Summary: This is one of those games that I can promise isn't what you think it is. Confrontation looks like a Diablo style hack-n-slash title, or maybe it's a little bit like Dungeon Siege. Nope, get those ideas out of your head. Stop thinking "role-playing game," and start thinking "strategy game." Now, you might be conjuring up images of Warhammer 40,000: Dawn of War II, but it's not like that.
Excerpt: Confrontation is a strange game. This is a game that truly poses a conundrum. What's so weird is that I actually had fun playing Confrontation at times, but its flaws were so evident and so glaring that, despite my mild enjoyment, I simply cannot bring myself to praise this game all that much. But because of said enjoyment, I can't bash it entirely either. In case you're unfamiliar with the franchise, Confrontation started off as a tabletop war game.
Excerpt: I don’t play real-time strategy games as much as I play turn-based strategy games, because things that happen in real-time stresses me out, so RTS games need a bit more effort to convince me which, sadly, Confrontation couldn’t do.
Excerpt: To stop all evil in the world, you control a squad of warriors belonging to the Griffin (human) faction. Though you'll recruit teammates as you travel through various lands, you can only fight with four at any given time, so you must choose your lineup carefully. You'll often be surrounded, outnumbered or overpowered. Your enemies are frequently stronger, or have better skills. It'll take your best thinking and planning to succeed.
Summary: Confrontation had a lot of satisfying combat moments-there was nothing like lining up and executing a new strategy successfully. When you found a battle plan that worked for you and executed it well, the game was complete poetry in motion. This game definitely would have been a force to be reckoned with during the heavy strategy ’90s. Today, however, it just didn’t seem to take advantage of many of the innovations that the genre has brought to the table.
Excerpt: A band of foes emerges from the shadows. Taking stock of the situation, you realize you'd quickly be overpowered in a head-on clash. So you freeze the action, giving yourself a moment to think. You order Darius to charge an enemy, catching him unawares and drawing his attention, while Fera goes stealth and sneaks in for a devastating attack her target never sees coming.
Pros: Involving tactical combat
Cons: Problematic pathfinding, Dull storytelling, Bland visuals, Poor pacing
Excerpt: When genres combine to form new types of games, I get excited. The less a game falls into a specific class of game the happier I get because a certain amount of thought must have gone into the actual decision of what genres to mix. When a game is supposed to fall into one genre and uses the control scheme of another, however, then it tends to feels a little off.
Excerpt: You don’t have to like it, but it’s true. See, the idea of a role-playing game is that it’s a game in which you play a role. So, if you were being annoyingly pedantic about it, pretty much any game from Space Invaders on up is a role-playing game. That said, the term comes from the tabletop roleplaying games that some of us still know and love, where each player takes on the role of a single character and describes their words and actions, taking part in a collaborative...
Pros: Imaginative world
Cons: Pathfinding is horrible, Looks out of date, Nothing really special
Excerpt: The Age of Rag’narok has begun. A war has erupted between the Akkylannians and the Scorpion, between light and dark, for control over Aarklash. But, somewhere behind the front lines bizarre experiments are being performed. An elite squad of Griffins is sent into battle, deep into Syharhalna territory into the laboratories where the alchemists of Dirz manufacture their clone armies.