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Review at www.tacticularcancer.com

Posted: Thu Dec 02, 2010 5:12 pm
by GlobalExplorer
I have reviewed Revolution Under Siege for http://www.tacticularcancer.com

http://www.tacticularcancer.com/content.php?id=66

We are a small, but very critical community, very dedicated to turn based strategy games, and I feel the interest in Ageod games is growing.

Please understand that my native language is not English, so please let me know if something is not right.

Posted: Thu Dec 02, 2010 9:26 pm
by Cat Lord
I think it's a nice, fair and balance review, thank you very much. :thumbsup: :coeurs:

Cat

Posted: Fri Dec 03, 2010 1:15 am
by Clovis
Of course, first thanks for your review :) (and especially about Athena :D )

But this review has too some very clever and insighful observations I've rarely found in a game takeover. Rest assured there is in your writing food for thoughts for us :coeurs:

Posted: Fri Dec 03, 2010 3:46 am
by GlobalExplorer
Perhaps I should add that tcancer is a gamer centric community.

Therefore it would be absurd if we reviewed a game that we do not understand 100%, like some professional reviewers do nowadays. I made it in a way that the mostly hardcore gamers over there will take it seriously. And I'd also bet a lot of the guys will want the demo now .. ;)

Just hope it's also professional enough for you :)

Posted: Fri Dec 03, 2010 3:52 am
by GlobalExplorer
Clovis wrote:But this review has too some very clever and insighful observations I've rarely found in a game takeover. Rest assured there is in your writing food for thoughts for us :coeurs:


I'm very honored :D

Ah, there's a little bit that I have taken out, about stacked orders. Because it was going much too far for a review. Perhaps you read it. Just read it. And think of it in a future game :)

It’s natural that once you learned to manage a vastly complex and powerful system such as this, you beging to yearn for even more options and interface improvements.

Personally I am thinking of revised mechanisms to coordinate all my units much more precisely (not only the synchronize Corps movement). What if I want a unit not only to march to it’s destination on the first day of the turn and then wait the rest of the turn? I would sometimes like to give stacked orders on a day by day basis: e.g. the naval transport loads troops, waits for two days, then stacks up with the (approaching) escort, then goes to a certain port, unloads troops, loads something else and finally returns to it’s point of origin, all in the same turn?

On first sight this would make an already complex game even more complex but I have the feeling that in the core most of this functionality is already there. The problem is rather with how to integrate this into the interface, and not completely overburden even the most hard core player.

Posted: Fri Dec 03, 2010 12:33 pm
by Clovis
GlobalExplorer wrote:I'm very honored :D

Ah, there's a little bit that I have taken out, about stacked orders. Because it was going much too far for a review. Perhaps you read it. Just read it. And think of it in a future game :)


Oh, I forgot. I've some ideas about AI strategies too...And no I will have some time to test them :D