The author of the review: BigBoss91
The genre of turn-based strategy on console has always been the preserve of a niche of enthusiasts who can refer almost exclusively to a handful of titles from the undisputed value. They are linked to specific development studies. Standing out among these is the Intelligent System that, thanks to the partnership with Nintendo and the Fire Emblem, has managed to establish itself as the most representative known. In the course of the years, however, Intelligent Systems has developed a series of strategic remained in the heart of a small group of fans, namely Advance Wars. From this title it is necessary to start if you want to talk about Wargroove why Chucklefish this has been developed with it in mind the intuitive but deep, and bilanciatissimo game system which was at the basis of the original Advance Wars, released in 2001 for Nintendo’s Game Boy Advance.
The heart of Wargroove it is made up of the clashes between two or more factions composed of various units, each with weaknesses and strengths specific. Air units, for example, may be affected only by other flying units, the archers, and are especially weak to mages or to specific vessels but can in no way be affected by the other units on land and at sea. Each unit also has specific possibilities of movement on the grid that is superimposed over the field of battle: the geography of the areas is particularly significant in the economy of the clashes, as each box corresponds to a specific type of soil, and this influences both the capacity of movement as the defensive abilities of the unit that you will find on the same. While the streets and the plains allow you to take full advantage of the skills of the movement of land units, mountains, and forests to ensure their protection from possible attacks of opponents, but they slow down the progress. In addition, these units may not cross water courses, lakes, or seas without a suitable means of transport. Of against air units can move safely without affected by the environmental obstacles, but, at the same time, will not receive any bonus of protection from different types of soil.
In addition to the standard units, every army can enlist in their ranks, one or more of the general. Each of them possesses a skill that is peculiar in the degree to subvert the course of the battle if exploited to the fullest. The generals are selected at the beginning of the game and can not be bought like the rest of the unit. Give the possibility of obtaining them per game in the course would have complicated enormously the overall balance of the system and reduced the need to build a tactic suited to achieve victory. Moreover, to avoid that, by virtue of their statistics, they are exploited as the only weapon to break the oppositions defence, the developers have opted to make the occurrence of a sudden game-over if a general is defeated. These units remain, therefore, potentially lethal, but only if it is well defended by the rest of the army, and exploited to their best in the moments that most require it.
In his turn, the player may move all the units have on the field of battle, attack where they will engage the enemy, conquer facilities and take advantage of the money accumulated, by capturing the villages on the map, “buy” other units at the barracks. After having exhausted the shares available, the turn will automatically pass to the opponent, be it another player in online games, or the ai in a single player mode. Take advantage of the system strengths and weaknesses is fundamental to carry out successfully the challenges that the title poses in front of the player. A style of offensive play is almost necessary because after every attack, the enemy, if it has not been defeat, contrattaccherà automatically, but it will inflict damage proportional to its health. This means that, other conditions being equal, a unit with a hundred percent of your life is extremely more dangerous than one that was already severely wounded.
Rush, however, low-head attack without carefully assess the disposition of forces in the field from both parties leads to a premature failure. The level of challenge in Wargroove it is, in fact, particularly high, even keeping the default settings, that correspond to the difficulty in the middle, thanks to an artificial intelligence brilliant that takes advantage of any oversight, even minimal, of the player. In aid of the players less accustomed to the genre is the ability to adjust the level of difficulty, intervening manually on the output of damage of allied units and the enemy. Changing these parameters does not mean, however, to be able to play with the auto-pilot: if the player sets a wrong strategy hardly will get the victory or a high score. At the end of each act of the campaign and every challenge, in fact, the game assigns a rating, and this pushes to replay several times the same mission to get the maximum score. The system, overall, is bilanciatissimo and addictive and makes every game enjoyable, and different from the previous one. The only drawback is represented by the slowness of the scenes of attack and counter-attack which, although very nice, after a handful of games will jump to footer equal to almost any player.
This set of mechanical it must not, however, make one think of Wargroove such a title solely dedicated to the challenge. The campaign, which remains the main mode of experience, has a history that is extremely simple but well articulated. As the title would have benefited from a narrative in a more mature and complex, given the themes treated, it is always fun to follow the events of Merciathe queen of Roxapedraits strange allies, and of the not less extravagant enemies through a continent consisting of a variety of settings and by a series of kingdoms that are characterized briefly but clearly recognizable. Perfectly characterized, on the other hand, the main characters. Each of these presents a vast array of facial expressions, a small number of moves, deliberately theatrical, and several lines of dialogue well-written.
Although war, violence and revenge are the central themes of the narrative, it never takes it seriously. Indeed, the sad events of the protagonist are painted in a light and carefree, more times comic. This type of writing is not, however, the index of indolence in respect of an item all in all secondary production: the narrative fails, on the contrary, to achieve the goal of the developers, namely drop the player in a variety of situations hardly imaginable in a turn-based strategy. You go from skirmishes between small groups of ground units in real pitched battles, through escapes, sea battles, aerial battles, and sieges, not disdaining a few quote notes of the battles of fantasy literature. The campaign shows, in short, the versatility of Wargroove to the detriment of the balance of the combat system that, instead, becomes the focus of the other modes of the game.
The challenges and puzzles, i.e. battles to reach a conclusion in a turn, and a multiplayer mode with which to deal with online or local human players have a game more akin to chess than to any other strategic. Especially when the map, the number and position of the initial units is perfectly symmetrical, the subtle difference between defeat and victory is entrusted exclusively to the choices of the players.
Icing on the wonderful cake that is Wargroove is represented by the deep editor that allows you to create virtually any item in the game, from maps to cut scenes. Players that are more creative can try their hand even in the creation of a real campaign that, with a few steps, can be uploaded online and shared through the code. This makes the game potentially infinite, provided a tour on the official website to retrieve the codes of the best creations.