
Lead a strike force against an alien threat in this turn-based tactical RPG from the developers of Battle Brothers. Answer distress calls across different worlds, train and equip infantry, deploy tanks and mechs, and plan and execute missions in detailed turn-based battles.
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Reviews
Themes across 1494 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
TL;DR So I've played the game and the demo more than 300h, so its safe to say the game is engaging and lot of fun, but I am giving this a lukewarm thumbs up. Basically, I was expecting it to be as good as Overhype's last game BB was on EA, or at least to be assured the game was heading there, but there are just too many unbalanced and borderline broken features in the game to assume the problems will get fixed down along the line. At first the game was fun to play, but once you learn how to play the game, Menace doesn't really challenge the player at all, as the opposing factions don't have enough good quality units and capabilites and the enemy AI is weak. Once you gear up after the first few operations in the game, it pretty soon gives the player the means to mitigate all threats and risks almost entirely. Instead of grappling with risk&reward scenarios like in BB the game turns into a pretty much risk free slog after the early game where even the rewards are nonexistent. Comparing to a complete game is not maybe fair, but the problem with Menace in comparison to Battle brothers, is that it doesn't challenge me in a fun way like Battle Brothers. The AI in Menace is weak, doesn't make effective use of its capabilities(it even struggles to commit all its troops), doesn't know how to effectively counter stealth and range based player tactics, and in general doesn't have enough capabilities(cover, concealment, artillery support) in the first place. Since the launch, apparently in response to player feedback, they've also toned down some of the actually challenging missions in the game by gimping enemy reinforcements and supply. So far during the EA developers have mostly made changes that have rendered the game even easier on all difficulty levels, which raises the question if making the game challenging to those players who have bothered to learn how to play the game is even a thing to them. The patches with some AI improvements, like more aggressive enemy heavies, haven't in my experienc eliminated the AI's mission specific timidity, tendency to mill around aimlessly and failure to achieve force concentration during battles. Most of the minimal challenge comes early game and is centered around the supply system the player has to content with. And it's a profoundly unfun way to challenge the player. The supply economy system of the game initially saddles you with the inability to use all of the gear and units you've accumulated due to the supply point system. Which leads you down the path of finding the optimal build where you discard everything that isn't strictly necessary for every mission. Almost always this means armor, because it always tends to boil down to having maxed out the firepower and to a degree concealment, to get the best mission clearance levels. Given how the game is easy, it's possible to make use of heavily armored infantry as well, but settling for a less effective build just feels wrong. While I've fought all the factions in the game, I've never finished EA Menace campaign due to the game becoming a bit of slog when it enters mid-game. I believe the EA story is completed in about 20 operations, and the longest playthrough ended on about op 17 or 18 mainly due to boredom that wasn't alleviated much by encounters with the titular Menace faction. BB was often dubbed as risk management game, Menace on the other hand seems to be intent on providing the players some sort of risk free safe mode, even on higher difficulties. While in BB combat encounters were often risky affairs, where you could lose valuable employees, in Menace the risks can be pretty much annulled or at least heavily mitigated once you know the enemy capabilities and have the right gear and personnel to outmaneuver and outgun the AI. There are even some truly weird design choices that work towards removing risks in a gameplay, like the way the game informs the player if its unit has been spotted by an enemy unit, even if this enemy unit hasn't been detected in any way. I mean, it's pretty easy to advance safely in the game through smokescreens and cover, and by utilizing heavily armored spearhead units, if you choose to, but for some reason the developers added this magical sixth danger sense to all your units. Apparently the AI also shares the same awareness and some of the perceived timidity of the AI apparently boils down to them reacting on