▲ Recommended
5 hrs
Ashes of the Singularity: Escalation is something of a pleasant surprise in this day and age. For the past ten years or so, the RTS genre has (mostly) been about speeding things up. Developers would make RTS games smaller in scale, faster, and with more and more emphasis on aggressive play at the expense of defensive play. This makes sense in a competitive/e-sport/twitch streaming context where "turtling" players are (apparently) not interesting to watch. Those of us who got our RTS start with Dune II, the older Command and Conquer's, Warcraft and StarCraft (pre-competitive/e-sport) remember when RTS's almost always allowed for players to play how they like. The push for online PvP was simply not a big thing so games were balanced around and mechanically geared for more "casual" play against AI or very casual play over a dial-up modem or the like.
Where Ashes of the Singularity: Escalation really sets itself apart is in its willingness to let the player play how they like. It rewards both aggressive and defensive play and never, ever seems to push you in one way or another. Whereas other RTS's might restrict or even not include the building of defensive structures, Ashes does no such thing. It lets you reinforce any portion of the map that you wish and to whatever level you want. This may seem like a bad thing but in this day and age, it is a unique and almost precious quality. Additionally, it places more emphasis on your standard units. This game has no "hero units" per se and instead relies on the building of small, medium, and dreadnought sized vehicles that are all very capable if used properly. You will find yourself using groups of eight or ten small frigates to rush ahead and destroy neutral "creeps" that guard resource points while using larger frigate and cruiser combination forces for backup. All the while, you can use massive forces composed of all types to assault other enemy fleets and attack their bases and defenses.
In the last game I played, I had used smaller forces to slowly take territory while construction units followed close behind and built strong mixed defenses in every point. By the end, I had the entire map covered in defensive turrets and the enemy was bottled up and could not move. Eventually, I sent in a very large force to destroy them outright. It was satisfying and the kind of thing that I have not been able to really do since the old Command and Conquer games (which had no limit on units or defensive structures).
There are some negatives as well.
The first problem is the factions. The humans and the Substrate look different but they don't play exceptionally different. I was hoping on a more asymmetric setup but both sides play very, very similar and even feel very similar. This is not a deal-breaker but it is something that kinda holds this game back a bit. Perhaps it would have been a bit better if there were another, more wildly different faction to provide some constrast but that does not look like it would be in the cards at this point.
The next issue is the sounds. The vehicle idle and movement sounds are not really all that great. These days, you expect some fairly dynamic audio with lots of low end power and some really interesting little details but this game is a bit flat in that regard. Not a huge deal but something that sticks out a bit for me.
The last issue is the maps. They are generally fine but they sometimes feel a bit overly pathed. This does make for solid defensive play (since you have somewhat predictable routes) but on a long game, it can be a bit of a chore to go along a straight line from resource point to resource point. It generally is easy to get over if there is a lot of action in a match but you may notice it from time to time.
Overall, if you are looking for a RTS that does not feel like it is made only for the competitive/e-sport/twitch stream crowd and instead embraces older, less competitive play styles, this game is for you. It just lets you play and enjoy yourself without feeling arbitrarily limited or overly balanced to the point of being boring.
Where Ashes of the Singularity: Escalation really sets itself apart is in its willingness to let the player play how they like. It rewards both aggressive and defensive play and never, ever seems to push you in one way or another. Whereas other RTS's might restrict or even not include the building of defensive structures, Ashes does no such thing. It lets you reinforce any portion of the map that you wish and to whatever level you want. This may seem like a bad thing but in this day and age, it is a unique and almost precious quality. Additionally, it places more emphasis on your standard units. This game has no "hero units" per se and instead relies on the building of small, medium, and dreadnought sized vehicles that are all very capable if used properly. You will find yourself using groups of eight or ten small frigates to rush ahead and destroy neutral "creeps" that guard resource points while using larger frigate and cruiser combination forces for backup. All the while, you can use massive forces composed of all types to assault other enemy fleets and attack their bases and defenses.
In the last game I played, I had used smaller forces to slowly take territory while construction units followed close behind and built strong mixed defenses in every point. By the end, I had the entire map covered in defensive turrets and the enemy was bottled up and could not move. Eventually, I sent in a very large force to destroy them outright. It was satisfying and the kind of thing that I have not been able to really do since the old Command and Conquer games (which had no limit on units or defensive structures).
There are some negatives as well.
The first problem is the factions. The humans and the Substrate look different but they don't play exceptionally different. I was hoping on a more asymmetric setup but both sides play very, very similar and even feel very similar. This is not a deal-breaker but it is something that kinda holds this game back a bit. Perhaps it would have been a bit better if there were another, more wildly different faction to provide some constrast but that does not look like it would be in the cards at this point.
The next issue is the sounds. The vehicle idle and movement sounds are not really all that great. These days, you expect some fairly dynamic audio with lots of low end power and some really interesting little details but this game is a bit flat in that regard. Not a huge deal but something that sticks out a bit for me.
The last issue is the maps. They are generally fine but they sometimes feel a bit overly pathed. This does make for solid defensive play (since you have somewhat predictable routes) but on a long game, it can be a bit of a chore to go along a straight line from resource point to resource point. It generally is easy to get over if there is a lot of action in a match but you may notice it from time to time.
Overall, if you are looking for a RTS that does not feel like it is made only for the competitive/e-sport/twitch stream crowd and instead embraces older, less competitive play styles, this game is for you. It just lets you play and enjoy yourself without feeling arbitrarily limited or overly balanced to the point of being boring.
374 found helpful
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