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9-Bit Armies: A Bit Too Far

9-Bit Armies: A Bit Too Far

by Unknown

★ 82%
Price $19.99
Avg Players 6
Reviews 994
Released Aug 26, 2024
ActionAction RTSBase BuildingColorful
View on Steam ↗

What players are saying

▲ Recommended 0 hrs
Found out infantry can swim, took them into water and they suddenly had floaties! Couple of seconds later a shark came and ate a few. 10/10
230 found helpful Steam ↗
▲ Recommended 6 hrs
It is like CnC1/RA1 if the developers had 30+ years of RTS game design to learn from.

The PROS:
The control scheme of this particular video game is unironically the best I have ever seen in this genre. Not only are they intuitive, INCREDIBLY so, but you get a tooltip on the side telling you exactly how to do every action you can perform. You do not have to look at the controls menu to find out how to attack move, it tells you. You don't need to know how to select one unit type, you just click on it in the bottom left corner and voila. It's clear that at least some of the team are at least relatively experienced with RTS games and know how to make one that presents everything you need.
The music is written by frank klepaki, who, for those who do not know, has been the composer for most of the (good) mainline CnC games. His work here is amazing, it sets the tone and tempo of your actions nicely.
Many of the CnC pitfalls have been avoided. For example, the Generals meta of shoving RPG infantry into transports has been mostly done away with, one of the factions can still do it but it seems much more toned down.
They kind of use the CnC RA2 formula for super weapons where both factions get a "support" and a "weapon" superweapon, like how the RA2 allies got the chronosphere and the weather machine. The difference is that the support weapons have been nerfed and had their costs massively reduced. This allows them to play a much more active role in the game rather than being simply these massively expensive end game finishing tools like many of the superweapons were in the earlier CnC games.

THE CONS:
The game has a crisp sheen of consumate unprofessionalism. RTS games have never been at the cutting edge graphically by necessity, but gyat dayum some of these visuals are rough. Men and machine alike move with no respect to where they're currently facing. Even the origininal CnC understood that vehicles should move like vehicles, but here they move like those ball tired cars from mr. robot that can move in any direction. Look at any gameplay and you will see what I mean. The infantry do it too but at least there it's a little more excusable. This makes for unit controls that, while very snappy, make everything feel "fake", for a lack of a better word.
Also, the unit scaling is totally out of whack. The infantry are bigger than the tanks they're meant to be protecting. It's purely a visual thing, but dear god it's an atrocious visual thing.
Finally, aircraft are not nearly as unique here as they are in the OG CnC. There they were unique in that you had to build airports and helipads to maintain and rearm them, here they're like regular units that can fly over terrain. In fact, the aspect of CnC1 where you had to build your own airstrikes, build your own minimap, etc, are pretty much all gone.

Overall, it's not bad. I bought it on sale but I'm satisfied. It's as I've said previously, like CnC1 if they had 30+ years of RTS games to learn from.
54 found helpful Steam ↗
▲ Recommended 22 hrs
Finally an RTS that feels "right". gameplay feels solid, and there is plenty of content, and graphically it looks really snazzy.
The campaign is more than I had anticipated, but still falls a bit short (to be fair, good campaigns in RTS's are getting rare)
However, the best thing is the AI. It actually has some intelligence and keeps you on your toes. It prevents games from becoming a mindless blobfest, and facilitates more strategical gameplay.

This is a very solid RTS game. It may not do anything new and flashy, but the AI makes it very much worth your while.
51 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

December Achievement Hotfix

162 days ago
Fixed Survival-based Achievements with Ice Breaker (Easy, Medium, Hard) and Wheeler's Ridge (Easy, Medium, Hard) maps.

Going Rogue! Week Two Update!

231 days ago
Fix for occasionally being unable to repair units during tactical battles.Fix for tactical battle stats display being in the wrong place in ultrawide display modes.Units with shields now correctly have their shield strength scaled based on their health stats.Space Marines units have had their Shields maximum values and regen rates adjusted to be more in parity with the rest of the game.Updated Gorgon description in all languages to have "Can't fire while moving".Increased visual and logical range of stink cloud area of effect for Cranioids Stink Bug.Stink Bug can now topple trees.Adjusted scaling of world map to work better with 32:9 monitors.Fix for tactical consumables buttons being off-center on ultrawide monitors.Floating Brain boss "Brainiac" health increased by 66%.Rocket Car boss "Rocketman" health increased by 150%.Titan Mech boss "Rock N. Roll" health reduced by 90%; Shield also reduced but now scales with difficulty.

Going Rogue! Hotfix.

236 days ago
Fix for UI issue when upgrading in the GarageAdded limited anti-air capability to Red Baron

Posts come from Steam's official announcements feed.

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