this information. The AI fails to use its gear to full potential. It's overall too timid and doesn't make effective use of special armaments like smoke(or doesn't use it at all) and artillery when attacking. For example when your objective is to defend a area and the AI seems to refrain from using artillery when it loses a visual on targets, even if it is unlikely or even unfeasible that the defenders have moved away. The bug faction seems to suffer from overall lack of sufficiently deadly AoE ranged units, while the player tends to have an abundance of cost effective deadly close to long range weapons. It also seems there are only few optimal builds you can utilize in the game. The central reason to this is the supply system that limits the amount of hardware, gear and personnel you can take on a mission. If you're trying to win the most lucrative missions with the highest possible rating, it's almost always better to maximize firepower and available supply. On the strategic side of things, this means you'll be better off investing in ship components minimizing supply costs, maximizing armaments and intel and disregarding everything else. Which combined with the way the AI opponents behave, the functionality of Squad Leader skills and mission types, all tend to railroad you towards using rather similar and repetitive equipment and SL builds in the game. I initially tried out a close combat specialist with a heavy armor, but unless you're challenging yourself with a infantry only playthrough, it's far more cost effective to maximize the value of a armed APC, by fielding mobile infantry that pretty much starts and ends all its turns inside the APC, and therefore needs no infantry armor. Other than the units that can specialize into mobile infantry, some SLs have talents that negate most or all need of heavier armor. This all greatly devalues some items like heavy armor, since it's almost always better to spend the supply on camouflage armor to minimize being noticed, and on superior firepower, which can come in the form of extra squaddies with rifles, artillery units, special weapons, accessories etc. Armor doesn't protect you that well from being suppressed or pinned when fired upon. Suppressed status applies malus lowering AP and accuracy to the unit and a unit pinned down by enemy fire forfeits their turn entirely. This further erodes the usefulness of armor, given it only protects your troops from dying, not from suppression that accumulates from being fired upon. Since spending all points on superior firepower and concealment is almost always the best way to go, on my aborted playthroughs this meant that about 80% of the time my squaddies were wearing nothing heavier than cloth armor and rigs for accessories. When I encountered the Menace faction, things changed a bit, since that faction has some counters on concealment tactics and has the capacity to deal massive damage to infantry on long range. So I started giving few of the on point squads (upper) mid-tier armor, but most of the time you can just eliminate the spotter enemies and fight from the safety of stealth. Most of the time current supply system just makes it way more cost effective to play most of the game with minimal armor, which is kind of boring.
I haven't had the XCOM itch scratched this thoroughly in years! The combat is engaging, the progression system is rewarding, the squad leader abilities are actually useful, and the enemy factions feel diverse and varied! The game is extremely polished for being an early access title with only a few of the art assets for the squad leaders appearing somewhat incomplete but that is barely even a gripe, just an observation. I can't wait to see more MENACE!
The most bland, degenerate tablet-game-from-2010 "strategy" I've ever seen. "Cutscenes" are just stills from an AI generated "Visual Novel", the entire budget of the game went into the intro movie, which does not represent the gameplay at all nor does it even have the same type of atmosphere: grim and depressing in the intro, wacky and cartoonish in the game. The whole roster of your squad leaders is DEI hires. Uininteresting "ethnic" characters with flat personalities. A collection of basic stereotypes, as ironic as it sounds, in a woke-ified "diverse" game. There's the 'Strayan, the Mobster, the "hard as nails" driving jeet woman, the "we wuz" Sheniqua "special forces" sergeant, who sounds like her best suited role is something like a helpful and cheery shop consultant, the washed out marine, a body-positive girl scout with a machinegun (that character would die of a heart attack if they heard a firecracker go off a mile away in real life), and a few more. There is no strategy. Everything is on one level only, so no vertical tactics either. No garrisoning the buildings (except the towers, but they only survive maybe one-two hits before they collapse). Forget X-Com and Terror From The Deep. Forget any turn-based strategy released in the past 30 or so years. It's all just moving around the same maps, with the same buildings, shooting the same enemies on the horisontal level. Basic chess has more strategy than this. Level design is bland and ambiguous, in a bad way. You can't tell what you can and cannot shoot through. You can't tell what cover is durable and which isn't. All maps look exactly the same, except there are "biomes", that means that either there's white ♥♥♥♥ (snow), yellow ♥♥♥♥ (sand) or green ♥♥♥♥ (woods, or something) as the main theme. It's all the same buildings and rocks otherwise. The "tactical map" that gives you missions to select from isn't a map at all. It's just a few "campaigns" -- a small set of randomly generated missions, around four or five, where you can choose which path you take (there are like two choices per campaign, and all they give you is either extra friendly troops or a percentage of buffs or debuffs to you or your enemies, nothing cool), that happen to be on these "planets" (biomes) with the same procedually generated operations. So essentially there are like... three-four mission types per "campaign". The vast majority of modules for your ship are a numbers game (+10% this -20% that, +1 to this skill +2 to that skill). You get oribtal cannons, some other things like map reveal. Otherwise they are about as uninspired as it gets. Enemy variety is lacking too. You mostly got the bandits and "xenos" (♥♥♥♥♥♥ AI-generated "please-don't-sue-us-over-copyright-claims" Starship Troopers movie bugs). That's about it. But this isn't even the worst. There are two main parts to this ♥♥♥♥♥♥♥♥♥. The first culprit is the toxic as ♥♥♥♥ community and developers with and Ego the size of VY Canis Majoris, filled with sycophants that will report your and harass you if you say anything about their favourite Battle Brothers games (devs will not touch them even if they outright insult you or say things against Steam's Discussion Guidelines) or this... "game". I've had people ouright insult me cause I've said that the game is lacking in tactical terms, people raiding my account and reporting me because I've said that I don't think that Battle Brothers is a good game, so watch out if you do criticise anything there. The second part is the obnoxious ♥♥♥♥♥♥♥ AI. For example it will bomb you from the fog of war at the edge of the map with artillery that you cannot see yet, with no spotters or line of sight to your troops. Yes, there is the "intelligence" level that will tell you where the enemy units are on the map before you position your troops, but you are positoned too far to reach them in one turn (yes, there's the tactics skill that allows you to position your troops further in, but it's not close enough) and good luck trying to storm an MLRS, protected by snipers and machineguns, across an open ♥♥♥♥♥♥♥ field. And yes, that MLRS will ♥♥♥♥ you up even if your squads are tactically spaced. Not only this, but the AI knows your range, so they will stay out of your effective weapons range as if possessing teleapthic powers or the perfect knowledge of your equipment with some kind of a satellite overhead that tells them your exact positon. There is, of course, the dreaded "1HP rule" that turn based games have nowadays (Wasteland 3 as an example) where you fire all you have at an enemy for them just to survive on 1HP and shoot half your team on the next turn. A special mention goes to the friendly civilian AI, where they will either charge towards the enemy with no guns running AWAY from the extraction zone, or they will sit behind the "cover" of a flimsy fence and die on the edge of the map if they DO have guns, waiting for you to rush towards them as they try to fight a horde of power armour clad and RPG totting pirates with their baseball clubs and BB guns. The final, extra part, is the absolute lack of direction and overall blandness of the game. It feels like a fever dream input into the AI as a prompt. Like a mix of Aliens-at-home, mixed in with Starship Troopers-from-Temu, and the chinese copy of Wasteland 2/3. This is a recurring feature that can be attributed to almost all of the Hooded Horse published titles -- they lack character and feel like off-brand copies of actually good titles. You can try to compare it to the C&C and Warcraft clones of the 90's-00's (very unsuccessfully), but at least those clones have had a lot of character (KKnD is the prime example). This one is aggressively... "beige", neutral, insipid, faceless.
You cannot save inbetween missions which means if the game crashes you lose all progress! This has happened twice now at the very end of the mission!
