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Acaratus review
Meh
by Max Savenkov

A really "meh" game. Cards here are not really cards, as you don't draw them every turn. They are just consumables you take into the battle.

Other reviews3

Translated by
Microsoft from Italian
Early Access Review as Soon as I saw the video I immediately bought it and I did not regret it, despite being at early access has a lot of potential. Tactical shift with a system of roofs and "special moves" guaranteed by the cards that are bought in the game, some will allow us to place a cover (useful to keep our snipers safe) others to take shots to the enemies so you can Bring the units with distance connections as soon as possible in order to engage in melee. The thing that most impressed me though is the excellent customization of the units, you can change all the parts that make up your mech (steampunk mech, the maximum!) If, for example, you want a distance unit with multiple attacks just put two weapons away ( For example the crossbows) instead of the arms, vice versa the same applies to melee attacks with maybe two arms armed with a sword. The game is not free from some imperfection graphics and the engine is not yet optimized to the maximum but still deserves to be bought, especially for lovers of tactical shift to X-Com.
Translated by
Microsoft from Russian
In My opinion the game is a real diamond. Excellent Everything: professional art and not straining dialogues narrative, quite honest bagel general map, character development, and of course constructor units. And here in this point the game shines-combinations of different modules, their antennae and the number of opening from experiments mechanic a great set. ADD more forge with unique artifacts to choose and the relationship of some modules with card mechanics-opens even greater variability and replay. Freshly-created... With horns, a propeller, a muzzle under an arse and a steaming stove behind a back it is desirable to try immediately in a battle; Get on the horns, modify and re-send into battle. Experimenting is easy and the game attracts. The Flight of fancy Manchkina is reasonably limited only by the number of slots of each available "body" and the available location on the "body" of the module. Separately I note the internal "casino" with the dealers in the cities, "where I left all my military savings" (c) in pursuit of the double crossbow V. Besides The constructor there is also the development of the hero and the map. Pumping is usual: For battles get experience and choose one skill from the offered at the ape. The Skills are directly influencing the characteristics and the karts. Cards in the game are such special abilities, meaning in which however not a lot) With thoughtful management detachment, units cope with any enemy and on the battlefield skills of the modules. About The graphics can be said that it is. This is not a top technology, but it is a case where this level is enough to clothe the idea in an acceptable form. Of the minuses, near the end of the game tactics becomes a habit and interest in experiments strongly melts: Just strengthen the already proven modules. Well, the melee units are heavily sagging in usefulness, it's on balance. Although maybe try to fix the updates. Nevertheless, the verdict: A brilliant realization of the designer units in the steampunk world. For me, Solitaire was perfect.
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