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Sudden Strike nostalgia

As usual, it was in the evening … I leafed through the list of my Steam games and came across Sudden Strike. She came to me along with the fourth game of the series, which I bought as a pre -order. And nostalgia covered me. For the first time, this game fell into my hands in the “wild” Russian localization with the name “confrontation 3” (I still don’t know why this is) this year in 2004 or 2005. After complex and overloaded strategies from Paradox, the game was something simpler and more understandable to preschool child. And as I remember now, I was delayed then, and the first Crusader Kings was waiting for his moment for a long time. And now, in 2019, I decided to play the game of 2000.

== what is it in it?==

Yes, actually everything! Sudden Strike and Fireglow have not gained world fame either in the circles of strategists, or even more so, around the world, as happened with Creative Assembly and Paradox Interactive. Nevertheless, in my opinion, the game turned out to be very good for its time.

Speaking about strategies in https://nonukcasinosites.co.uk/honest-casinos/ the world of computer games, everyone immediately represent the civilization of Sid Meyer, Total War from Creative Assembly, EU4 or HOI4 from Paradox. All of them belong to a rather large genre of global strategies. Politics, trade, economics, development, war – an integral part of such games. There is only war in Sudden Strike. World War II. And the developers replaced everything else with other mechanics, which makes it unique and distinguishes it from a huge list of genre games.

Sudden Strike has three campaigns: for the USSR, for the allies and for the Reich. There are 10 missions in the Soviet campaign, in two others – 12. The player directs the operation: having a limited number of troops (you do not have to count on reinforcements), it is necessary to fulfill all the goals of the mission. Most often it is a capture or protection of important strategic objects. And how you will do this, exclusively your care: you can go with a minimum of losses, carefully look for enemies by the infantryman and destroy from afar with fire from all weapons, or you can throw everyone on the attack and lose half of the fighters, if not more.

The decision is for the player – you will not be convicted, they will not be sent to the tribunal, but the Order of the Red Banner (the Iron Cross or the Order of the Bath) will not be given to you. It is the mechanics added instead of trade, politicians and other things that give the player the opportunity to choose. The task of taking the opposite shore? We break through the only bridge if it is not undermined, and take the other side of the river. What if they undermine? Well, if you have soldiers from Stroybat, then they will restore the crossing. What if they are destroyed? We will use large weapons – tanks and guns, if we have them – and we will fire a preventively enemy. And you can also build a pontoon bridge using the same construction battalion and go to the enemy on the flank.

In the end, you will get to your goal. But remember, the more enemy soldiers are destroyed and the fewer people you lose, the more points for the mission will be charged. Yes, there is still a system of evaluating your actions, but it is more aesthetic and motivating than something more worth.

== Well, what if in my way something is more serious than the bridge, and I only have an infantry?==

Well, then somewhere around the corner, in the bushes, miraculously someone left the piano. Unfortunately, without jokes. If you have only an infantry, you can be sure that there is a gun in the “fog of war”, then a lonely left supply car with a crew or a truck with a driver will be unexpectedly discovered. In perfect condition. And then you can fire a tank from the gun. And if you shoot neatly, then you can knock it out, shoot the crew that got out of the car, repair it with the help of the supply machine, put their infantrymen in it (yes, even officers can manage the tank and shoot from it) and continue to advance to the goal.

To the great disappointment of many, the game is really crept along and across. The appearance of your unit in a certain place of the map causes AI the desire to make a maneuver in a given direction. And nothing will stop him. And of course, in itself, the presence of “piano” in the form of in turn of the located guns, trucks, tanks raises many questions. But pleasant memories for the sake of the sake of the graphics of the last century, and scripts, and the absurdity of the location of units can.

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