
Recon Control is a turn-based strategy and 2D platformer hybrid focused on combat. Lead your special operations squad through a set of challenging and deadly missions.
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Languages: English*, Russian*, French*, Italian*, Spanish - Spain*, Czech*, Japanese*, Korean*, Polish*, Portuguese - Portugal*, Simplified Chinese*, Turkish* +3 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
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Reviews
It's evident that this game is a continuation of the development team's previous work, Renegades, which is a flash game I played on a website several years ago. However, I must express my disappointment, as I find this game less enjoyable than its predecessor. I quite like the mysterious atmosphere pervading in Renegades -- What happened in this city? Why are there zombies? And against whom, for what purpose, are our heroes launching their assault? These mysteries remain unanswered in the game, while I am anticipating further revelations in its successor. I also quite like the pixel art style of renegades. However, the shift to a more mediocre cartoon style in the new game feels like a step backward for me. Moreover, I believe Renegades had better economic and combat systems. Earning money through missions and buying equipment without the risk of losing it upon death or injury made the gameplay experience clearer and more enjoyable. I can fully understand that the developers have their reasons for introducing new mechanisms and all the other adjustments. Nevertheless, [b]I find myself still longing for the experience that Renegades provided. It is the game that I truly want to play.[/b]
[quote] [url=https://store.steampowered.com/curator/36214917/]Follow our Curator Page, MMM Reviews, for more in-depth reviews and recommendations[/url] [/quote] [i]Recon Control[/i] is a 2D turn-based tactics game where you put together a spec-ops team and attempt to complete various missions. On its store page, there is an odd claim that this is a hybrid of strategy and platformer, but I can’t imagine how this could possibly be considered a platformer aside from literally having some platforms in the game. Regardless, this is a straightforward tactics game that doesn’t try to reinvent the wheel, for better or worse. [h2]Presentation[/h2] Starting off with presentation, [i]Recon Control[/i] does a decent job here. The art isn’t going for anything overly realistic, there’s a nice stylized look to the characters with chunky heads and arms to highlight each soldier’s equipment. It’s readable as a strategy game, while also not looking too shabby either. In what will be a recurring theme, there isn’t a ton to complain about, nor praise here. Visuals aren’t hugely important within the tactics genre, but what you get is still decent, maybe even above average for a small indie title. The audio was solid, but like the visuals, it’s par for the course. Guns sound good, tools and equipment have sound effects that fit fairly well, and the background music sets the tone of the game. All that being said, if I wasn’t playing the game knowing I would be writing a review, I probably wouldn’t have made note of any of this. The curse of having good but not great audio design is that the player won’t notice it much at all. Nothing is laughably bad, but it also lacks charm or anything to make it memorable. [h2]Gameplay[/h2] The meat of every tactics title is going to be the gameplay. You can have a hideous looking game with obnoxious sound effects and music, but if your combat system has engaging mechanics, all will be forgiven. For [i]Recon Control[/i], it’s a mixed bag. I enjoy the overall loop, where you complete missions, which lets you unlock more gear, level up your squad members, and improve your ability to complete harder missions. Characters that die on missions lose the gear they had with them, which I like as a way to add weight to mistakes, but I wish there was another mechanic to allow you to retrieve some of that character’s gear. Some sort of trade-off like you can overload one character for them to carry out their dead ally’s most important items, at the cost of slowing them down for the rest of the mission. A major element of combat involves ambushes. You can set a character to ambush, which will skip their turn but allow them to shoot if an enemy comes into range on their turn. The biggest problem is that you can’t have overlapping ambushes. If you have your entire squad set to ambush, only one of them will shoot if an enemy comes into range of all of them at once. This can result in strange situations where every squad member is aiming at a door, but only one shoots when an enemy comes in. Then that enemy gets a chance to shoot will the rest of your squad just watches, waiting for the next enemy to come through the door. Later on, enemies have higher level gear, allowing them to absorb one ambush, then throw a grenade to try and disable the ambush of your other characters. On its own, this wouldn’t be a huge deal and could be ignored as a weird quirk of the game, but this is unfortunately not an isolated incident. The largest oversight is the lack of a fog-of-war mechanic. For some reason, you can see every enemy at all times, which takes away the unexpected surprises that add a lot of fun to a tactics game. Instead of sneaking into a building where each room could hold a guard waiting for you, you can easily plot out a path that is the most likely optimal way to play. You are almost never surprised when the enemy turn plays out because it’s obvious what their next move is. I suspect the large number of enemies and the high level gear they bring later on is an attempt to balance around the fact that the player gets to cheat a little bit, but it actually makes it more frustrating to play. The difficulty level makes it so you almost need to take advantage of your ability to see through walls, but it results in a playstyle that I don’t find particularly interesting. The best strategy is to find a chokepoint where you can lure enemies through a door and one-shot them before they get an attack off. This is because doors close if the unit holding them open dies, so if you can setup a one-shot kill, the ambush limit of one attack per unit gets reset after each kill. On the flip side, if you setup ambushes without a one-shot kill, your remaining units will almost always have their ambush broken by the surviving enemy that came through the door first. After that, the entire enemy team will take potshots at you while your squad stands around helpless. The other optimal strategy is a reversal of camping the door. You can setup your soldiers on one side of a door, have someone hold the door open for them to shoot, then back away from the door before ending