Broken Lines Review (nuendo)
This is kinda game you either love or hate. I personally find it weird. I can appreciate bold creativity with mixing lot of ideas and genres, but downside of "reinventing the wheel" is - it not always work. My issue is a general feeling that all is bit accidental, random, not precise, uncertain. Unit placement seems completely free (grid is fake) in diverse terrain and there is often no telling if your position actually provides you cover (or partial cover or can be shoot through - unless you clearly hide behind huge rock or in high grass). So... this is actually turn-based game (distance limit, time limit, actions limit) or this is (planning) start-stop game? You tell me. In planning phase, you have 3 possible move tempos, everybody moves mostly in straight lines but in 360 degrees and each activity takes different duration. So unless you are a math champion, you have no idea how your plan will exactly execute. Ok, that might be partially the idea - but if you compare this to ex. Doorkickers planning, you can see how this management is half-baked. The main idea should be I'm able to come with an actual tactic and see whether it worked or not, right? It's just... some action happens, but it's mostly more or less accidental shootout. WW2 theme is barely holding, I feel like playing Walking Dead sort of clone (really, zombies again?). The game would benefit greatly if authors would keep real WW2 setup and all of the available choices could really shine then, even in this cartoon form. "Fairy tale" narrative voice is another weird addition to already mixed style. Jazzy looking Z's are also somewhat ridiculous. Levels on the other hand are good looking, they are polished, despite the fact you have to often zoom and rotate camera to get terrain right (as mentioned). If you look for a good tactical game in a cartoon style - Hard West or Invisible Inc. are definitely waaaaay better.