Star Tactics Redux: A Voyage into An Already Explored Space

Time Played: 6 Hours Star Tactics in 2017, 4 Hours Star Tactics Redux in 2018

Beginning this week Awkward Mixture was going to start running down the list of games I've played this year: Dominia, Ultimate General: Civil War/Gettysburg, and Banner Saga 2, along with a look at the professional scene of Defense of the Ancients 2.

But yesterday an unusual event occurred: I received a request to review a game. And not just any game, but an updated version of the much reviled Star Tactics, now called Star Tactics Redux.

In the interest of disclosure, the creator, Alexey Uslavtsev, kindly posted a comment on both my Steam account and my blog. Below is a screen shot of the request:
Onto the revised game. In my original review, I noted a few major flaws, and our goal today is to see what improvements have been implimented.

The first error of the original, the story was nearly non-existent, and appallingly awful. That's still true, but as I said last year, it's a fault one can overlook if Redux succeeds in other aspects of execution.

The second error: there were ostentatiously four gameplay sections, when there were only one or two depending on a reviewer's generosity (Campaign Regular, Campaign Dogfight, Skirmish Regular, and Skirmish Dogfight). The redone Redux contains three sections: Campaign, Skirmish, and Expeditions. The Campaign has been vastly improved, by allocating a credit amount, and allowing the player to purchase whichever ships they have unlocked for each battle. If one set of ships doesn't work, the player can try another combination to achieve victory. Though this is called a campaign, the ships and credits do not carry over from level to level, but are refreshed for each scenario. The length of the campaign is still 30 levels, but it appears entirely redone, and much better for it, with a more diverse selection of situations. I played the entire campaign again (but didn't replay levels to earn three stars), and it required about four hours.
Skirmish is much like the original Skirmish, and I didn't play it more than a level or two. Instead of the predetermined scenarios of the Campaign, it randomly generates battles. Like Campaign, the player begins with access to only the weakest ships, and unlocks better models as they win battles.

Finally, there's Expeditions. This is the most complex gamemode of Star Tactics Redux, and includes 50 stages of battle. Like Campaign and Skirmish, the player begins with access to only a few ships, with the improved varieties only available as the player earns experience. Once unlocked, ships can then be purchased by the player. Purchased ships are stored in the Hanger, and can be used in the battles. If they are killed, the player will need to purchase more. Expeditions is more like a campaign than Campaign, because ships carry over from one battle to the next, and losing an expensive ship is injurious. At each of the fifty stages, the player is able to choose a battle of the appropriate difficulty: blue (quite easy), yellow (medium), and red (tough). When a player wins a battle they earn experience, credits, and move onto the next stage with a slightly stronger enemy. Each time the player can pick their level of difficulty. At each stage there is also a battle choice called Grind, and labeled in green (g is for grinding and greenery), and can be played repeatedly without advancing the Stage. In Grind, players don't earn experience to unlock new ship models, but do earn credits to purchase more of the ships they've already unlocked.
In the largest battles of Expedition, the player can field fifteen of their ships, but will only be able to control the first six. Any ship beyond the sixth is controlled by the AI as an ally. Though one may find it disappointing they are allowed to control only a few of the ships, these are the largest battles available in Redux.

But while Expeditions is fun, there's a disappointing flaw. Expedition is DLC, for the admittedly low price of $5. Money is a complicated thing to judge when playing a game, and most of the time I avoid talking about it. I only buy $60 games when they are on sale for $15 or less, $40 games are generally $10 before I consider them, and $15 games are 5$ or less. For some readers, spending $5 on a DLC is perfectly fine, but I wouldn't do purchase it for that price.

So, the base game has two sections for $15, and a third section for $5 more. On the other hand, Star Tactics Redux is free on Google Play, though I have not played it and can not judge how it compares to the PC version.

Back to the fixing of flaws. My third problem with Star Tactics was it included only ten ten ships, and they didn't feel different. The display only informed the player of a few features: Hit points, Abilities, Crew size, and four stats: weapons, armor, speed, and maneuverability. The information about these stats was limited to a grade from one to five stars. Each ship also included a description listing the names and numbers of the weapons, but no further information.
Star Tactics Redux has vastly improved its ship quantity, with twenty-nine models. Where the original game only had eight activatable abilities, there are now sixteen (such as a one turn increase to weapons range and the ability to create two temporary decoys) , and nine different weapons with their own distinct characteristics. Weapons now have a number associated with their damage, dispersion, rate of fire, and range. The star rating for ships has been replaced for speed and maneuverability with actual numbers reflecting distance and turn rate. And, I'm still not sure what crew size does, but I'm ok with that.

