Intro It's
been a rough time for Wargaming.net's Earth. Following one of the longest chronological
storylines of any game, Massive Assault tells the tale of mankind going
through numerous world wars, times of peace, and then making their way out to
the stars so they may live better lives; the time from the beginning of the initial
conflict to the present has been hundreds of years. With peace seemingly at hand,
the Phantom League, an unsavory group wishing to install a dictatorship over all
free peoples, plays their hand and begins attacking the colonized worlds through
the use of secret allies. To combat them, the Free Nations Union began refining
the tactic of using secret allies to overwhelm surprised enemy forces as well.
However, some colonies wished to remain neutral, and they will play key roles
in the wars to come. At times a little too puzzle-centric, Massive Assault
manages to remain an outstanding game that is one of the most enjoyable releases
that the genre has seen in a long time. Gameplay: 9/10
Massive Assault reminds me of Kohan: Immortal Sovereign and Myth:
The Fallen Lords. Here, in one of the most established genres, a small title
from a little-known developer comes out with little fanfare and completely rules.Chess
has long been related to strategy games over the years, but that description proves
a solid foundation for explaining Massive Assault's initial experience.
Both sides, the Phantom League and Free Nations Union, have the exact same units
that have the same attributes and cost. Now that I've abused the chess analogy,
let me explain why the similarities end there. Massive
Assault is played out in a handful of modes: Training, Scenarios, World War,
and Campaign. The training mode is self-explanatory, but the rest need to be expounded
upon. The scenarios act as a bridge between training and the rest of the modes,
because here the player takes on levels of gradually increasing difficulty and,
although they can only play as the Free Nations Union, much of what can be learned
about the game's unique system is learned here. While the eager might want to
jump right into the larger conflicts, going through the scenarios is highly recommended.
The world war features conflicts for entire planets, with the player having the
ability to control either side. The six planets' various environments are important
for unit efficiency, and that factor is continuously important in all modes. The
campaign portion, which can be played out by either side, links a set of missions
by a story. The storyline reveals the differences between the two on both the
political and spiritual side, complete with grandiose dialogue that outlines political
ideology - it isn't pretentious, and is more along the lines of pumping up one's
own people for a bitter conflict, and it's a nice little touch. As it stands now,
though, there are three Free Union Nations and one set for the Phantom League,
with it not being possible to change sides as you can in the scenarios. Multiplayer
is also an aspect I actually enjoyed. So far, it simply works as someone challenging
the player and they either accept or deny it - there are even mentor games to
help new folk. So far there isn't a chat menu, which is fine by me, but I've been
told this section will be beefed up as patches come out. With a robust single
player and an enjoyable multiplayer, Wargaming.net covered their grounds well. So,
now on to why a game with exactly the same units can be so unique. The game's
main focus is on allies. They are important in the story and play an equally important
role in winning the game. Each turn is broken up as follows: disclosing allies
(in World War games), guerilla movement (if someone invades the player's territory
or vice versa), movement and combat, and recruitment. When disclosing an ally,
both sides must disclose two at the beginning of the fight, and one for each round
afterwards, until all sides are declared - this is for world war and multiplayer.
Not showing the enemy one's friends is a risky and big part of the world wars;
also important in just about every mode are the true neutral countries. To gain
control of a territory, one must take the capital; this is normally done after
all the enemies in the section - the maps are broken up into countries that have
well-defined borders - have been destroyed. Taking a country means not only taking
their revenue in future rounds, but also having them serve as a new place for
the player's troops to move through and be recruited from. Making things tricky
are guerilla forces. Any time an army invades another country, that country immediately
raises a guerilla army that is as large as the country's economic standing (there
are low, medium, and high countries). Since all sides can create these forces,
it makes taking a tempting neutral country tricky as even a small contingent of
defenders can really hurt a large war effort. However, since a taken capital pays
indemnity fees, a set amount of cash that is transferred when disclosed as an
ally or when an enemy takes them over (only paid once on each count), the bulk
of cash and future potential for the land might be too good to pass up. When
fighting toe-to-toe with the enemy, all options must be considered. But one of
the more hotly contested actions is preventing an enemy from going over the border;
once an enemy is over the border, the guerilla army will be raised (only happens
once), but it also prevents future revenue and recruitment from that area until
all forces have been wiped out. It isn't out of place to see both sides risk huge
losses in the hopes of getting a single unit over the border so they can file
in the rest of their units; this small feature creates some of the tensest engagements
more than anything else. Not all moves are wise moves, though. Maybe invading
a country seemed appropriate, but upon reflection, the troops shouldn't have been
sent across the border just yet. Thankfully, there is a rewind function that can
take back entire move-sets until the player is satisfied with what they want;
players can also alter individual unit's moves by having the ability to redirect
their fire or move them to a new location. This little feature is a small blessing,
because Massive Assault isn't the easiest game in the world, and that feature
helps tremendously. The screenshots may look confusing, with units' attack radiuses
in green circles, white lines indicate where they shot, and small circles on the
ground indicate where movement is possible (green is standard, yellow means rough
terrain, red means slow movement, and white means the path is on a road and gives
the ability to move greater distances quicker), but all are helpful indicators
that assist in the player making the best decision possible so they don't have
utilize the rewind function. After taking
a capital, the player then has the ability to recruit units from that country.
