Pacific Storm: Allies

The larger the game, the more likely that its release would have to assess with some discount, suggesting some improvement in future patches. So in this case the yield supplement - a good excuse to take stock.

A person who sees the game the first time, a strategic part certainly cause palpitations. Cumbersome and non-obvious interface hides a lot of possibilities and looks even confusing than it actually is. It seems unrealistic to keep up with everything happening, but go into arcade mode, where micro-management have taken away, it is not desirable, we also want to make their own decisions. The danger to miss something important causes permanent maze of screens, virtually doing nothing, but just make sure everything was in order, trying to prevent chaos in their own affairs.

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The pilot of the Spitfire damaged as much as 75%! It is terrible to imagine. Americans decided to land on Iwo Jima landing as much in forty people, bringing it to the submarines.

Calm, not panic!

This managerial paranoia eventually passes, and not because we start so flawlessly cope with all the chores, but because it is found that the enemy was not really able to cope with her. Once you understand this, immediately engulfing feeling of their own impunity. We can not in a hurry, we are absolutely sure there is no need to try to jump over your head.

The enemy is passive and apathetic - he will not collect all their forces into a single fist, will not try to impose decisive battle, fell with all his might at a particularly important base or block transport routes, trying to take us into submission. Warfare adversary perceives as unpleasant duty, occasionally sending us to slaughter some errant own mix. Garrisons of our bases from time to time find themselves in a handful of guests like stray destroyers - so they lined up at the edge of the map and do not even try to head toward the base, just standing quietly ranks in anticipation of a deadly raid guarding the base bombers. Often occur and attempts to attack our bases half a dozen submarines. Fight our aircraft with these unfortunate zombie takes on the strength of a couple of minutes: on our side, of course, no loss, and the enemy in full force goes deservedly to rest on the bottom.

Lose the war in such conditions it is extremely difficult affair, except that we are the flood own fleet and dropped their guns into the sea. Thus, the initiative is entirely in our hands: we want - stand expeditionary fleet in the campaign, did not want to - sit at home and kopim force.

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Judging by the bar life, the ship is almost in perfect condition.But in reality it is no longer a tenant: with such holes and less serious flooding can not count on that. After an unsuccessful raid us update ammunition and went on the second sortie. In the third. Tenth.

Leaning over the map

Strategic innovations season two - Britain and diplomacy. Britons are now the third playable nation, they have at their disposal the southern part of the map and the two potentially conflicting neighbors - Yaponiiyu and the U.S.. True, the super-weapon (like an atomic bomb in the U.S. and bacteriological in Japan) they were not given, but still the British are not such a nature as to give the enemy the same way a hammer on the head.

In addition to Britain's in-game debut, and some other powers, said during the Second World War: Germany, Holland and the USSR. True, to be on their side only in tactical battles.

Diplomacy is solved in accordance with the general spirit of the game where we control not the country itself, but only its armed forces, therefore, international agreements to reduce trade and barter. Raw materials, machinery, scientific achievements, even the base - all that is negotiable, including the enemy. It is true that His Majesty and this complicates the interface of the game, simply because we are not able to display information about what kind of technique or what discovery we offer, so if you do not remember the name of their own (and enemy) ship types and aircraft by heart, the decision must be taken blindly.

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The guns fired a volley, and all that were on the bow of the ship the sailors were burned alive. Joke. The most interesting battle - not in the campaign, and created a tactical editor.

Ax in the nose

Tactical novelty add-on'a - detailed system damage. " If the last time the strength of military units designated as "strip", which we had planned to saw, but now each piece of plate neatly divided into sections, units and other components. The overall "health" has not disappeared, but it now represents the outer shell of combat units, and therefore by itself is never reset to zero - a very uncommon, it happens that the ship sank due to the fact that from it came off the whole shell plating.

Now we come to the fore some damage to parts and systems. Planes can burst saw off part of the wing, or kill the pilot. We ship can clog the wheel can be damaged engines, and may detonate ammunition - in the latter case, only one successfully landed a shell, and a brand-new brand-new ship is transformed into a heap of flying in all directions of scrap metal. Incidentally, this encourages us to personal involvement in battles, since computer pilots special fifty mean the same.

All this combined with a slightly improved graphics and other inessential improvements impressed me on the tactical part of the game even more than you might expect. If only part of the strategic and simulyatornom would be so fortunate ...

And yet, despite the significant improvement in tactical mode, CM, remains a promising game with unrealized potential. But we hope that this is not the end.

Pacific Storm: Allies A little more about the tactical mode.
Under the hood of the game does not look within, but from the overall impression is created that the enemy does not know how to coordinate their forces.Regardless of the level of complexity we are not opposed to a single enemy, but merely scattered the crowd with different techniques. It is quite possible to use it in the faces of playing the parable of the breaking of a twig broom: vymanivaya from the general pile next enemy unit and throwing it up together.

When the enemy finds us, he throws a straight in our direction. If the enemy does not see us, and we watered it with artillery fire, he just meekly accept our shells aboard without even inquiring where all this stuff comes flying at his head.

Another nuisance: the physics of the movement of ships. The impression is that inertia is non-existent, going full speed aircraft carrier can stop instantly. And immediately to reverse. That in itself looks quite sad, but even more interesting way of ships deployed on the ground, much the same way as it makes the tank.

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