TL;DR Amazing tactics game with an early access model done right This is by far the best early access experience I've ever had with a game. Regular updates and communication on planned features with meaningful new features/reworks. The game it's self will feel somewhat familiar to tactics/xcom players but is uniquely it's own. It feels visceral the feedback of the visuals and audio are very well done. Fun to play not a slog, you are always working towards something or hoping to find some cool gear. Enemy variety is great and keeps expanding with updates! I'm also very impressed with the different way you can run squads: scout, spotter, Heavy infantry, Mechanised Infantry, ATV, Truck, Tank, Walker (mechs hell yeah). Unique characters leading a fully customisable squad is genius. They are voiced and very well characterised and you grow attached to certain well performing units, Rewa my beloved. You also up[grade your squad leads with unique skills and progression feels good, having to pick and choose where you spend your points meaningfully. The setting is really well done and feels lovingly crafted and immersive. (Future/sci-fi but grounded in contemporary realism, e.g. conventional arms like battle rifles and machine guns are staple but there are also lasers!) I love the OCI and ship upgrades which add another layer of progressing and gameplay fire support or buffs as well as the black market availability forcing you to change up your playstyle and adapt to what is available each run. The sheer amount of different gear is awesome: guns, armours, vehicles, misc equipment like camo or explosives, DRUGS! Honestly no notes I keep coming back to this one and am very much looking forward to full release as well an any future content updates.
Yes, I know it’s in Early Access. I’m the target market for the exact specific niche Menace is cornering, but I can’t explain it, it just doesn’t “feel” good. I don’t get that “one more turn” addiction that Firaxis games or Battle Brothers gave me. There’s also a bit of ludo narrative dissonance going on. Menace has the trappings of military authenticity, but it replicates the tried and tested roguelite gameplay loop to a fault. You start with nothing (for lore reasons) against pirate militias, and almost every mission will patrol to contact with limited or no ISR or ability to plan and shape ops. Later you unlock air and armour etc but it’s a real grind. It’d probably be a bit more fun if the devs gave you more tools to do cool ♥♥♥♥ other than fix and finish with basic infantry tactics against numerically superior enemy.
Отличная тактика с достаточно реалистичным подходом к типам урона и брони юнитов. Первое время совершенно непривычно видеть, как бойцы стреляют сквозь двухэтажки, но потом отпускает. Лопать вражеские машины, танки, забивать орды элиенов - одно удовольствие. Осталось дождаться выхода всего запланированного контента и, хотелось бы, ещё одну-две враждебные фракции для разнообразия.
Après 80 heures de jeu et avoir débloqué tous les succés steam, je recommande ce jeu. En effet, pour un jeu encore en early access, je n'ai relevé aucun bug, la traduction en français des menus est impeccable. Concernant le jeu en lui même, j'ai apprécié l'évolution de son équipe de militaires avec des armes de plus en plus performante et des capacités évolutives de son équipe. Seul bémol, je trouve que les missions ont tendance avec le temps a devenir répétitive même si la rencontre avec la MENACE apporte de la nouveautes concernant les adversaires à combattre. J'attends de voir l'évolution du jeu d'ici sa sortie compléte mais en l'état je trouve le jeu déjà trés jouable et intéressant.
Это прекрасная игра. Вообще люблю пошаговые тактические стратегии. Типа Xcom, Into The Bridge и подобного. По началу игру не понял, не зацепила, не уловил её вкус. Потом не стал бросать и захотел разобраться. И не пожалел! Глубокие механики и не плохой сюжет ничем не подсвечены, ты их должен изучить сам, тебя никто не проведёт за ручку. Всё путём проб и ошибок, ну и думать "А как в реальной жизни?" работает. Под капотом продвинутая система. Отдельно хочу отметить атмосферу- она хорошо погружает в процесс. Герои обалденные их реплики и образы прекрасно ложатся на происходящее на экране, затягивает. Музыка просто класс, займёт место в новом плейлисте, это не героический понятный музон, а что-то на современном. Короче композиции супер. В общем для игры в раннем доступе- очень хорошо.
Pirated it at first but was too good not to be bought