The original Men of War is a good game, it has a nice balance of squad and company scale missions. It has coop for just about all missions.
Red Tide is a mod-gone-commercial singleplayer only offering, which features almost exclusivel small scale missions.
Men of War: Assault Squad has some excellent new features (such as tracers on the minimap, more detailed models), but suffers greatly for the lack of a varied singleplayer experience. All of the missions in the core game are exactly the same, three per nation (Ger, Ru, US, JP, UK), and involve attacking a series of points and working your way up a map against increasingly stiff defences. It makes up for this with much better balanced multiplayer. The multiplayer balance is mostly achieved through penetration modelling against tanks, which now has poorly angled shots stun the crew rather than destroy the hull or bounce off.
So, if you want a more sim-like game and singleplayer variety get MoW. If you prefer multiplayer or are willing to dig for mod/missionpacks, get MoW:AS.
Last edited by Nullkigan; 16-10-2011 at 10:34 AM.
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Hmm I think based off this I'll get the first one and give it a thrashing- thanks
Impulse has Section 8:Prejudice on sale for $5. There's around 12 people playing online, but the game has full bot support. Recommended!
RollerCoaster Tycoon 3 Platinum £3.25
This product is available for purchase worldwide.
This product is DRM Free and is not eligible for refunds.
Grand Theft Auto The Complete Package £8.74
Grand Theft Auto, Grand Theft Auto 2, Grand Theft Auto III, Grand Theft Auto Vice City, Grand Theft Auto San Andreas, Grand Theft Auto IV, Grand Theft Auto: Episodes From Liberty City
Last edited by Heliocentric; 16-10-2011 at 11:39 PM.
Just wondering how worthwhile people think the episodes for GTAIV are?
Well, I think if you even care about GTA IV's story then they're absolutely worthwhile. They fill in some of the blanks and they do have their good moments.
TLaD is probably the middling title, and it's got the lovely Ashley Butcher in it (Yeah, weird crush I know). The bike riding is really much better in it, and there's some good weapons and vehicles. That said, the multiplayer for it is practically dead.
TBoGT is my least favourite, because it has an irritating mission complete screen and at times it seems too focused on "gimmicky" play. It has a lot of fun things to do, and some incredibly powerful weapons, plus a bunch of new vehicles. Multiplayer seemed a little dead on it too, but it's been a while.
If you can stomach more of the structure, go for it. I had a lot of fun with TBoGT after not playing GTA for a couple of years. Gimicky, yes.
The good: the main character's friends don't constantly harangue him on the cellophone.
The bad: same mission structure/narrative problems imposed by it.
That new version of the ICEhancer mod is coming out soon though, and for my money it's hard to beat the atmosphere of the city, especially if you haven't visited in a while. RECOMMEND. If it's on sale, all the better. LaTD is good too, but it didn't hook me for whatever reason (Jersey sucks).
I loved GTA4. I hated TLaD, just cared nothing for the characters and they somehow made Liberty City feel more constricted. I was so put off by it that I haven't even tried TBoGT, I would imagine it's between the prior 2.
That dang Kohan Warchest is on sale at impulse. $7 for some of the best RTS games ever coded.
What makes them special? People keep saying they're great, but they look like any number of other RTS games on the face of it.
Buying games you aren't going to play is a waste of money (no matter how cheap they are). Forcing yourself to play games you wish you hadn't bought is a waste of time. Both are best avoided.
The campaigns are linear and story based. (The Kohan 2 campaign is one of the better RTS campaigns, as each mission actually plays like a skirmish match). The skirmish matches are where it's at, though. It has a full random map generator. Some AI's here: http://www.strategyplanet.com/kohan/...gai_custom.htm
But as to why Kohan is great, here's a few bullets:
+Flow-based resources: rather than stockpile non-gold resources, they act as inputs, to counterbalance the output of unit upkeep. So if I have a lumbermill, that gives me +10 wood. I build a unit of bowmen, and they have an upkeep of 3 wood, so now my wood total is 7. My archers die, and its back to 10. Etc.
+Units are squads: Each unit in the game is a squad with four components: the four frontline troops, two axillary, two support, and one leader. You can create your own combinations to create units for different tasks, like a unit of all swordsmen, or swordsmen supported by archers and one healer. Or whatever. So you can field an army with 32 soldiers, but only have to worry about managing 4 units.
+Minimal unit management: The unit engagements are very wargame-like. Units have three stances (good combat, slow speed, medium, and fast with poor combat), and the terrain affects unit attack, speed, and defense. Units have a zone of control, and once two zones of control overlap, the units begin combat. Once in combat, the only order the player can make is retreat. Individual units handle all the spellcasting, healing, abilities, attacking, etc. Flanking and formations have actual impact.
+Supply: Units in supply constantly recover. If a decimated force successfully retreats back to supply it will be reinforced over time.
+Cities: Like Rise of Nations (which was an obvious descendent), players construct several cities over a map. Each level of city can have a certain number of buildings, which naturally prompts expansion. No one city can do everything. This is one of the biggest differences between Kohan and its sequel: in the original, you can found a city everywhere, in 2, only on preset locations.
Uh, those are some strong reasons off the top of my head. Feel free to ask more.
And vinraith, there's full speed control.
Demo for Ahriman's Gift
Demo for Kings of War
Last edited by Giaddon; 17-10-2011 at 08:54 PM.
EVE Online is $5 on Steam today.
X3/Evochron are probably the closest you'll get. I can't imagine why anyone would want to play EVE without the player-driven aspects, it's the defining feature of the game.