Competent strategy pastes flat-footed, surface-level
sci-fi over a genre that lives and dies by its nuance.
I promise you I have tried very hard to find something deeper,
beneath the surface of Age of Wonders: Planetfall, that shows its true
brilliance. I really have. It screams "hidden gem", on the face of it: a
generous glob of SyFy channel space-cheese, spread over a rich and
hearty mix of genres. Civilization by way of XCOM, in the ideal setting.
Perfect. By any conventional wisdom you'd think, if you scratch away
long enough, that the schlock on top would give way to some buried
treasure. That there'd be some B-movie, Starship Troopers gold lying in
wait, reserved only for those patient and diligent enough to keep
digging.
If only. Keep digging at Age of Wonders: Planetfall and you will
find some impressive depth, for sure, from tech trees to unit
modifications to character customisation - only it's depth,
unfortunately, in the sense that a twelve-page restaurant menu has
depth. It's depth that inspires a sense of dread and regret, maybe some
resignation, and a sigh: there is an awful lot here, I will spend a very
long time working my way through it, and there's a fair chance none of
it will be as good as it could have been were it left to stand alone. There's a lovely retro-strategy vibe to AoW: Planetfall's mini map, bottom right.
A lot of that feeling is made worse than it really ought to be,
too, because Age of Wonders: Planetfall simply does not explain itself
well. In fact it seems confused about what, exactly, it needs to explain
at all. The premise of Age of Wonders: Planetfall is that it's a mix of
two brilliant but also seriously complex genres. You manage unstacked
cities on a hexagonal-tiled world map, acquiring resources, advancing
through tech trees, moving armies and conquering your way to more
territory as you go - all very Civilization (in fact all very
Civilization 5, much like 2014's Age of Wonders 3 was too). When you
engage in combat, meanwhile, it's down to the turn-based-tactics level.
You control an army of up to six units and move them around their own
tile-based map through full cover and half cover, expending action
points and improving percentage-chance-to-hits - hence, Civ crossed with
XCOM.
The problem is, despite bone-grindingly long explanations of things
like what "a unit" means in the game's tutorial mission, the wider
principles - of both 4X and turn-based-tactics - are left completely
unexplained. An example: I knew to look into the multiple win
conditions, and where to look for them within one of the game's menus -
but I play a lot of Civ. Would a newcomer know to go looking for that?
Or where to look for it? Would they know you need to go into a city's
sub-menu to find its citizens (called "colonists" in this case) and
rearrange them into the most efficient, resource-pumping order? Would
they know to fine-tune their economy for a single end-goal?
There are no overlays that I could find, but pull all the way out for a fairly useful map overview.
Diplomacy, left, is basic but perfectly functional. You
can also customise faction leaders and their traits for non-campaign
scenarios, which is a nice touch.
Any number of these are forgivable, or even necessary, or expected,
in any game with the faintest whiff of "future" about it, but if you're
not going to really engage with anything from the vast cache of
interesting themes sci-fi has on offer, then the window dressing at
least has to be delivered with a bit of something. A bit of humour, or
self-awareness, or panache of any kind - but it's just not there.
Instead the potentially rich and complex sci-fi flavour is just a drop
of blue dye the tap water. If Age of Wonders: Planetfall wants to borrow
without giving back - if it wants to be part of a genre that lives and
dies by the little things - it has to do the work. What about the
flavour text, the sound design, the little animations that can set your
leaders or units apart? What about the wonderful, sinister, cynical tone
of a good 4X game's world that sets you off, cackling megalomaniac of
the future, to exploit and explore? Or above all that overwhelming,
ineffable atmosphere - that somehow seems caused by the literal lack of it - that you pick up from anything truly great set in space?
I'm more frustrated with Age of Wonders: Planetfall than I ought to
be. It's an honest work and a perfectly serviceable, functioning
strategy game. The turn-based tactical battles are imprecise compared to
some, but they're still enjoyable and stimulating enough, with plenty
to dig into if you're really up for the challenge. The grand strategy's
still compelling enough for one more turn - and the goofy genre
trappings are almost endearing. It's just such a waste, to see a game freely mine its own brilliant influences and extract nothing of much use.
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