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New to reddit? Click here! Subreddit Calendar Submissions should be for the purpose of informing or initiating a discussion, not just with the goal of entertaining viewers.įor examples of quality discussion posts we'd like to see in our subreddit, please review this page.įor an in-depth explanation of our rules, please review our rules page. The goal of /r/Games is to provide a place for informative and interesting gaming content and discussions. If you're looking for "lighter" gaming-related entertainment, try /r/gaming! Please look over our rules and FAQ before posting. It inadvertently offsets some of the other issues, but when the greatest threat to victory is a game’s problems, it doesn’t speak well for the game’s challenge./r/Games is for informative and interesting gaming content and discussions. Often it’s the strategy equivalent of bad guys lining up one by one to fight the martial arts hero. Scenarios have little variance beyond go there, hit that too, so there’s not a lot that’s compelling in terms of narrative either outside historical context.Īlso not helping is the AI, which provides no stiff challenge, even in bigger battles. It’s all rather straightforward sub-MOBA clicking to little effect, and the only time you really see freedom is when a unit inexplicably goes wandering away from the main group. Thanks to its age, there’s little dynamism to encounters. In fact, a remake would have been the better way to approach this. This isn’t a full-on remake so it’s not fair to expect too much in the way of modern flourishes, but it really could do with some extra visual flourish to help out the dated combat animations. Imagination fills in gaps, naturally, but it hardly sells the idea of this being a savage war. This is more like smudgy rows of colour bumping into each other until one is down. Even with a touch up on the visuals and animation, there’s still no real spark to the battles that suggest vicious stabbings, slicing, and impaling of warriors in a hard-fought fight to the death. While it may be relatively unchallenged in terms of comparison on console, there’s no escaping the fact that Praetorians’ brand of unit-based RTS action is somewhat muted. Despite Praetorian’s failures the gameplay and ability to manage troops translate well to a console. Namely how dull and repetitive Praetorians gets. That does, however, bring up a whole different issue. It does get a tad more fiddly when things get more chaotic, but Praetorians’ idea of chaotic looks like a scuffle at a nightclub compared to the modern variants of epic virtual warmongering, so it’s just about manageable. It helps that units and manoeuvres are labelled in a straightforward way, easing potential confusion. It’s a bit laborious to make even the simplest of manoeuvres and there’s a lack of urgency to skirmishes when they do finally happen, but it works fairly well considering the jump to a controller.
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The initial tutorial thankfully takes it slow and introduces you to how unit management works in detail, how to direct troops to face in the right direction (they will literally face the same direction at all times otherwise) so they don’t get caught out in battle, and how to create basic tactical placing ahead of a big fight. The downside is that as this genre of game is so scarce on consoles, it’s a lot harder to translate successfully. Whilst feeling slightly less old, Praetorians still feels dated on PS4. So it comes into a more favourable territory in that regard. All standard tactical fare these days, and although this means Praetorians is overshadowed by the many iterations on that formula in the last 17 years since its original release, it’s slightly less dated on a console, where RTS games are a relative rarity, let alone a unit-based RTS. You can split your units into smaller groups, adopt tactical positions, and lay siege to your enemies.