The world is being exploited and stuck in a financial crisis. Only you can uncover Cartel's evil deeds.
Cartel in Act of Aggression
Act of Aggression takes place in the near future, when political authorities are exploitative during the worst economic downturn since the Great Depression. The player sides with the Chimera and the US government who believe that a group called Cartel is behind this financial crisis. There are also standalone missions that play from the cartel's perspective.
The campaign
The campaign isn't the most interesting story. The voice acting leaves a lot to be desired. The campaign does not provide a beneficial tutorial for the game. After completing a campaign, jumping into an online match is usually problematic. It's a good idea to play through the AI Skirmish matches to get used to how the actual game works before going online. This allows players to take the time to read the unit descriptions and get a feel for the different factions.
Gameplay
The gameplay will be familiar to anyone who has ever played a real-time strategy game. You must harvest resources, build your base, raise an army and wipe out opponents' bases. There are four resources to track: Oil, Aluminum, Rare Earths, and Power. The first three can be harvested from the map using refineries, but electricity is generated by specific buildings. There are other ways to acquire specific resources, such as occupying banks or constructing specific buildings.
occupy buildings
Not everything is taken for granted RTS gameplay. You can send ground troops to occupy any building scattered around the map. Soldiers inside buildings have increased defenses against this structure, with the obvious downside of being stuck inside the building. Enemies can either attack the building to destroy it and kill the soldiers inside, or send their own troops inside to fight. Winning battles in buildings seems to be a matter of numbers; Having more soldiers than the enemy will result in victory.
Distributed Buildings
There are tons of buildings scattered across almost every map, which makes traversing an area much more interesting since the enemy can be in any of them. As mentioned, large bank buildings generate limited resources when occupied, so the early game usually consists of rushing into these areas. It's easy enough to take a bank next to your base, but going straight for an enemy bank early on can also be rewarding. It's an incredible game mechanic that really changes competitive play.
Prisoners of war
Another important element is prisoners of war. After a soldier is defeated in battle, he does not disappear from the map. Instead, they become a unit that has no action other than to move. You can let the wounded soldiers retreat to the base, but if an enemy gets there first, they can capture the POWs. From there, the enemy can generate resources and even be traded for other resources. This can really affect the late game and easily separate mediocre from great players.
The base building
The base building is standard for the genre and consists of three building levels. Certain structures must be built before anything can be built from a higher tier, and many of the late buildings require rare earth elements, the late game resources. It feels like a natural progression while still allowing for many different builds and strategies.
A feeling like war
Perhaps the best thing about playing Act of Aggression is that it actually feels like war. You generally need a well-balanced army to be successful. A single unit's "Deathballs" can see some mild success, but will not usually result in a complete victory. Having a balanced army, deploying units in buildings, and occasionally calling in airstrikes makes you feel more of a strategist.
The superweapon
Each faction in Act of Aggression can also build a "superweapon" that takes the form of a nuclear missile. All three superweapons are pretty much identical, with some numbers like area of effect and damage changed. These are not an automatic victory once built, and can actually be defended by specific factions with specific structures. It's important to note that "Actions Per Minute" or APM is not an emphasis here. You don't have to worry too much about micromanaging your armies in the midst of intense combat. It's more about keeping your enemy on their toes with a strong overall strategy, intelligent deployments and army composition.
Schedule
Act of Aggression is visually impressive. You might not notice it, but zooming in reveals a nice level of detail given to each of the units. It can be difficult to distinguish between certain units with the normal camera plane, making fighting armies more difficult than it needs to be.
Conclusion on Act of Aggression
Act of Aggression offers a fresh entry into a genre that badly needs it. In the game you really feel like a strategist. This changes the way you approach familiar situations when playing online. For those only interested in single-player, look elsewhere. If online multiplayer or even AI combat is all you need, Act of Aggression delivers a wonderful product.
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