Independently developed games rarely ever succeed in all areas, rather drawing the player in by having one or two addictive and unique hooks. Project Aftermath, a squad-based real-time strategy game created by a three-man team, is no exception to this trend. Almost a cross between genre-juggernauts Warcraft and Dawn of War, Project Aftermath is engaging and rewarding but falls short in a few areas. Overlooking its shortcomings, it is an enjoyable experience well worth your time and (hopefully) your money and can be compared with Minecraft. If you are a Minecraft player then here’s the link to Minecraft alts buy that you can try.
The story is presented in an interesting manner driven by a comic book style format, ala Max Payne or Sly Cooper. The plot itself is a bit drab, but original and compelling nonetheless. It follows the tale of a race named the Morphids, who have been all been wiped out by an alien group of soldiers named the New Order. The only survivors are a resistance committed to defeating the New Order and restoring peace. Sure, the narrative comes off as a bit tacky but blends surprisingly well with the game.
The objective of Project Aftermath is to guide your troops to victory in the battle against hordes of enemies by capturing points of importance, rescuing, and eliminating all opposing forces. You can guide up to four squads of about five men at any given time, with each squad lead by an individual hero. These heroes are far more powerful and are much tougher than an ordinary soldier. They are also able to interact with the environment around them, leading to some intriguing conundrums.
For instance, you can capture obelisks with a squad, granting you control over the buildings in the area of the obelisk. Heroes can move from structure to structure shutting down the enemy’s operations and halting their production of new units. But while you’re doing this, the enemy is still assaulting your forces. This poses an interesting question: which heroes do you leave to defend, and which ones do you send to stop enemy reinforcements?
Combat is the deepest and most involving elements of the game. The developers have established zero focus on resource gathering, which put a greater emphasis on action typically unseen in the genre. Squads are armed with four different types of weaponry in order to clash with the different types of enemies. Some equipment is more effective than others against a particular enemy, as denoted by their color. It is a must to pay attention to the attacks you are using against your foes, for slacking almost always spells defeat. It is this system that adds a thick layer of depth to Project Aftermath, and it requires the player to be strategic but quick on his feet about the decisions he or she must make.
Luckily players can acquire a variety of equipment to get a boost. Each squad can be heavily customized and outfitted with an assortment of guns, blades, and more. These items are earned through the addictive point system. Project Aftermath revolves around its point system, which grants the player a given amount of points for every objective completed or enemy killed. These points, as previously mentioned, can be used to purchase upgrades for your squad, research enhancements, resurrect fallen heroes and use special powers. This aspect of the game encourages players in the same respect games like World of Warcraft and Everquest do. More points mean stronger, means more capable characters which lead to more addictive gameplay.
Boasting 10 full-fledged missions, over 100 collectibles, online, and more challenging methods offered to approach missions, Project Aftermath provides plenty of reason to play through the game multiple times.
Aesthetically speaking, Project Aftermath is an amazing accomplishment. It looks like a game with high production values and runs smoothly like one too. Animations are a bit awkward looking, and the game appears a bit glitch on occasion, but hiccups aside the game are gorgeous. Unfortunately the same cannot be said of the sound. Laughably bad sound effects plague the weapons, and the voice acting, while existent, is sub-par. Music is generally absent.
The problems do extend beyond the sound department too. There is a lack of a quick save feature, which would have helped during longer play sessions. The controls can also be somewhat unresponsive and frustrating, which is disappointing because it removes some of the accessibility of the game. Battles can get a bit repetitive too, with the battle system essentially boiling down to a fancy edition of rock-paper-scissors. Issues out of the way, the gameplay is generally solid. Project Aftermath is inventive, but the sometimes mundane experience. For its asking price of $19.99, it is a definite recommendation for any gamer. Project Mayhem is available on Steam and at its official website at gamesfaction.com.