The worse error of the original was the compounded problem of overpowered missiles and an idiot AI. Ships capable of launching missiles or torpedos were allowed to do so every two turns, and the computer couldn't dodge them. It's no joke to say I achieved a 100% hit rate in the original with missiles. To aggravate error, the computer couldn't aim their own torpedos, and it also didn't know how to face its ships to achieve the best result. In the original, all enemy ships and missiles moved directly toward the closest player controlled ship.

I'm not going to claim that I found the revised Star Tactics Redux challenging, because I didn't. But the developer made serious improvements to the two problems mentioned above. Ships capable of launching torpedos now have a limited capacity: one to five. They can be fired in consecutive turns now. The enemy no longer moves in the shortest line towards you, and as a result its difficult to hit fighter style ships with missiles, though larger capital ships (realistically) might as well have a target on them. The enemy has improved its ability to aim their own torpedos. And to reduce the effectiveness of missiles on both side, one of the new abilities is an EMP blast which destroys nearby missiles. Overall, Redux has been dramatically improved, with missiles no longer overpowered for the player, or a joke for the computer. The most egregious mistake, enemy ships with weapons on the side failing to turn them towards you, has been corrected as well. And while the enemy will still send a few ships to chase a scout ship, they aren't as easily diverted. There remains one single issue with missiles: aside from the EMP blast, they are unkillable, and don't explode after a limited time. AS a result, it's hard to not have them hit an enemy eventually.
There are two additions I want to discuss before I offer my final conclusion: one good, and one deficient. The good addition: fog of war. While the original game displayed the entire space, Redux limits vision to an area around each ship, with missiles having their own, nearly negligible sight. To offset this, some ships have abilities which temporarily increase vision, and because of its significance, most missions the player will want one ship with either the radar or a scout. While adding depth, fog of war introduces a minor hindrance near the end of battles. If the player and the enemy are left with only one or two ships, and they are slow, they might lose sight of each other. In this case, it's best for the player to order his ships group up, and sit in place. The computer, it seems, is not effected by the fog of war, and will come to you, even if they are outgunned.

But while fog of war improved vision, the designer made a corresponding mistake, by reducing it with explosions. Redux has slightly improved graphics, and it seems they wanted to show off cool explosions. The only problem is that anything bigger than a fighter seems to vaporize in an explosion the size of a supernova, blocking out the entire screen in a blinding white light. It's a problem because the player can lose track of what happened while everything was moving (like where missiles are, what abilities were used, or what killed his ship) and it's as aesthetically appealing as looking straight into the sun.
In conclusion: Star Tactics Redux is a serious effort to improve on the original game. Most of the major flaws have been dealt with, like the AI, overpowered missiles, game modes, and ships. But though the Steam Store page describes it as “a hardcore turn-based strategy and tactics game full of spacefleet battles” with “30+ hours of gameplay, infinite randomized battles,” and a “huge campaign with different ways of completion.” I would say it's a fast casual game, which probably has about twelve hours max for the base game if one is determined to earn all the three star scores. Sure the DLC will increase, and maybe double, the time, but it's not included in the fifteen dollar price. If one is willing to play skirmish and the DLC more than once, the game could eat up a lot of time.

For what it is, it's certainly an enjoyable little game. And now comes the toughest part. For the first time, I've been asked to review a product. I'm not sure how that's impacted what I've written, or what I'm ultimately going to recommend. I've tried to honestly considered whether I'm being kinder than I would be. After all, I've given harsh reviews over the last two years to Sins of A Solar Empire, Brigador, New 'n' Tasty, Oxenfree, The Vanish of Ethan Carter, Dungeon of the Endless, and XCOM® 2 (lol). Some of these are acclaimed games. Some people may find this as splitting hairs, which pleases no one, but I would recommend Star Tactics Redux, but only for those looking for a simple, fast, casual style game.  Perhaps that's why it's a mobile game as well.

In summary:
Story: Still terrible, but relatively insignificant
Campaign: Better with choice and level design
Skirmish: Slight improvement
New Mode: Expeditions, good but $5 DLC
Ships: Twice as many, and significantly differentiated
Missiles: Redone, limited, no longer overpowered
AI: Smarter, doesn't charge right in, can use missiles better, can dodge missiles better, uses correct facing for firing
Cool new addition: Fog of War
Bad new addition: Vision blocking explosions

And that's the final verdict.

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