

Units begin to sit in one spot, vibrating violently as if trying to escape the game. The game's pathfinding is simply not up to the task, as units constantly get stuck on each other, on walls, or take strange lengthy routes to God knows where. What ultimately kills Sudden Strike 4 is the deluge of technical issues the game runs into. "The only good Nazi is a dead Nazi" - probably a quote from a World War 2 film Things like this make it feel like Sudden Strike 4 is aiming for complexity, but is doing so in a false and needless way. I can ask my soldiers to go prone, but this doesn't actually appear to do anything. I'm not sure why I'd ever ask the soldiers driving a tank to actually leave their tank, but I've accidentally done it on more than one occasion thanks to the wonky controls. There's also quite a lot of details that feel quite unnecessary. It's not a bad idea, but with no way to order your troops to target specific sections then it's all left up to chance if a shot is going to disable something or not. Tanks can take critical damage that can either disable their turret from turning, break their treads, or take out their cannon. Some of these systems are kind of iffy in their implantation. This makes a solid idea for a risk/reward system for you to use.

Sudden strike ps4 pause skirmish full#
A tank can operate without a commander, but not at full efficiency. For example, you can have your tank commanders pop out of the hatch of their tank, which increases the tank's vision at the cost of making the commanders easy to kill. There's actually a surprising amount of details when it comes to what the troops can do or how they're affected by combat. I lost solid minutes of my time to this process. Then once the truck is done with that tank you can move on to another. It will only restock either ammo or fuel, so you need to wait for it to finish with one, then click on that tank again to restock the other.

Instead you have you manually select the the supply truck, then click on what tank you want it to restock. You can't just put a supply truck down and have it automatically fill nearby tanks and soldiers. Like many other things in the game this is unnecessarily frustrating. In later levels I was still able to beat by steamrolling a blob through them, but I had to occasionally stop and ask supply trucks to refill my tanks. You can completely ignore these counters for the first half of a campaign, as missions are so easy that you can just sort of blob your units together and steamroll your way to victory. All units have an ammo counter that needs to be resupplied, and tanks and trucks need to watch their fuel. You can't just select all your units, command then, and forget about them either. It's serviceable, but those looking for personal stories in World War 2, or even a story about a whole company, will be left with nothing. For the most part you're just getting a quick historical description of the battle you're about to play, then after you finish the battle you'll get a diary entry from some soldier who participated in the fight that is vaguely based on some of the things you did during the level. You'll play as either the Germans, Soviets, or Allies in three campaigns and get to see World War II from their eyes. There isn't really much story in Sudden Strike 4. Does this RTS bring a console experience worth playing, or should you avoid it? Still, it seems like World War 2 RTS Sudden Strike 4 wants to give it another shot. RTSes is one that comes to mind: while I may have played Command & Conquer: Red Alert obsessively on my PlayStation (and Command & Conquer: Red Alert 3 on my Xbox 360), it's clear it wasn't the best fit.

As much as I love them, it requires acknowledging that some genres are just not built for controllers. It's well known among the TechRaptor staff that if a game lacks controller support, I'll probably pass on it for that reason alone. Another review, another confession: I love controllers.
