I appreciate the details like this present in the game and I grew to understand that recon units were required to ensure the way ahead was scouted out and that units followed roads rather than muddy fields when moving around the map. It is a fascinating level of detail, but was proof that the trailers for the game were somewhat misleading to a series outsider. I would look back and find that other units were stuck in the mud or a tank had lost a tread and the crew were busy repairing it. A damning failure in my eyes of a game explaining to a newcomer how to play.Įven when it came to combat I was at a loss, I sent units to various points and waited for something to happen when suddenly an attack helicopter or jet would rain seven hells on my squads and blow them to smithereens. I soon learned via digging around in an inconsequential part of the tutorial that only certain unit types can take control of the command points. I didn’t comprehend how I had come out of the match without any points as I had killed more of the enemy and seemingly controlled my command posts. I later realised the warnings were there to inform me that the enemy had been busy capturing other control points, and very rapidly the game came to an end and I was informed I had suffered a dramatic defeat. During the match various warnings went off, but the red text overlayed on the browns and greens of a field of war didn’t stand out to me, being colourblind in this game can be quite troublesome at points. ![]() In my first match against the AI, I loaded up my force with a variety of foot, mechanised and air units and set them to capture the control points. When you place a unit in your starting area, points are deducted from your reinforcement pool. Units are broken up into categories such as Infantry, Tank and Helicopter. Before you get into the fight though, you have to select the units you want in the fight from a menu on the top left of the screen. Each map is split into command sectors, to win the majority of the battles you are required to take control of these sectors and rack up victory points. The real-time battles are where I have really fallen apart. ![]() Real-time battles When zoomed out of the battle, things can be a bit confusing. As I said, for long-running players it won’t be water of a ducks back, but as a newcomer, I was left feeling cold. It would have been infinitely better to have a narrated, hands-on run through the principles of creating a deck of units, playing a skirmish match and an overview of the campaign screen. ![]() It is made up of short slides selected through a menu, it feels like it is aiming for a militaristic styled presentation rather than a full-blooded tutorial. Possibly owing to the long-running nature of the Wargame series the developers felt it wasn’t necessary to craft one that explained the way the game plays in much detail. Sadly, the tutorial here isn’t friendly for newcomers. The trouble in this instance is that Wargame doesn’t follow a setup that I am used to in an RTS, and for that I need a decent tutorial to make sense of things. In an RTS like Command and Conquer or Starcraft, I personally have no need for a tutorial, while in a series such as Total War, the RTS tutorial is a nice way to brush up on my technique. I won’t deliver anything like a traditional review here, rather I will cover four aspects of the game that I have found thought provoking. Sad to say, this has happened with Wargame: Red Dragon an RTS which I had so looked forward to upon checking out the trailers. I hate it when I eagerly anticipate a game, get a review copy and find out that I am entirely unable to productively play the game as I fail to grasp the concepts behind it.
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