42.6 hours played
Written 1 month and 7 days ago
If you want a reasonable single player experience, sure, its fine for the price. If you're looking for multiplayer action, pass.
Not great, Not Bad
Take the aliens from Command and Conquer (CnC) 3, Put them into CnC Firestorm, and then put it in the CnC red alert universe. Thats what this game is.
Instead of GDI, you have GDF (Global defense Initiative vs Global Defense force)
Instead of NoD you have Dynasty.
Instead of Tiberium and Tiberium sickness, you have Tempest and Tempest overload (poisons vehicles instead of infantry)
The Bad: (Played both campaigns, hardest difficulty)
- Enemy AI is kind of trash, if you attack them from out of sight range they dont react to it so you can literally clear every map with like 12 artillery units, and in MOST missions, they dont actively do anything. All their units spawn in at the beginning of the mission rather than being built, with predesigned patrol routes, and in 98% of circumstances, once you kill those units, thats it, the AI doesnt do anything about it
- Air units are way over tuned and dont have any hard counters. Like even SAM sites dont really do much. And the GDF Air Gunboats dont need to return to base to reload, and have anti infantry and anti vehicle... so 12 of them can take out a whole map if youre patient
- None of the cut scenes are live action, and instead are just Unreal Engine 4/5 and AI, so you end up with weird moments where like the Russian guys upper lip lifts up and doesnt come down, so he just kind of snarls through his teeth while also moving his mouth... its immersion breaking
- There are only 2 female characters in the cutscenes, both of them wear bane mask style respirators, and are the most androgynous characters I've ever seen. The Russian Asian chick actually just looks like a femboy, and the GDF chick wears a baggy white radiation suit you'd wear to Chernobyl. I dont understand why you would go with this aesthetic, cause the target audience for this game is middle aged dudes who grew up with the characters of the Red Alert series. It doesnt need to be gooner bait, but if you cant tell the gender of a human character within 1 second of looking at them, you're messing up, and if you're only going to have 2 females in the ENTIRE game, thats not the time to have the player ponder if what they are looking at is a sir or a mam
- Theres mechanics in the game that are so underwhelming they arent relevant, and instead just add to UI clutter for no reason. Example being the GDF rifleman has an active ability that deploys a single land mine, that literally you never use. There are ways to deploy fields of 9 mines, why would you ever use an active ability to drop 1?
- The flamethrower/grenade anti-garrison mechanic is completely useless cause you cant garrison into any of the civilian structures, and the 1 or 2 random buildings that you can garrison in get destroyed in a few seconds if you bring more than 5 units. Also garrisoning in the 1 or 2 random buildings you find doesnt increase attack range of units garrisoned, so theres literally not a point in garrisoning, so theres no use for anti-garrison tactics
- In the cutscenes, they took the time to make the name tags of the leaders look like hard plastic name tags, as they are supposed to look... but then things like ribbons and medals arent attached to any backer, and instead are sewn into the uniforms, which is not how uniforms have ever been, so you end up watching these cut scenes and noticing that the ribbons are stretching and moving.
- The Dynasty androgynous character has a digital eye glass like a google glass or something, with a bunch of digital displays that you can see, but the displays look like they are just painted on. (Not a big issue, but when you have to watch the characters for 90% of the cut scenes, and there are multiple "issues", you start to notice right away that the character model is bad)
- Why does the military scientist for the GDF have blue dyed hair with black highlights?
- Most of the commander abilities are kinda pointless, and only get used really when the game puts you in a scenario where they have to be used. (the Riot call in for example)
- The Veti (the aliens) have a complete civ in this game with buildings and units and all that... but arent a playable race? Why? You did all this work to put them into the game, why cant you play them?
- Multiplayer is limited to a max of 4 players, so no large scale battles
- Bridges are destroyable in some missions and not others. Seems to be related to only the scenarios of the campaigns, and not because of tactical choice? Like you cant destroy a bridge to cut off a path unless its part of the scenario. Or, its that you can.... but theres only like 2 units in the whole game that can attack ground, and they are end game units, so if you arent supposed to have them, then you dont get to break the bridge.
- Other RTS's lock off sections of the map, and prevent you from accessing them until youve completed specific things to move the story along. This game doesnt do that, so I've had MULTIPLE missions where I've wiped out the entire map, built bases all over the map, triggered the next story event, and then enemy buildings will randomly poof into existence, sometimes INSIDE my buildings cause thats where they are programmed to spawn, and it leads to janky, albeit hilarious, chaos
- None of the buildings you build are "attack" buildings. There's no like Nuclear silos, bio weapons, orbital weapons, things like that, which greatly amplifies the balance issues with the units (again, with like 12 artillery units and 4-5 anti air units, you can clear an entire map... you dont even need a base unless the game makes you have to have one)
- Anti vehicle weapons do too much damage to non-vehicles, and anti infantry weapons do too much damage to non-infantry... so range is the only real stat that matters
- TRANSPORT units cost POPULATION and, in comparison to other units, are SUPER EXPENSIVE (like 2000 credits per transport unit at 4 pop per unit, where like the most expensive military unit will be like 2200-2400, and 3-4 pop), so transporting armies around is the worst waste of resources, cause to get that pop back, you have to kill the unit, and its a substantial amount of pop
- In a game where Range is king, having a "light armor" flame thrower vehicle, is.... stupid. They are never worth building, and die instantly.
- Your AI assistant for the Dynasty is some garbled hybrid of a Russian AI, speaking English, while trying to also have some kind of Asian accent. It sucks to listen too
- Theres a few "background conspiracy" characters that like... they appear, and clearly are important... and then never do anything
- When you start having more than like 2 visual effect on the map, the cursor colors arent pronounced, and you lose the cursor alot in the middle of a fight
- The specialist missions turn the game into a puzzle of sorts, which is really cool....BUT.... its like a maze that has no branching paths alot of the time. Theres not alot of opportunity to make mistakes or make your own solutions, unless you intentionally break the game logic and use your one engineer to say, capture a barracks, and then slowly take over every single building on the map.... which is cool in concept, until you hit the next story trigger, and then every enemy building re-spawns inside your buildings haha
- The GDF comms unit abilities dont lead well to its use.. It should reveal stealth in a large area when deployed, and provide comms buff in a large area when mobile, which would allow it to have a good use in things like troop movements. This is an example of units not really being balanced well
The Good:
- Good aesthetic
- Great music
- High ground advantage, when you can get it, is done well
- I really like the specialist missions, cause it turns the game into a puzzle of sorts
- Reasonably Priced. I got 40 hours out of it on the hardest difficulty. Not bad.
- Sound effects are good