Eugene Systems is returning to the fundamentals of the strategy genre following the success of R.U.S.E. and Wargame. Act of Aggression is the spiritual successor to 2005’s iconic RTS game Act of War. A successful show will most likely appeal to purists.
The action takes place in the near future, and the story is set against the backdrop of a worldwide catastrophe precipitated by the collapse of the Chinese economy. The plot is there in the game, and the creators have planned campaigns for two groups, although they are not particularly compelling. The majority of missions are boring, linear settings. Nonetheless, it is worthwhile to spend some time in single-player mode learning the fundamentals of base and army management. Act of Aggression does not include a detailed and well-thought-out tutorial; I had to play numerous games with bots before I fully grasped the expansion and fighting rules. Battling with other people is undeniably the most fun, while battling against the computer is also an option. The gameplay is typical of the RTS genre. This indicates that the foundation is the expansion of the foundation as well as the gathering and effective management of raw materials. We gradually discover the best methods and builds for dealing with distinct factions.
The diversity of troops is adequate, albeit not as extensive as, say, in StarCraft 2. After all, we’re not talking about alien armies here. Three groups have been developed by the developers. The Americans have the most conventional army; they rely primarily on electricity and can manufacture a variety of infantry formations swiftly. The other sides to the dispute are not linked to any one country. Chimera forces largely employ monetary monies, allowing for a minor reduction in resource reliance. They have powerful troops with exoskeletons. Finally, Cartel is the most technologically sophisticated private military firm, with structures that use a lot of aluminum. The expansion factor is significantly diversified by the fact that mineral resources are randomly distributed in different locations each time. Reconnaissance of the region is so critical, and it is difficult to plan expansion before the match begins. Of course, after constructing the basic structures and units, it’s time to battle. Skirmishes and firefights are fought on a rock, paper, scissors premise. Micromanagement, or controlling individual people or small groups, is not very crucial during confrontations. There is no cover mechanism as in Company of Heroes, but we may hide our men behind a structure to avoid fire.
The environmental destruction feature adds variety to the gameplay. Superweapons, which may tip the balances of victory in our favor in the blink of an eye, are a welcome addition. Nuclear weapons, long-range missiles, and even orbital firing are examples. It’s worth mentioning that the existence of these types of toys can be restricted before the combat begins, which is common in online fights. The evolution of troops is an essential aspect of the gameplay that is tied to warfare. This is another component that is poorly described and takes some getting accustomed to. There are several improvements available, and distinct upgrades are frequently accessible in multiple structures. A bit more cohesive and straightforward method would be beneficial. It’s also a shame that the creators didn’t plan a more user-friendly interface.
Act of Aggression is a fantastic choice for anyone who hasn’t played the new Command & Conquer: Generals. The good old style gameplay is addicting, but it becomes less and less fascinating with time, and the campaign fails to amaze.