![]() But it does possess a certain old school, obtuse challenge that I appreciate, and commits to making you allocate slender supplies. Having the threat of Colonial defections affecting your resources is a solid retread from XCOM, but the Cylon raids are too haphazard and end up more like irritations than a genuine, constant danger. The strategic campaign layer is the weaker of the two distinct parts. The combined-arms approach of firing arcs, missile types, and fighter roles works well, and means each mission can present a compelling set of challenges with various solutions. Fleet limitations mean the conflicts are more squad-sized, but this does result in each ship being more of an individual unit than an expendable war resource plus it avoids the awkwardness of even more UI clutter. That care extends furthest to the tactical combat, which in many ways is a logical extension of Black Lab’s previous Starhammer title. Playing around as the Cylons provides a neat change of pace.īattlestar Galactica: Deadlock earns itself a lot of goodwill for the attention it pays to an unloved (in the world of games, at least) license. Retaining some suspense about enemy forces is fine, but the more egregious moments are likely to just get players re-loading a save. You won’t know until you’re there whether you’re facing a handful of corvettes or the brute force of a Cylon vanguard (except for the missions that explicitly state it’s a Cylon strike team in their text). Main missions escalate in a pretty identifiable pattern, but the side stuff (a useful way to acquire more resources) remains haphazard. ![]() Only the semi-random Cylon fleets have their strength displayed at all, so whenever you approach a side or main mission you’re going in blind. ![]() A few display choices, like the method to check on Cylon fleet strength (not by clicking on them, or hovering over, but in a dedicated tab in the bottom-left) are poor decisions. Aspects like how dedicated you should be to putting out the fires of Cylon raiding fleets, and what amount of ship losses can be deemed ‘acceptable’ without tanking your long-term prospects are left rather obtuse. The strategic campaign mechanics have a bit of an ‘old school’ feel to them, which I don’t mean as a pejorative, but which I do mean to imply are initially unforgiving. ![]()
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