your turn. It allows you to take free shots without the enemy retaliating. This works because you can see every enemy ambush due to the lack of fog-of-war. In my 25+ hours of playtime, I only ever was hit by an enemy ambush if I was trying to draw fire on purpose, or if I simply wasn’t paying attention to the screen. The overall vibe of combat is that you are an underdog with regards to gear, numbers and stats, but you also have cheats enabled. While it can be fine to play as an underdog trying to win against all odds, it’s undercut by how easy it is to abuse the system, and how it’s almost encouraged due to how the game is designed. The final critique I have is the bizarre decision to have your gear and squad reset after each campaign. You can retain one soldier to carry over, but they stop receiving experience and don’t keep any of their gear. This is already not a fun mechanic because you spend the whole campaign building up your guys just for your progress to be taken away at the last minute. But it's compounded by the fact that the game seems balanced around your soldiers actually carrying over their gear. The first mission of the 3rd campaign is way harder than the first mission of the first campaign. Enemies have way better gear, yet you start with the same gear as always. This is mitigated by marathon mode, which in my opinion is the way this game must be played. It chains the campaigns together, lets you carry over gear and soldiers, and fixes this pretty big problem easily. I have no idea why this isn’t the default game mode, and I really regret spending the majority of my play time on the normal mode when I would have enjoyed this secondary game mode far more if I had know about it from the start. With all this negativity, it might seem like I hate [i]Recon Control[/i]. In reality, I think it’s a decent strategy game that really could have used some refinement, or perhaps a sequel to improve on the formula. I liked the skill tree available, even if it was a little barebones. The variety of guns and equipment was a nice touch that enhanced mission variety. There were definitely moments I enjoyed, especially in the first campaign when the combat seems to flow a lot better due to the smaller number of enemies and the rarity of expensive equipment. But as the game goes on, it starts to feel more and more flawed until you can’t ignore it anymore. [h2]Verdict[/h2] I really wanted to like this game. I love strategy and tactics games, especially ones with in-depth progression systems and characters that can die and be lost from the team. Marathon mode fixes some of my issues, but combat has a handful of notable flaws that prevent me from ever loving it. I still give it a mild recommendation because there’s some fun to be had early on, but don’t expect a great experience. [h2]5/10[/h2]
A surprisingly deep and brutally tactical challenge that is filled with tense and meaningful decisions when played on Ironman Mode. This is a must play for fans of XCOM style tactical combat.
Keep looking i enjoyed this game for the few first hours but after awhile it just gets aggravating. Enemies take way too many shots, a mac10 being OP against and H&k mp5 from long range is ridiculous, and where is all the gold?? Cant buy anything good because its all locked behind gold bar currency which is not rewarded enough to equip your troops. I generally enjoy these games but this just felt like an aggravating mobile game after awhile and i just cant recommend this, ill try to complete it and change my review if it turns out to be worth it.
Back then as a kid, I had a hard time playing this game, but now a AdulTeen, I enjoy this game so much! B)
3/10 not enough ap - everything costs ap. movement, reload, changing weapon, using items. - cant shoot a person right in front of you with a gun need to melee would keep writing more for review, but not enough ap
Boring game play, and frustrating mechanics. I love turn based, but this was a no for me.
Recon Control, developed by Dmitry Kozlov and published by GrabTheGames, is a turn-based strategy game with platforming elements that challenges players to lead a special operations squad through a series of perilous missions. Released on November 4, 2021, the game has garnered a "Very Positive" rating on Steam, reflecting its appeal to fans of tactical combat and challenging gameplay. In Recon Control, players assume the role of a commander overseeing a small special operations unit. The game combines turn-based strategy with 2D platformer mechanics, requiring players to carefully plan each move and utilize the environment to their advantage. Missions are designed to test strategic thinking, as players must navigate complex terrains, manage limited resources, and make critical decisions that can impact the outcome of each operation. The game's difficulty is notably high, with many players finding it punishingly challenging. Strategic positioning, such as moving behind cover and luring enemies into advantageous positions, is crucial for survival. Even minor missteps can lead to catastrophic outcomes, adding to the game's intensity and replayability. The inclusion of an Ironman mode further heightens the stakes, offering a more unforgiving challenge for seasoned players. Recon Control features a robust progression system, allowing players to equip their units with a variety of gear, including weapons, armor, and explosives. The skill tree offers 50 abilities, enabling customization of each soldier's capabilities to suit different playstyles. With 25 missions spread across three campaigns, the game provides a substantial amount of content, though some players have noted that the difficulty can be uneven, particularly in later stages. The game's visual style is minimalist yet effective, with clear and functional 2D graphics that support the tactical gameplay. While the art style may not be groundbreaking, it serves its purpose by ensuring that gameplay remains the focal point. The interface is straightforward, though some players have suggested that a more detailed tutorial could help newcomers acclimate to the game's mechanics. Overall, Recon Control is a compelling choice for players seeking a challenging and strategic experience. Its blend of tactical depth and platforming elements offers a fresh take on the genre. While the game's difficulty may deter casual players, those who enjoy a demanding and rewarding challenge will find much to appreciate in this title. Rating: 8/10
Recon Control offers fun tactical gameplay with challenging missions and good strategy elements. A solid game for players who enjoy military-style action.
the game is very unfriendly, there is no tutorial at all can't recommend for a steam deck because everything is so tiny
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