I’m early on it as well, so it’s mostly tutorial so far.
Early impressions are very good, but it’s a bit unrefined in places. It doesn’t default select an enemy when you attack, for example.
I did notice on another forum that there is a way to save scum— excuse me, recover on long battle. If you exit, it saves the state. Keep playing, and if/when everything goes to shit, just Home and close the game. Restart and go into the campaign again and you’ll be back to the exit state.
It’s inconvenient but with systems like this I exit the game and zip up the save files. I have shortcuts on the desktop to the save locations to get to the files more efficiently. It’s a hassle but it beats having to restart and replay long (many times, tedious) missions.
I’ve been reading that the late game is a slog, meaning that the inability to save scum means replaying tediously difficult one-hour+ missions in their entirety. Advance Wars was that way too, so I’m not totally surprised, but am disappointed. Doing the hard exits and backing up save files are good workarounds, but probably more work than I’m wanting to do. I’ve also heard that it’s grindy in part due to its symmetry; that since everyone has the same units, it can take a while to gain the upper hand.
For me, this has gone from a “buy immediately” to “wait a few months for a Steam sale” kind of game in a matter of days.
I keep hoping that one day, developers will remember that having a sensible save game system is a positive thing that will encourage people to buy their game and reach all that late-game content that they spent so long designing, but I guess that day is still a long way off.
Just to throw in my own opinion, I played a few hours of this over the weekend, and… it’s fine. I think it might even be a little better than that, but I tend to like these games with Fire Emblem or at least Into the Breach style unit advancement, but we’re really just talking about straight Advance Wars here, so it’s only about 70% for me instead of 100% for me. I don’t regret grabbing it, but when I sat down last night to cool off after the Super Bowl, I went back into hour 100-whatever of Slay the Spire instead of hour 3-4 with this without much thinking about it.
I find playing on the Switch to be a good choice. Even though some maps can get long, I tend to play a little bit at a time anyway so it never feels too long.
I do have a few annoyances which probably has more to do with my not knowing basic commands on the Switch. Like how to move out of campaign mode into one of the game types. I also cannot figure out if it is possible to play a multi player map with AI. I changed the difficulty mode on the Campaign but not sure if those settings are used on the Arcade mode.
Someone used a lot of ingenuity to create a TBS Tower Defense Scenario. I think it is unbalanced for what gets thrown at you (need to earn more gold per turn). None the less pretty impressive what the designer was able to do.
People keep saying, “Why doesn’t Sony allow more people to have it?” We’re open for business on this one. All it takes is for publishers and developers who wish to permission it. As ever, just work with your PlayStation account manager, and they will walk you through the steps that we’ve learned through our partnership with Epic on how this works. I don’t believe right now there is any gating factor on that. I think they’re open to make proposals, because the Fortnite thing worked pretty well.
CEO Of Chucklefish here, we just launched Wargroove with crossplay between PC, Switch and Xbox so I wanted to chime in.
We made many requests for crossplay (both through our account manager and directly with higher ups) all the way up until release month. We were told in no uncertain terms that it was not going to happen.
From our side, we can literally toggle a switch and have it working. Of course policy work might be more complicated for Sony.
Just wanted to provide some balance on the issue and say that it certainly isn’t a question of developers having not contacted their account managers or having dropped the ball. We were told no.
Finally got around to trying this and it’s quite a bit of fun. Seemingly simple at first glance but it’s ramping up quickly. I haven’t got very along in the campaign and still learning the basics but it reminds me a lot of Battle for Wesnoth, of which I have many fond memories, despite it being sort of linear in its approach to finding success in a given mission…where one big screw-up can mean total failure.
I still never did pick up Wargroove, honestly a lot of my enthusiasm fled when I realized through discussion here the unit roster and Hero units didn’t seem varied or as different as I’d hoped plus lots of other problems like a lack of save games and the campaign difficulty/having to replay entire scenarios.
Thankfully, there is a nice sounding Quality of Life patch coming to address at least some of my concerns!
Among the things being updated/added are saving during the campaign (you can manually save and create a checkpoint, but the catch is you can only have one checkpoint at a time), difficulty levels (you can play on Medium now and still get 3 stars from missions, Hard is the default/original difficulty and allows for S-ranks, and then you have Easy and maybe more). Animation speed options, easier to read unit comparison chart, and a bunch of bug fixes and such as well. Sounds like a great patch, I have to say.
The biggest problem on the Switch at least, is that player created content that sets up an enemy with a lot of units takes forever to run. You can shut off combat but not each side moving all its pieces. I have been trying some of the 4 player multiplayer scenarios using AI for three players and it can take a long time. I am hoping that the patch that speeds up animations is talking about all the units moving etc.
I was super excited for Wargroove since before I had my release day Switch. The uniform sides murdered my enthusiasm. Critical hit. I didn’t pick up Wargroove and kind of don’t think I ever will now that the initial release hype wave has passed.