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cover-Warhammer Age of Sigmar: Realms of Ruin

Friday, November 17, 2023 5:04:02 PM

Warhammer Age of Sigmar: Realms of Ruin Review (Moustafa225)

Some background: Started playing RTS games since Warcraft 2. Have played Age of empires, Rise of Nations, Starcraft 1 & 2, Total War, Halo Wars and most recently Supreme Commander FAF.
Total game time on Warhammer Age of Sigmar Realms of Ruin: 7.3 hours.
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Pros:
- Unit skins and paint customization options: Real nice given that the game is based off the table top game. Feels almost mandatory that RTS game have this feature moving foward.
- Map editor:
A god send for any RTS game. Will no doubt add hours to the lifespan of the game. Opens the door for competetive map balancing done by and for the gaming community. Much like unit skins and customization, this feature is a must have.
- Various accessibility options:
I can change the size and color of subtitles and certain text. Decide to play with mouse and keyboard or console controller. Display button/key bindings on unit abilities and menus for quick interface shifting or ability activations. Various UI options and much more that's too lengthy to mention here.
- Excellent Tutorial:
Great introduction that teaches you the basics of the game. This includes movement, attack move, unit squads, the combat triangle and much more.
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Cons:
- Denuvo:
Self explanatory for anyone who already knows, but essentially provides the game with a form of anti cheat that detects and reports cheaters. That said it comes at the cost of performance and can make your online experience unplayable. Speaking from experience here.
- Forced Frontier account creation upon starting multi-player:
As the title says; upon accessing multi-player from the main menu I was forced to create a Frontier account just so I could play with other people. For what reason? I don't know and don't care. God forbid I forget my username and password or that info gets hacked at some point in the future.
- No proper base building:
Something integral to the RTS genre. Instead of bases we have nodes that operate various functions ranging from faster resource acquisition, unit healing, and vision. Units all spawn from a fixed point on the map and cannot be changed. No defensive or offensive buildings either such as cover points or towers making your spawn point the only proper base building available in the game.
- Locked units in combat:
Units that engage in combat are locked into combat until they win or die, with two exceptions. The first exception are hero/special units. This kills any possibility of repositioning, something every RTS game has. The second exception is a retreat option that sends your units running back towards spawn, but it costs resources to use and is on a cooldown. If instead they were send towards the nearest captured node, the feature would feel much better.
- Awkward unit movement and attacks:
Sometimes clicking an enemy unit with a ranged unit will cause it to move instead of attack, despite being in attack range. Super frustrating when in combination with locked combat units. Melee units will not react to being attacked by ranged units, and attack move priority becomes especially awkward when it involves flying and ranged units.
- Little to no unit stat readability:
Outside of what part of the unit triangle a unit belongs to, unit stats damage, exact health and defenses are an unknown. This extends to unit abilities(outside of costs) and increased damage or defenses percentages. In simpler terms, I don't know exactly how much defense my unit will gain for this upgrade/ability and i need to know that info at a moments notice to decide whether I should invest in this unit/upgrade or not.
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As it stands I would not recommend this game until some serious changes are made to the core of it.
(Forgive if text format is off, writing this from a mobile phone).