Genre Clash: Turn-Based Strategy vs Real-Time Strategy

9 06 2011

(I’ve had this post lying around for a while, unfinished. It’s finally finished now though!)

Probably the biggest reason why I haven’t been posting here is because I got back into playing Age of Empires 3 on their online service, ESO. It got me thinking, which strategy genre is better, TBS or RTS?

If you have no idea what I’m talking about, I’ll give you an example.

Chess is a turn-based game, and Snap (the card game) is a Real Time game. In Chess you go move by move, taking it in turns. In Snap it’s anyones game. If chess were to be in real-time, it would be utter chaos and most of the strategy would be out the window. Snap, on the other hand, would be impossible and incredibly boring. You get it?

Comparing games in different genres is hard because of the differences between game in the genre. The games are designed around that genre, and work for that genre. So the comparisons will not be revolving entirely around games, games will be used more as an example.

Let’s look at one example of both TBS and RTS. For TBS, Tom Clancy’s Ghost Recon: Shadow Wars on the 3DS (maybe a post on this later if you’re lucky), and, of course, for RTS the Age of Empires series (PC only, as the DS one was Turn-based)

Turned based games generally allow for more time to ponder the decisions, while RTS focus on fast-paced decision-making. If you’re a quick thinker, RTS is for you, but if you like to take your time making choices, maybe TBS is for you.

TBS fans tend to criticise RTS gamers that RTS is a click fest-rush fest, while RTS fans criticize TBS gamers that it is for people who can’t make fast decisions. Shadow Wars is a brilliant game for strategy. In fact, I’d go as far as saying that TBS games offer more large army strategy- they’re more large-scale, while RTS games tend to be a lot faster paced (Age of Empires supremacy anyone?) and more focus on a small battle with less units.

RTS games are often very repetitive, with players each having an idea of different build orders for units and buildings that they stick to from game to game, while TBS tends to be more touch and go, and strategy-orientated.

Either way, RTS is still for me. So if you’re into short burst of action and not into long, brain bending strategy fests, then RTS games are more your forte. If you like busting your brain, Turn-Based it is.





Pokemon Black: Postgame

9 06 2011

Long time no blog!

So yeah, I “finished” the postgame of Pokemon a while ago. I wouldn’t really call it finished as much as significantly complete. At least until Infinite Space came into my life (more on that later).

So, the postgame. I’d describe it as being significantly large. It’s non-linear, like HG/SS’s postgame. The levels jump up to about 65 from the level 53 highest in the elite four. It made me really confused, like I’d  forgotten something. You also have to find six of the seven sages scattered throughout.

So it’s not QUITE as big a postgame area as HG/SS, but it’s ok. Marvelous Bridge is ok, and Village Bridge would easily have the best music in the game (without the weird old man singing). I challenged the elite four again, and this time actually beat the champion and entered into the hall of fame. I haven’t caught all the postgame legendaries, or experienced more than winter and autumn in the game. It’s a decent postgame in summary. Oh, and Looker (from Platinum) and Cynthia make a cameo appearance (Cynthia is hard to beat!).

 

In summary throughout the many parts of my Pokemon Black review. It’s a good game. The new pokemon (although weird) and region are a welcome change, the new graphics are insane (I mean, Castelia City, come on) and the (again weird) storyline make this a must have for any DS owner.

 

PS: I’ve used the Entralink and Pokemon Global Link now. The Entralink hardly compares to the brilliant underground mode of Pearl/Diamond. I feel like a 5 year old when I use Global Link. I haven’t, and won’ be using it again- it’s very insulting.








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