Matt Halm
The gameplay isn't bad, but it's not great either and there are certain glaring problems with some parts of its execution.
Cold Darkness Awakened is representative of the problem a lot of people have with DLC. That is “content” for the sake of content.
_____________________________ “It’s sort of a combination of the post-apocalyptic feel of Fallout with some of the bizarre alternate-history aesthetics of Bioshock Infinite.
Deserts of Kharak is a triumphant return to Homeworld, just minus the space part.
It just also means that the very premise of a game like this set in the Game of Thrones universe is maybe not as enticing as you might think.
Mordheim manages to create a turn-based experience that is not quite like the now seemingly industry-standard XCOM but which finds its own way to tweak the genre. Aside from the jarring nearly-first-person perspective the game really does feel like a tabletop miniature game, complete with randomization and ability checks. And at the same time this is probably the most natural way to design such a game. Tabletop miniature games are essentially the original "turn-based" combat games. Making a digital version of one of the lesser known entries in the genre is completely logical.
The core of Sword Coast Legends has potential. The single player story is fine, but not remarkable, and the capacity for multiplayer is welcome but ultimately disappointing. The best thing about the game, seemingly, is that it's sort of like a set of tools that could be used (if you're ambitious enough) to create something very cool. The game just doesn't quite make it cool enough by itself.
In the end, Wasteland 2 is good, it's fun, and there is a ton of content. But it's not that different, or newly 'cut', than it was a year ago.
Massive Chalice is an interesting twist on the genre, though it does sort of feel like more could have been done to differentiate it. The game's style is good, and the basic structure is engaging and challenging. Combat could be a little more tactical, but overall it's a solid game that provides a great outlet for any turn-based craving you might have.
[I]t's more like Cube Zero than Cube: it's fun if you like that sort of thing, but if this was all you saw you wouldn't be that interested.
If you can get past the audio (preferably by simply turning it off), Lost Orbit is fun and occasionally exciting but not particularly original. There are no doubt hundreds of similar games to grind and master every angle, and this one is fine enough but it's not really memorable in a good way. Perhaps one of Null's soliloquies sums it up best: "for a long time I've considered the truth: that it wouldn't matter if I didn't exist."
The story and the game quickly become compartmentalized, one simply unlocking more of the other.
Serious adventure game fans will probably be disappointed with the shallow puzzle design and the game's short length, but someone looking for a light-hearted romp through a wacky prehistory will find something to like in Fire.
After all of that, for a game like this which appears to be aimed solely at a competitive multiplayer audience, it's really a matter of how many people are playing it and what the metagame ends up looking like. If there are imbalances in multiplayer, how quickly are they addressed? How are they addressed? How healthy is the community? How quickly can you find a game? All of these questions can't be answered simply by playing the game once or twice, definitely can't be answered before it releases, and are dependent on a sort of ephemeral quality that some games have and some don't. I think there's potential, but there's not quite a resounding reason to play this RTS over the dozens of others.
[T]here is no question Sid Meier's Starships should have been much better.