RIOT - Civil Unrest reviews

Translated by
Microsoft from Deutsch
Early Access Review Even for an Early Access far too soon. The game lacks any Guide Or tutorial to Control, The Game cannot be played intuitively. Starting with the Hod, which is divided from 1 to 8 instead, you will find tWirre pay and Arrow Keys. The Hud is very untidy. Now to Control. You can click as much as you want. But the Mob does not Move a piece in Front of the Police other rum any more. Whether Aggressive or not the Movements are usually arbitrary. Nor is he knowing the Goals very easy. Suppose we play on the Side of the Protesters. If these can now be put in the aggressive State, they can throw with Objects. Molotov Stones and co. You get little Of That. You select the Desired Litter Weapon over the Arrow keys and then click to the Place where you want to fly there whole. But this also happens very Radom moderately only rarely are Stones bottles and co got where they should. And that's exactly what's not Fun then. Suppose I have 4 Groups I can control. Then I expect these To respond to my Commands as well. No matter if you then beat them up or Arrest them. If I march with 1000 Demonstrators and there are only 140 Policemen, then I expect my People to do all the Platt. Instead, the whole Control seems more like this as a skill to set a rough Direction and the Rest is decided by the Mob for itself. But As in any Real-time Strategy game, I expect to play strategy among other things. This when I send my Troops to the Front Send that they go there and then beat each other. In real Life, this is no different. Maybe the Developers should include an Ad that you can see how much you have. That you have to heat up your Mood first, for Example, until you trust the Groups blindly and do exactly what I want. Especially with the Police, it should be the case that the People obey from the Beginning. The Game should give you the Opportunity to proceed with all the harshness. If only that The Police proceed in a Row with shields everything beaten down and With Pepper spray makes everything flat followed by the Water Launcher. Well how to get with the Game is still too immature a Complete Control of its Groups is lacking and the Controls are catastrophic. I am sorry to have exchanged it again after 1 hour because the initial fun quickly evaporated
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Translated by
Microsoft from Deutsch
Early Access Review Highway in Italy peacefully occupying or shooting at Protesters in Egypt? Protest Culture the Game! RIOT-Civil Unrest Is a Pixel look RTS in which you can slip into a variety of scenes of the current History as a Protester (Here: Rust) and the Police. Each Mission (Length ~ 3 min each) is introduced briefly. The Game, however, feels like a First-time Developer. The Game Mechanics just don't work well. PRO:-Man gets a very good Insight into the Situation of the Mission (e.g. through Evictions, Riots, Etc.)-Good Selection from the Missions. Others should be made possible by an Editor (some of which is also implemented). -Peaceful or Aggressive? It has Implications for the next Missions. In which this affects, however, it is not really apparent. -Social Media. You have a dead Protester, Stone-thrower on the Protester's Side? Photograph! This, too, affects the Outcome. -Fitting Music. CONTRA: There are choices for Unit Selection. However, these can only be traced among the Rioters. In the Police there are felt 10 Batons with different Costs but without Specifying a certain Added value. -Loss of control! The Police Units just withdraw and you can't use them for a certain amount of Time anymore. This happens very quickly with violent Protesters. That makes it an absolute Anarchy relatively quickly. With Protesters, the Scrutiny is even worse. There, a few Groups with about 50-100 Protesters washed around and scattered. -Logic? I shoot several Protesters with Shotguns-Result: Protesters give way for a few Seconds. Wow. -If Water Cannons are present, they do not move at all. The Purpose of it is only there if the Demonstrators have in fact already won. -PIXEL! It's just way too cluttered. -Time-3 min per Mission. So I'm supposed to hold a Blockade of Protesters for 3 min and then it's stopped? But my Powers are withdrawing at a time of 30 s. -The Control is simply far too poorly implemented. There is no Feedback as to whether the "Skills" are now being enforced or not. Switching from defensive to aggresive is done by Keyping buttons for a few Seconds-this has to be repeated for each Unit. With an extremely small Mission Time Window, this is rather extremely impractical. Conclusion: Idea good-Implementation bad. Apart from some Bugs (Early Access), the gameplay mechanics are just way too bad. It is an RTS without providing the necessary Crafting Materials to master the Game. The Game becomes frustrating very quickly as a result.
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