![]() Since Mohawk doesn't plan to fully release the game until 2016, they've given themselves plenty of time to tighten up a game that already feels pretty damn solid. There are sample levels to learn the ropes but not a proper tutorial.įor a game on Early Access, though, Offworld Trading Company has arrived in a state that feels far more complete than pretty much any other Early Access game I've played. Tooltips, as you hover over a resource or menu item, feel slow to respond, problematic in a game where you're often scrambling to keep ahead of your opponents. Its impossible not to be interested in whatever Civ IV designer Soren Johnson is up to, despite a disconcerting dalliance with wait/pay/spam social games at EA a while back, but even so his next project, Offworld Trading Company, is pressing even more of my buttons than Id already expected. The voices that read these notifications aloud are annoying and inconsistent. Notifications appear in the right-hand corner of the screen and are both oversized and yet difficult to read. And, if you do want a more drawn out experience, there's an enjoyable single-player campaign mode. ![]() Ultimately, it's a great and refreshing design choice. You can play through two or even three matches in a single hour, and still experience an entire evening's worth of drama, heartbreak, and victory. ![]() A randomized world, a short, frantic match, an abrupt and shocking end, a dive back in to start from scratch. OTC, in skirmish or multiplayer mode, feels more like a strategy rougelike. There are plenty of strategy games in which a single match can fill an entire evening, or even several evenings. The more I play OTC, though, the more I've come to really appreciate the short rounds and the sudden game-ending moves.
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