RTS Tactical Warfare finds itself caught between two identities. It attempts to capture the nostalgia of Command & Conquer while also trying to modernize the RTS genre, but it struggles to do either effectively.
When you first jump into the demo, made available as part of the Steam Next Fest, the Command & Conquer influence is obvious, from the controls to the base-building mechanics. The skirmish mode introduces the classic formula of constructing power stations, barracks, factories, and a superweapon for each side. It’s a setup that will resonate with long-time RTS players, and for a moment, it feels like stepping back into the golden age of the genre. However, the initial excitement fades as the deeper issues of the game become apparent.
One unique aspect that RTS Tactical Warfare attempts is the Vanguard infantry’s deploy mechanism. This feature had the potential to add a layer of tactical decision-making, turning infantry into mini turrets with higher fire rates and better armor. However, the execution misses the mark. There are no downsides to using the deploy mechanic—no cooldown, delay, or cost—making it a default option rather than a strategic choice.
Without any penalties or meaningful trade-offs, the deploy mechanic feels like a missed opportunity for deeper gameplay. What could have been a tense battlefield decision becomes a routine action, offering no reason not to deploy the Vanguard at every opportunity. This lack of balance means the feature doesn’t add to the tactical depth the game so desperately needs. A delay or some vulnerability while deploying could have forced players to think more critically about when and where to deploy units, but as it stands, it’s just another function with no real weight behind it.
By not addressing these design gaps, RTS Tactical Warfare fails to elevate its core gameplay, leaving the deploy mechanic feeling more like an afterthought than a meaningful feature. It’s another example of how the game sits uncomfortably between retro homage and modern update, without fully committing to either.
In the mission mode, the lack of tooltips or clear unit information is a major hindrance. You’re given units, but there’s little guidance on their purpose. While the skirmish mode is more developed, with clearer roles for units like tanks, anti-air, and artillery, it still feels shallow. Battles often devolve into massing units and overwhelming the enemy rather than utilizing any real tactical finesse.
Visually, the game does little to impress. The asymmetrical maps in skirmish mode are a nice touch, but they’re let down by dull and uninspired terrain. There’s no sense of place, no environmental storytelling or dynamic elements to keep you engaged. Everything feels flat and dated, which only compounds the feeling that RTS Tactical Warfare is trying to be something from another era without the charm that usually accompanies a well-done homage.
Where the game truly falters is in its failure to commit to either direction. If it wanted to be a retro RTS, it needed to embrace the complexity and challenge of those games, much like Dying Breed has done. Instead, RTS Tactical Warfare offers a watered-down experience that feels more like an imitation than a genuine throwback. On the other hand, if it wanted to modernize the RTS formula like Tempest Rising, it should have introduced more innovation, whether through gameplay mechanics, strategy, or visuals. It does neither, and as a result, it feels stuck in a no-man’s land.
In conclusion, RTS Tactical Warfare doesn’t bring enough to the table. It offers the basics of what you’d expect from an RTS but fails to capture the tactical depth or visual appeal that would make it stand out in today’s market. It’s a game caught between paying homage to the past and stepping into the future, but in trying to do both, it does neither well. If you’re looking for a classic RTS experience, you might be better off revisiting the games that inspired it.
Verdict: A missed opportunity to either embrace its retro roots or innovate for modern players.
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