Arma Tactics is Bohemia ’s
first attempt to bring the hyper-realistic military sim series Arma to mobile devices. Originally released
on the NVIDA Shield and Android, and now released on Steam, Arma Tactics is the
first Arma game to be a turn-based
strategy game rather than a first-person shooter. By bringing the Arma series
to mobile platforms and using a more accessible genre, it’s fair to assume that
Bohemia may have been looking to widen Arma's potential audience, and whilst
Arma Tactics feels a lot more accessible than other Arma titles I can’t help
but wonder who exactly this game was designed for. Hardcore Arma fans will
likely be put off by the very arcade-like aesthetic, whilst non-Arma fans will
probably be put off by the hardcore nature of the Arma brand. Besides, there
are plenty of much better turn-based strategy games on the market, especially
with XCOM: Enemy Unknown now having been
ported to iOS. However, Arma Tactics is still a serviceable turn-based strategy
game, and perhaps making the move to mobile was a smart idea for Bohemia .
Gameplay opens with a pretty limited tutorial that covers
the very basics of movement and shooting dudes without going into the more
detailed stuff in any appropriate level of detail. I found that quite a lot of
gameplay features were poorly explained, or not at all, and the game seems to
expect you to figure it out yourself, but most of the mechanics are pretty simple
so you should pick it pretty quickly. There are around ten missions in the base
game, but you can create missions or play other people’s content, which I
thought was a neat little feature for such a small game. Missions will grant
you XP and credits, which can be spent on upgrading and purchasing items and
weapons respectively. There’s a decent variation of weapons and items and with
the addition of user created content, and there’s actually a pretty nice amount
of content for such a cheap game.
Expect to find yourself out-manned and out-gunned at all times |
The actual gameplay reminded me more of the combat in Shadowrun Returns than anything else,
the feel of the guns and the use of AP (action points) to determine movement
and actions made it feel very similar to that above anything else. Gameplay is
relatively simple, but often pretty challenging, you have a limited area of
mobility per turn that take up either 1 or 2 AP depending on how far you move,
and using items costs 1 AP whilst you can take shots that use either 1 or 2 AP
with relative accuracy and damage rolls. The movement feels a bit clunky (it’s
easy to see that the user interface was designed for touch screens), often requiring
you to often click multiple times for a command to actually work and aiming the
cursor feels spotty and unresponsive.
The game is actually rather difficult due to the extremely
squishy nature of your men, though once a man goes down they can be revived
within five turns if you have a medkit available. Although this did make much
of the game feel frustrating and, at times, unfair, it does a pretty good job
of making the game feel really tense and gave me a good reason to really carefully
think about my next move, considering cover, angles, and line of sight.
Something that I think really captures the tense realism of the Arma series.
The armory, where you can purchase and upgrade guns and items |
The camera is pretty rough, it sticks to its current
position as it pans to the enemy’s turn, which often places it in front of
objects that block your view of what is happening, leaving you wondering what
the hell happened in the last turn. The camera is also notoriously bad at
tracking multiple enemies performing actions in one turn. Also, enemies aren't visible when the camera goes behind walls or buildings. In other words: the
camera sucks.
Missions pretty basically set out, they usually consist of kill these guys and then go here and kill more guys but they can actually
get pretty difficult at times. Your squad is limited to four guys but the
enemy will usually have three or four times that, and boy do they converge on you quickly. Most missions contain too many
enemies in a very enclosed space, which can make keeping sufficient distance
from a small group pretty frustrating at times, especially when enemies have a
habit of frequently hitting you from impossible ranges. The game makes it so
you can’t actually see enemies until you are in line of sight, which would be fine if your line of sight didn't get caught on small obstacles and things that you generally should be able to see over; this becomes increasingly frustrating
when you move a guy in front of an enemy without realising. What makes that even more frustrating is the fact that
enemies will all too often take reaction shots at you when they first see you,
something that you can’t do yourself.
A lot of things that were clearly designed for a touch screen don't work so well with a mouse |
Arma Tactics does look pretty great overall especially for a
mobile port, although I’d have liked some more video options above basic
resolution settings and some extra post processing effects, although I didn't run into any performance issues myself. I did, however, run into a number of graphical
bugs, such as the screen being completely broken if I tried to launch the game
in windowed mode or other fairly minor glitches. I also experienced some broken
or missing audio, as well. The sound design is pretty lacklustre here
unfortunately, with some really horrible voice acting accompanied by some
really weak sounding guns and a weirdly funky but extremely out of place
soundtrack. The voice acting isn't just of low quality, it also just sounds
poorly recorded with some voices featuring unwanted and obnoxious ambience. The game does actually have gamepad support, and seems to emphasise the use of one but preferred to play with a mouse and keyboard.
No comments:
Post a Comment