9 people found this review helpful
3 people found this review funny
Recommended
0.0 hrs last two weeks / 40.6 hrs on record
Posted: 22 May, 2017 @ 9:23am
Updated: 22 May, 2017 @ 2:57pm

Paradox tired of its niche status and wants to be major publisher specializing in strategies. All kind of strategies. They started with the powerful collaboration and then continue with destroying region prices on their games, like most of the big boys do. Yeah, let's make it about politics. It’s not like bullying the way through their loyal community is the new tactic for Paradox. Crazy DLC politic is the great example. But what’s more important is what let them do anything they want and it’s their card of uniqueness. You won’t find any alternatives to paradox games. But you won’t find anything like Eugene’s game either, that’s why SD might be so important to paradox.

Eugene delivered solid gameplay with an uncanny similarity to their Wargame Series. The main feature is the frontline which moves with the units. Neat idea on the surface turns out to be more of a gimmick. Even so, Eugene says that’s the main part of gameplay, in the end, it didn’t really change it, but make it more noob-friendly. And this is the main theme of SD. Wargame series are well known for its total unfriendliness toward new players, the game doesn’t have a proper tutorial, it got 2000+ units you better learn (how they perform and even looks). So they decide to cut the corners. Now we got 400 units, fewer stats for each unit, "autodeckcreator", we lost few tactics; like helicopter rush (no one would miss it, but still helicopters gave more tactical choices), we cannot get around and strike opponent to the back (because frontline shows there we got units, except recon infantry). Tactical choices reduced to constant push-build defense line-push/retreat. Maps became wider and units became sooo much slower, which is make sense but still might be frustrating. People who wished the infantry would be the kings of the Steal division (spoiler alert it doesn’t) would find themselves disappointed. Roles didn’t switch, dynamic didn’t change drastically, artillery became more powerful than ever. Even new stress system feels just like a light touch.

Paradox is… that game is still semi-realistic and really complex for the newcomers, while wargame veterans will get “less of the same”. I think I appreciate the gentle approach, no one want’s to learn everything from the scratch, but at the same time, I can’t find anything that justifies the transfer from Red Dragon to Steel Division. Surprisingly enough SD doesn’t look as good as you might expect, models look shabbier than their brothers from Wargame DLCs. But animation became smoother; infantry doesn’t slide through the hills like they used to do. Anyway, I doubt you would notice it during the game, cause all you need to see is pictograms of your units on the whole wide map. The best new thing is the circle which allows you see how much vision each point on the map will give to you units, that’s what Red Dragon surely missed.

Steal division doesn’t feel like a step back, more like “confident mudding-through”.
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