Tikevin83
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Feb 10, 2015
Ultimate General: Gettysburg7
Feb 10, 2015
The highly innovative control scheme is mixed with wildy varying AI strength both in terms of the 9 AI general choices and the decisions individual units make on the battlefield. Troop reinforcements vary in time adding realism and replayability to the scenarios but simultaneously making it very difficult to develop a consistently successful plan of attack against even the weaker AIs. To elaborate on the control scheme, I've really never seen anything else as accurate in depicting battlefield orders. You can command your troops to suicidal marches across long stretches of open ground and they will follow you, but only if you place generals to guide them. Without leadership they are easily routed. Routing units follow orders inconsistently, again making for a very realistic command experience. All these commands are given through drawing routes by clicking and dragging units around the battlefield, similar to Madden 09's system for drawing audibles on the Wii. At the same time the system of units routing is the source of a few minor bugs, occasionally your troops will be unable to stop attacking a destroyed unit and the entire battle will be broken as a result. Minor flaws like this currently prevent the game from being consistently enjoyable. I will be very excited to see further efforts from game labs and the improvements in patches to this game, but for now the game feels like an unpolished demo.
PC