
Kriegsfront Tactics - Prologue is the proof of concept for the upcoming procedural turn-based mecha tactics RPG set in alternate 1970s Southeast Asia. In this prologue chapter, you'll get to experience combat, exploration, and the opening story of the game.
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Languages: English*, Japanese, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Indonesian*languages with full audio support
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wasn't even going to leave a review, but this game deserves one - For it being just a Prologue, this game had no bugs, no issues, and best of all - It has that tactical feel to it that you would only get from games like Xcom, from Battletech to Menace; Yes, there's RNG, but it also has Line of Sight mechanics, high and lower grounds for verticality advantages and distance mechanics as well, so the further you are, the less damamge you do. The game has some simple but interesting mechs, single-handed and double-handed weapons, shields and some cool attachments for AOE bombardments as shoulder pads. Seems like the tip of the iceberg from what they've given us so far, so I'm really intrigued to see what's in store for the full release. The game also has a decent storyline going for it thus far, and I'm keen to see where it leads, feels like one of those American war movies without the mechs. Side note: As I mentioned before, I wasn't going to write a review, but it deserves one.. And for me to respond to a comment of a negative review that mentioned that "There seems to be no clear way to replenish weapons and repair your mechs". To the silly dingus who probably never got to the point of doing so, there is 1 station on the map to repair all your Mechs, once only (Due to it being a single run Prologue); And there are plenty of weapons to pick up along the way, I had aside in the stash about 6 different weapons I wasn't using.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is like if Armored Core and XCOM had a baby while Darkest Dungeon sat in the cuck chair. Then that baby proceeded to get drafted into Vietnam.
俺たちのフロントミッションが30年の時を越えて帰ってきた。 サイコーだぞ。
Alright. Proper review time. Story? Very heavily inspired off of the Vietnam war and colonialism as a whole. Lore is your the big country (cough cough america or VOC) and your fighting against insurgents that have taken weapons from the country you just defeated to take this land because the people living on the land want to be free and not the battleground of war. Of course there's mechs involved and all that. At the end there's a pretty cool cutscene where it shows that both sides are relatively manipulative. Music: Music was catchy sounded nice to my ears and wasn't reptitive sounding just like your standard ambience. Sound: I personally very much enjoyed the sound design most favoured being the 'WHUMP WHUMP' sound after you fire off your shoulder mounted grenande launcher and do some extreme deforestation. Speaking of that. Gameplay: I played through the demo/prologue about 4 times now beating the final battle each time in different ways. And I have to say the cliche line "Easy to learn, Hard to master." Because well that's what it is. At first your gonna think some invulnurable invisible enemy is sniping you but no, its just a hidden enemy in the trees. You can do exactly what they're doing (with better effect hopefully.) Lets get down to business, its a turn based game so you have AP of course shooting requires the most AP moving requires the second least and most importantly evading (provided you are facing the enemy mech) is 0 AP, though it only has a 50% to trigger. you have specific parts on your mech that can be aimmed at and destroyed and vice versa for enemy mechs. Shoot the body? It has the most HP but once it goes down to 0 the mech explodes. Shoot the legs? Enemy can't dodge and takes 3x the AP to move. Shoot the Arms? Congrats you've turned the enemy mech into one of those rubber balls that hurt but are relatively unharmful unless you get pelted by like ten of them. The enemy only uses the 'fire weapon' command as far as I can see but you have something special instead of using 'fire weapon' and rolling the dice on what to hit you can use 'Aimed shot' and aim for a specific part. because you do not want an enemy mech holding a shotgun at close range. And now onto aimming you might load into the game and see percentages and be like "Ugh xcom again." and I can gladly tell you that it is not xcom! If you are point blank with someone provided they don't evade you will hit them 100% of the time! The percentages are more for how much damage you will do in what I have seen. If the enemy's EVA: (Evasion) rating is not above 50% then you have better odds then a coin flip at hitting them. My memory's terrible so that's all I've remembered in a somewhat orderly fashion, here's some more cool quirks of the game >There's friendly fire for both sides, you can get the enemy to shoot their own team mates though the ai tries to not do so, This means positioning is important both so you don't acidentally knock a friendly's head off and so the enemy shoots themselves. >Terrain and Cover matter. Hiding behind ruined temple walls and buildings do work for a singular turn, likewise if your at the top of a hill you will be able to see more and if your at the bottom of said hill you won't be able to see upwards. (This is particularly devastating if you stay in the box on a particular mission) >Losing squadmates does terrify your fellow squadmates and ones with low mental resilience witnessing friendly deaths will accumulate PTSD. I see this happening on the enemy too but it is not solidly implemented yet. >Mechs are fully customizable with a gigantic menu for all the options you could need same with swaping out parts nobody is restricted to one weapon type or body type. >There's a super indepth photo mode, which I used to create like a PTSD-esque photo >There are traits and biographies if you click on their icon in the exploration map Maybe something for a future build? I haven't tested if everyone is ambidexterous or if it is just bravo. And that's really all I can remember. Get the game it's free and its a dang blast.
