NATO Icons And Other Key Differences
Posted: Wed Feb 15, 2017 10:00 pm
A number of potential customers posted they will stay away from OOB until NATO counters are available. I have been in that camp and never tried any of the “toy soldier” titles (like PzC) thinking they’re more arcade than strategy, and stuck with more traditional board game to computer ports.
When I broke out of that paradigm and purchased OOB, I was happily surprised and greedily picked up all the available DLCs. The non-NATO icons are not so terrible: they even enhance passing aspects of events and intelligence through the user interface. It isn’t a big jump from the icons of the very enjoyable Close Combat series.
Traditional computer war games have steadily incorporated sound effects and animations. The all-out OOB animations are a definite progression of that theme. Sometimes they seem over the top and make me laugh, sometimes it’s very satisfying to watch a particularly irritating enemy air squadron go down in flames…
My impression holds the three key differences in this OOB genre (compared to more traditional games like Atomic’s VFV / World at War series, Schwerpunkt’s series, DG’s Computer War In Europe, etc) are instead:
1. You are not given command of theater resources and tasked with planning and executing a winning strategy (like in an Avalon Hill board game). Instead, campaigns are scripted to lead you through a series of representative or key battles. If you lose a battle, you redo that battle or lose the campaign. It’s strictly a linear process, but there is talk of future campaign branching.
2. Unit movement and combat may be resolved individually (as in SSG’s Decisive Battles series). This facility to gang up on a portion of the line is a big shift from plotting or moving all your units, then resolving all your combats. It does promote breakout and reserve strategies, but at the cost of simulating the unknowns of events happening at the same time all along your front.
3. There is no ability to play a campaign or scenario as either side. In “US Pacific” you play as the US only. To play as the Japanese you purchase the “Rising Sun” DLC. Although there is some intersection of scenario content, that’s not the same thing as switching sides. Those are so far the only complementary titles, and there is very limited hot seat multi-player support to work around this issue. I haven't looked at multi-player PBEM.
So, it is a different experience. So far, I like it!
When I broke out of that paradigm and purchased OOB, I was happily surprised and greedily picked up all the available DLCs. The non-NATO icons are not so terrible: they even enhance passing aspects of events and intelligence through the user interface. It isn’t a big jump from the icons of the very enjoyable Close Combat series.
Traditional computer war games have steadily incorporated sound effects and animations. The all-out OOB animations are a definite progression of that theme. Sometimes they seem over the top and make me laugh, sometimes it’s very satisfying to watch a particularly irritating enemy air squadron go down in flames…
My impression holds the three key differences in this OOB genre (compared to more traditional games like Atomic’s VFV / World at War series, Schwerpunkt’s series, DG’s Computer War In Europe, etc) are instead:
1. You are not given command of theater resources and tasked with planning and executing a winning strategy (like in an Avalon Hill board game). Instead, campaigns are scripted to lead you through a series of representative or key battles. If you lose a battle, you redo that battle or lose the campaign. It’s strictly a linear process, but there is talk of future campaign branching.
2. Unit movement and combat may be resolved individually (as in SSG’s Decisive Battles series). This facility to gang up on a portion of the line is a big shift from plotting or moving all your units, then resolving all your combats. It does promote breakout and reserve strategies, but at the cost of simulating the unknowns of events happening at the same time all along your front.
3. There is no ability to play a campaign or scenario as either side. In “US Pacific” you play as the US only. To play as the Japanese you purchase the “Rising Sun” DLC. Although there is some intersection of scenario content, that’s not the same thing as switching sides. Those are so far the only complementary titles, and there is very limited hot seat multi-player support to work around this issue. I haven't looked at multi-player PBEM.
So, it is a different experience. So far, I like it!