“We were lucky” as a martinet, who lives in a cosmic-feudal future conduct a successful rescue operation of an aristocrat on the battlefield. And he himself, Lord, to whom is entrusted the management of the whole planetary system. That, that and look, win cloyingly polite cyborgs-psychopaths who dream to release the fellows from the bondage of biological imperfect bodies.
We can not say that the plot is a turn-based strategy Codex of Victory shine ingenuity, but it worked out well, and text quests, through which we presented the history, revive memories of the ” Space Rangers “, which is pretty good. And most importantly – the plot gives a formal basis and not too distracting from it.
Gameplay Codex of Victory can be divided into three blocks: the movement on the global map, the construction and improvement of the underground base, and turn-based battles with annoying enemies. A sort of a variation on XCOM , where a little differently prioritized.
The base, for example, fans XCOM all seem home mother: the same growing with the expansion of deep price of new rooms, a dozen are available for the construction of the compartments so the gradual improvement of their performance with the help of drawings produced in combat.
It is the interface a little less convenient, and the barracks hangars replaced equipment. Speaking of technology: only those units you can use the battle, that the pre-manufactured and delivered to the hangar.
And because they die on the battlefield often ask new techniques to constantly and manually, automatic production line function is not here. Well at least all of the improvements and the modules are installed on a particular type of technology, rather than a specific one.
Units “impersonal” and deprived of individual pumping, so cherish them – there’s no point. The only exceptions are the protagonist and other aristocrats, pacing the field of battle in the fashion battle suits, but they are pumped under general conditions. Just to make “one more such” in which case it will not work.
But the battle here on XCOM quite dissimilar. First, the cards in the Codex of Victorydivided into hexes, compact and devoid of the fog of war, so most battles passes swiftly. Secondly, the action points are awarded in the game in total (provided their inflow capture control points), and not on each soldier separately.
These points are spent on the deployment of units, because of which often have to choose whether to cause another tank or spend on OD units already involved (for the course unit can make no more than two steps).
Finally, the AI in the game outrageously stupid that is compensated by the balance and the balance of forces on the map. New units, for example, can engage in battle immediately after deployment, rather than wait for the course, as is customary in most games of this kind.
A respectable share of game missions only take place with the help of endless restarts: the preponderance of enemy forces is too large, but he acts is always the same, and the influence of chance is reduced almost to nothing.
Only critical damage to occur by chance, and everything else is constant and predictable – over and over again you pick the correct sequence of actions that leads to victory.
The trouble is that it works only when the opponent is significantly stronger than you. In cases when the forces are roughly equal and the enemy is weak, the AI infirmity appears in all its glory. Units attack enemy love by turns, as the bad guys in action movies 90s.
They begin to act only after you get close to them, and – sit in his corner of the map yes Mine ML and troops, and no one tries to stop it.
The enemy can be fazed by the fact that you are attacking his base from the rear, although its destruction leads to inevitable defeat, and nearby there are forces that can easily fight back. Local hostile cyborgs, obviously, are descended from the active users of social networks, which are either used in a standard voice communication design (memes) or bear the full nonsense.“Right now I’d cut in 2k17 comatose AI.”
About Global gameplay is nothing special to say: you just entrusted you nosites between planets from one battle to the next. Move forward linear story game quests are not too many, and the side (to repel the attack on your region / territory to attack the opponent) – shaft. They are similar and sometimes bored, but fill the time required for the construction and pumping units, without which in the main missions not win.
As for the graphics the Codex of Victory , it is primitive (water so all “leaked” from the game since about the 98th), but neat, and it shall not get tired during long gaming sessions. Although it would be possible to do without the acid-bright colors.