
Game Gud
Skrevet: 26. august 2020.
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The vaulters are a fun, pretty easy pirate-like faction that have special interactions with pirates and a focus on having a few high output systems linked by portals and boarding and stealing enemy ships. They're a fan favorite that've been featured in every Endless Strategy game and are pretty much always a good time.

If you played Endless Legend this is a continuation of their story from that game.
Skrevet: 19. august 2020.
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If you like the Hissho get the DLC.

The Behemoths are window dressing and very easy to miss in games on the regular.
They have a pretty niche usage, getting extra strategic resources, destroying systems, building special improvements.
You can only get a certain number of them that get increasingly expensive to maintain, they feel kind of clunky to me and you have to get specific techs to get them so unless I really need a specific niche utility I often just don't bother with them.
Skrevet: 19. august 2020.
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A massive update overhauled how this DLC works, both the Nakalim faction & the Academy.
The Academy as an active faction is no longer horrible, there are more options for interacting and diplomacy with Isyander, including getting systems and populations off of them.

The Nakalim are much less janky and their core mechanics of relics and temples are a lot more straight forward.
Skrevet: 19. august 2020. Sidst redigeret: 25. marts 2024.
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1 person fandt denne anmeldelse brugbar
204.8 timer registreret i alt (164.6 timer, da anmeldelsen blev skrevet)
Game is horribly infested with aimbots as of posting.
Skrevet: 6. august 2020.
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