You CAN repair your mechs in some of the locations. Garages, specifically.
It's good! I had a lot of fun with the demo.
やっとフロントミッションの続編が出てきたって感じ。FMは敵が堅くてテンポが悪かったがこれはあっと言う間に撃破される。もちろん味方も運が悪ければ一発で瀕死になるのでどちらかというとXCOM寄りの緊張感がある。索敵はかなり重要で森林の縁内は隣接しないと見えないので突然真横から奇襲を受ける事もある。幸い体験版ではターン制限がなかったので牛歩作戦でどうにかなると思う。 機体の耐久力や弾薬補給は戦闘ごとに自動回復では無く持ち越されるのでXCOM寄りの難易度。あとユニットキャラは撃破=死亡扱いなので損害を重ねると途中で積む恐れあり。 体験版でやり応えあったので製品版がすごく楽しみです。
Блин, ну есть же удачные тактические игры про мехов: Front Mission, Mech Commander. Почему эта такая всратая? В ней ужасно всё, начиная от геймплейных фишечек, типа укрытие, повышенный урон с тыла, уклонение, заканчивая системой попадания по врагу, нанесением урона, заменой сломанных частей в гараже, фиксацией прицела на определённой части противника (никогда снайпер не попадала по врагу даже стоя в паре клеток от него в чистом поле, а у врага были сломаны ноги, значит враг без уклонения, но снаряд летел вкось). ----------------------------------- После боя HP машин не восстанавливается боеприпасы автоматически не восполняются, в гараже не нашёл как ремонтировать Механизированные единицы, только замена повреждённых частей на запасные (если такие есть) и поиск боеприпасов по невидимому броску кубика, т.е. если не удача, значит будешь без патрон. Пополнение боезапаса "на удачу" работает только в гараже, а гаражи разбросаны по карте на удалении друг от друга. В общем если после зачистки деревни, вы не успели добраться до гаража, а вас встретил патруль неприятеля (HP нет, ракет нет, стрелковое и рукопашка слабые), готовьте *опу под стрампон, вам хана!
It did not disappoint! Looking forward to the complete game.
プレイしたのはデモ版の方ですが面白かったです フロントミッションとXCOMを混ぜ合わせたようなゲーム AP制が導入されたFMはXCOMの戦闘システムと相性が良かったので正式リリース期待してます [u] 戦闘 [/u] ・索敵が重要なXCOM風な戦闘 ・森林とかに入るとステルス状態になって反撃を受けなかったり近づかれるまで攻撃対象にならない ・攻撃を避けると後ろに居るキャラに当たったり流れ弾判定あり ・FMでいうズーム的な部位を狙うアクションもありスコープで指定する表現も良かった ・ミサイルやグレネードも強力だがリロードは出来ないバランスになってる [u] セットアップ [/u] ・ボディ、右腕、左腕、足の4パーツそれぞれにアーマーとHPがありボディを破壊された死亡 ・腕が破壊されれば攻撃出来なくなるし足が破壊されれば移動力が下がるので敵によってどこを狙うかが重要になりそう ・デモ版だと武器パーツが少ししか手に入らないのでセットアップは殆どしてないがカラー設定などカスタマイズ要素あり [u] フィールド [/u] ・戦闘マップが終わると集落とか基地が点在するフィールドマップに移動する ・フィールドマップを探索して目的地を探す流れで時間経過もあるみたいだが何に影響するかは現状では不明 ・セットアップは基地出来る戦闘が終わってもダメージやグレネード/ミサイル弾薬は回復しないが基地で弾薬や修復資材を見つかる(ランダムかな) 機体が破壊されたらキャラも死ぬので緊張感があり索敵と待ち伏せが重要なシステムは楽しい 何とかデモの最後まで行けたけど2人しか生き残れなかった
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