On
paper, Act of Aggression isn’t that different from any other RTS. You
have three basic functions that represent the three core tactics these
sorts of games have always had: one for rushing an enemy before they can
get themselves established, one for building up defenses until you can
wait for superior (albeit more expensive) technology to overwhelm your
foes, and one that’s a balance of the two. You gather resources, build
bases, train units, and gain control of territory. None of this is new,
and Act of Aggression doesn’t handle these ideas in any novel or
particularly interesting ways. What makes Act of Aggression special is
its rhythm.
Each
match begins with a core base and one scouting unit. Pretty standard so
far. Immediately, though, the formula begins to diverge. Because
there's no central location where you'll find all the resources you
need, nor any way to build out your base with larger and larger shells
as in Age of Empires, you're forced to do things a little differently.
First I'd rush with lightly armed troops, stretching out with vulnerable
tendrils grabbing what I could. Then I'd hunker down and secure the
position with big guns and long-term emplacements. Both of these tactics
are common in other games, but here they are essential, and it means
that outposts need to be self-sufficient.
Play,
then, revolves around poking your opponents' units and buildings to see
if they've been careless, to see what they've neglected. Any position
can be overwhelmed with enough force, but if you're playing well you'll
often spread yourself a bit too thin to secure everything. This makes
for an interesting twist on the usual pattern of strategy game play, and
one that always left me uneasy. I never felt safe or secure-- was
always pushing and always repelling. By itself, that pattern of play is
remarkable. It's exhilarating, and I found myself challenging my own
tried and true tactics and algorithms I'd built and refined after years
of competitive strategy gaming. But it doesn't take long for cracks to
start showing in that veneer.
The first and by far the biggest problem Act of Aggression faces is that achieving a level of fluency
The
first and by far the biggest problem Act of Aggression faces is that
achieving a level of fluency, where play is comprehensible and more
importantly manageable, takes some work. As yet, there's no proper
tutorial, and the campaign follows some of the worst tropes of its
genre. Act of Aggression locks units, buildings, and ideas behind
arbitrary walls, only revealing them for isolated lessons that don't
teach you how to use these tools and adapt to new challenges. Instead it
holds you to a strict path without being able to explore the potential
of its own design. If anything, I found that finishing the campaign left
me worse off when it came time to square with others. That's
exacerbated by abysmal voice work and a cliché plot torn straight from
the pages of a Clancy novel.
Even when you do
familiarize yourself with the proceedings, Act of Aggression bogs itself
down with unnecessary fluff. Your typical battle will have you working
with twenty or more buildings, for example, most of which look so
similar that it's hard to keep each of them straight. It leads to odd
situations where you'll build a "light vehicle" factory that can also
make some of the strongest attack copters in the game, long before you
have access to the ostensibly helicopter-centric "helipad." That'd be
excusable, of course, if the latter building was strictly better, but I
only used it once.
This
is a complaint that runs throughout. Some units have niches so specific
that it's a wonder their role wasn't condensed into something simpler.
Yes, options are generally a great idea, but in a game that already
struggles with a clean and effective user interface, this manifests as
another frustration. It gives the impression that most of the game could
have been condensed. It complicates affairs without adding anything of
value into the mix.
Act of Aggression's user
interface is similarly overwrought. The expand-hold-expand structure
encourages waging several small battles across multiple fronts at once,
but there's no persistent indication of where you need to direct your
attention. There is a ticker in the upper-left hand corner of the
screen, but clicking those notifications doesn't auto-snap to the event
the game describes. It often led me to lose track of threats and left me
ill-informed about the status of the battlefield. Despite these
problems, Act of Aggression manages to find legs in multiplayer matches.
In my time with the game, I played more than a dozen rounds with a bevy
of opponents and each was an exhilarating slugfest.
Despite these problems, Act of Aggression manages to find legs in multiplayer matches.
Keeping
to the rhythm I described earlier, I'd start by reaching out for
critical points on the map and lock myself down, waiting for my foes'
nascent probes. Countless times we'd start firefights that lasted the
rest of the game. Banks--neutral buildings that provide a steady,
constant stream of income to any player that holds them--were
particularly contentious. When infantry takes refuge in a bank, they're
well-defended, making them a difficult target for opposing soldiers to
capture. Even with plenty of support, wresting an established foothold
near a bank is almost impossible. Yet, the cost was low enough and the
reward high enough to incentivize a constant, smoldering conflict.
When
one of us did start to crack, though, it took time to restructure our
war efforts and finish the job. And that's the biggest oddity here. For
all of its speed, for all of its, well, aggression, the final moments of
any given match are typically quiet. Even when players start wielding
the earth-shattering super weapons, countermeasures are easy to deploy.
Again, it means that you're waiting to find the one thing your opponent
never considered, the one thing they ignored or thought they could do
without if only for a little while.

These
kinds of games don't exist anymore. For better or worse, Act of
Aggression isn't from this decade. It opens with riotous bombast backed
with haughty metal riffs and maintains a jubilant, adolescent tone
throughout. It's rough, it's incomplete, it's awful in places. But it's
also raw and decadent. Soaked to the core in that quintessentially
nineties cocktail of cynicism and an exultant love of violence, playing
Act of Aggression feels like going back in time and returning to a home
that only exists in your oldest memories. And that's special, even if it
means dealing with some obtuse design issues.






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