Since each side has identical units, training the approach units at the right
time is crucial. If an enemy just trained an expensive but slow unit, the player
may want to invest in a few quick vehicles so they can quickly speed into enemy
territory before their new behemoth can bring them into its attack radius. Balancing
units out is very tricky, but the vehicles are all worthwhile and fun to use.
While there are no infantry, there are air and naval units; bombers can be transported
from capital to capital and onto aircraft carriers, while destroyers defend the
carriers and battleships while amphibious vehicles can assault a soft point on
land and the battleships bombard to soften coastal defenses for their arrival.
The units work well together, and trying to best one with the same armaments can
be a thrill. There are a few things I
would like to see tweaked, though. All rounds can be saved as replays, and although
there are ways to slow down and speed up the moves (which works during the portions
when watching the opponent's moves as well, but with the addition of a skip function),
a long match means waiting a while to see the end, so a slider would've been a
welcomed feature. The missions can also take on a puzzle feeling to them as well,
as there is often a way that the map is supposed to be played out, and those who
want to be ingenious will face defeat. While that may not be the actual case,
it does feel like that so it makes the game feel limited in some regards. I would've
also liked terrain to have played a larger role, but I found it to be a very minute
factor. Also, on larger maps, it can take a while for the computer to make up
its mind, so be prepared to wait. While
one might think the exact units will limit the replay value, it didn't really;
it may limit some gamers' interest in it, but I found the unique approach of focusing
on taking and holding countries to be the kind of interesting twist that really
fleshed out the system. Massive Assault is a new take on refined systems
and it really works: it's a blast to play and is getting healthy content updates
from Wargaming.net. If it's any indication, I've stopped writing this review about
4 times to go and play a few rounds.
Graphics: 9/10 Each of the six planets has its own look and feel.
From Noble Rust, where everything has a red tint, to the lush New Paradise where
the terrain has rich color, the environments look good, even if they're not extremely
detailed. From above, the vehicles look decent, but up close they display really
solid designs. Effects from explosions look good, with great lighting, but some
deformable terrain would've made the battles feel more visceral. For a game from
a smaller company, I have to say that I'm pretty impressed with the quality here,
as it is solid all around. Sound:
8/10 The music is good, although I would've liked
it to be a little more dramatic. It goes well with the action and general pace
of the game, though. The sound effects are effective, with lasers and cannons
sounding appropriate and explosions feeling satisfying. There is very little vocal
work, as it mainly comes in some objectives and when there is a victory or defeat
- it's very minor, although I'm a big fan of vocals and would've liked to see
it have a more prominent role. Control:
10/10 The game's system and pace is extremely easy to grasp after a few rounds
and its streamlined process really does a great job in keeping things simple.
Everything from recruitment to troop placement is easy, as is basic navigation
and combat. The ability to fast-forward, slow down, or skip others' movements
is a great advantage, as is the ability to rewind and undo the player's own moves.
Menu navigation is a snap, as well as participating in online games. I really
can't think of anything fundamental I would've changed. The previously mentioned
slider would've been nice, but it certainly didn't bring down the experience any. Overall:
8.5/10 As Kohan's unique economic system made a good game great, so
does Massive Assault's take on allies and territories. The timing of when
to let an enemy invade to unleash a guerrilla force or when to hold off invading
until a foothold is established in the enemy's territory all play key parts in
a much larger strategy that will be hotly contested by a competent AI. The AI
also lends some in the game feeling a little too confining; the feeling of true
freedom to try anything isn't there. Still, it is incredibly addictive, features
great production values, and seems to have strong support from the developers.
I wholeheartedly recommend it to anyone looking for an enjoyable, challenging
strategy experience. [
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