16
Products
reviewed
224
Products
in account

Recent reviews by GIB CHECHENS

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Showing 11-16 of 16 entries
37 people found this review helpful
8 people found this review funny
0.0 hrs on record
I really don't understand the amount of negative reviews. The devs had been upfront about the terrain, there are no airstrips because there were no airstrips in the zone surveyed. This is a prototypical model map detailed based on period satellite imagery, of course there isn't an airstrip! The included new models, T-55, BTR, Leo, are all fantastic as well. That, the map, and the campaign make this totally worth the price!
Posted 2 May, 2019.
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41 people found this review helpful
2 people found this review funny
6.7 hrs on record (2.8 hrs at review time)
A light city-builder that does what I've always wanted, introduced politics into the mix.

Pros:
-Nails the Sim City vibe
-Attempts and sometimes successfully implements the political aspect, which alone should probably sell you on it.
-Special buildings are nifty and fun to work towards
-The trade cap is a smart mechanic
- Gets the basics right
- Cute little flag creator (coulduse more pixels, for the vexillologists among us)
- Continued development. The Designer continues to expand and improve the game, another major selling point.
- Genuine improvement.
- Makes me want to play more, and to try different gov't styles.
- Anarcho-Syndaclism maybe, rather than "Libertarian Anarchism?"

Cons:
-Many, many typos
-Needs different types of commercial and industrial density
- Needs a corporate tax slider (Sim City 4 style), rather than just 3 tiers of direct income tax+sales tax
-Not always politically accurate (and really needs to explain itself better in respect to policy effects on given social classes)
-The designer seems to have injected some personal politics, and genuinly stupid (as oppossed to charming) stats in the demographics screen. (SJWs/Attractive women... Come on guy, you're better than that)
- Some performance issues.

Wildest dreams:
- Politically active neighboring states to deal with.
- State infastructure such as police stations, hospitals, and military bases.
- immigration should be more detailled.
- Needs a happyness index in addition to the standard of living and income brackets. (Everyone could have low income, but be very happy for non-financial reasons)
- Trains and light rail. Subways? (there are monorails though)

Ultimately, trying to make a city-builder incorporate political classifications is bound to be incredibly difficult, but this game makes a genuine, good attempt, and is worth any Sim City/ Skylines fan to try.
Posted 3 June, 2018.
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2 people found this review helpful
58.4 hrs on record (19.6 hrs at review time)
Better than the reviews would have you believe. Not as complex as a game like Stellaris, but well polished, and confident game that leans on a good foundation. At this point the game seems largely complete, (Dec 31 2016). The combat is good and the game has some great roleplay capacity, as the races are fairly well fleshed out. Additionally, the game has soul, with planet destroying superweapons, an interesting espionage system, col looking ships, and nifty ground battles. The diplomacy system functions, though on normal difficulty no one seems particularly aggressive. I'd recommend it for anyone who enjoys 4x, and as an introductory 4x game this is probably the title for you. I look forward to playing more.
Posted 31 December, 2016.
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No one has rated this review as helpful yet
49.6 hrs on record (17.4 hrs at review time)
A solid advancment over Train-Fever, it still has kinks that need to work out, such as late game perfomance issues and the like. However, the addition of workshop support brings a vast number of potential loccomotives and customization options to the table. The game still looks quite lovely.

I really dont know why some people continue to compare this to OTTD, Transport Tycoon, or Railroad Tycoon.

Yes the game might be more interesting with competition, and with more developed options for stations and a deeper economy, but that was never something the game promised to be.

Therefore as a sequel to Train Fever I can certainly reccomend it for transport buffs and anyone who particularly enjoys model railroading.
Posted 8 November, 2016.
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7 people found this review helpful
39.6 hrs on record (37.1 hrs at review time)
A fantastic little wargame, with tons of replayability and incredibly easy to modify to fit the player's desire. Really quite good.
Posted 15 June, 2016.
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No one has rated this review as helpful yet
2.9 hrs on record
Early Access Review
TL:DR: Freespace 2 vibes, tight dogfighting, good ideas, cool univere, worth the price, wish there was more to it.

PROS:
- Combat scales to player skill and will to learn, if you don't want to aim most weapons have incredibly forgiving aim assist, which also looks pretty cool when missiles are chsing down targets and cannon rounds are firing.
-Campaign is tight, fast, exhilerating, and immersive. Huge Freespace:2 vibes, and I couldn't give it a higher praise than that.
- Drifting is a fantastic feature, coupled with the drums and aim assist it adds the best things about Battlestar Galactica style fighter combat to the genre
-Art style is gorgeous, with Chriss Foss/ Peter Elson Vibes mixed with Homeworld, Vic Vipers, and more modern looking capships, an interesing, unique blend that also calls back to the gorgeous paintings of the 1970s'.
- The universe itself is a classic homage to all those ancient galactic empires of classic science-fiction, and I just love it.
-Music/soundrack/ and soundeffects are fantastic, and incrediblt immersive.

CONS:
- Fairly short campaign (finished ai 1lvl difficulty in 2 hours, with about half done at 2 difficulty
- Tactical command needs more septh
- Story is light, but at times the narrative is a little byzantine, and difficult to discern, by the end I think I understood what had happened, and the original title of "Enemy Starfighter" may still be valid.

Hopes and Dreams:
-Campaign expansion
-Increased tactical and strategic depth, providing the player to actually pick which fleet elements he or she would like to take on given missions.
- Map-based campaign with a strategic layer of multiple fleets moving around for control of startegic assets (planets gates, shipyards, etc.) a pipe-dream based on what the developer has said aboid random encounters atm, but I think it would just add more playtime and a little more control for the player which would be fantastic
Posted 14 June, 2016.
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Showing 11-16 of 16 entries