Atlas Reactor

Atlas Reactor

I don’t play a helluva lot of tactical turn-based PC games. I know a lot of people live and die by them, see League of Legends for details (interns always bug me about that game every year, but I never have time), but I have never been hooked to such things. I think the closest I have every come to one is Advanced Wars on the Nintendo DS (I know, I know — shhh) and that love affair lasted about as long as the Nintendo Wii in my household (maybe a year). Like many game genres I don’t dive into on a year to year basis, I do respect the genre. It contains strategy, methodical decision making and these games are generally addictively fun. It takes a special type of gamer to really get into these games, and I respect the hell out of those folks.
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Confession behind me, I had a lot of fun with Atlas Reactor more than I expected, but it came with a caveat. The caveat is the learning curve of the game. If you aren’t used to how this genre works it can be a jarring process. Take that issue and then add some controls that can be an uphill battle, mostly just remembering order of operation, then it becomes a bit more complicated. Sprinkle on the fact that you have a short amount of time to make a decision, then it goes to warp 10. For example, when you’re playing Atlas Reactor, you have to first select your actions in the game. You get two actions to choose from according to my gameplay experience. The first action is to see how you’re going to attack your opponent. The second action is how you’re going to move. First, let’s talk the offense.

By clicking on a specific action, which is bound to your 1-5 numerical keys, each is a certain attack or movement, you select how you’re going to go on the attack with your enemy. You are not required to attack your enemy, depending on your state or strategy, but if you’re going to it’s best to select that action first. You simply select the attack you want (1-5), click on your target (left-click) and then progress forward in the process to the next action.

The second action represents movement. You can move to a different location, though the amount of space you can travel is limited per move, by right-clicking on a spot. Once you right-click on a spot, you’re bound to that location to move (though, you can cancel the move and reset, if need be). Moving your player allows you avoid a potential attack or move to a more aggressive spot depending on your enemy’s potential position. Both selections of both action and movement have to be done within a 20 second time limit. The time limit keeps the pace of the game on rails, thus making it fast. I know that doesn’t seem impressive, but it is when you’re trying to move through games quickly. The process is incredibly organized by nature and it makes sense when you get used to the gameplay design.

Now, to keep you in check during the game and in line with the process, each action you perform is pushed into a particular category in the game, which is displayed in the lower-right side of the screen (above the timer). Those categorical gameplay steps are broken down to ‘prep’, ‘blast’ and ‘move’.  Prep is the preparation phase of the game, where you plan what you’re going to do, such as the above steps. Blast is the attack moves, where you actually see your requests in motion and executed. Move is move. All of these represent visual cues on where you are in the battle process. Since it’s turn-based, it’s nice to have some sort of indicator where you are in the battle process, especially when you’re in an intense battle that is coming down to the wire. For folks like me, who like to know when it’s their turn again, this helps me get a pace down for strategically planning out my next set of moves.

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Speaking of pace, I cannot express to you how quickly this game can go once you got its flow down. Once you understand what your special attack moves are, where you should align yourself on the maps, then the pacing is an absolute game changer when it comes to gameplay enjoyment. It’s quick-quick-quick-quick. Everyone’s actions move during certain steps, so you’re not just waiting around for people to do something. The 20 second time limit is for the collective characters on screen, which also helps with this quick pace, as it keeps everyone in check and almost says, “Get your shit together, , because we’re going to move on, if you’re not ready.” It’s beautiful to see it all in motion.

Outside of the benefit of a quick game, Atlas Reactor does a good job of rewarding the player for their efforts, even when it’s a losing one. As you progress in the game and level up, you garnish unlockables and items that will help grow and customize your character. For example, before I started writing this review, I acquired a new attack power that involved bombs. You better believe that after this review that I’m going to dig into that and add that to my character’s arsenal. Because, I mean…’bombs’. That has to be destructive, right? Regardless, the rewards keep you going, even when the game feels frustrating.

As for actual modes in the game, you’ve got a few to choose from, but not out of the gate. You have a practice mode that you can dig into to get used to the controls and pacing. After that, you have a 4v4 mode that allows you to go head-to-head, as you can fight bots to gain some practice or maybe develop a strategy. After you’ve done your time and leveled up, the game unlocks a PvP mode, which you should just dive into when it opens. You’re going to probably get beat like a mule, but it’s good for you at the beginning of this game. Your mule self will fight back eventually. Beyond that, you’ve got ranked and customized modes. There is plenty to love about this game and good options to make sure you’re ready for anything or anyone.

Presentation-wise Atlas Reactor is a beautiful game. It reminds me of a turn-based version of Borderlands (which has never been created, it just looks like the game – get on that, 2K). The personalities of the characters, the cel shaded models with nasty personalities that are smart ass-driven, the electronic environments that breathe with life and all of it points back to some Borderlands influence. Honestly, I couldn’t be happier with end results of the presentation. It really adds a layer of entertainment on top of the gameplay. It does a lot to push the game and make it unique, at least on the surface.

I can dig that because presentation goes a long way with games.

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Anyway, so is this game fun? Yes and no (what a great reviewer comment, right? Might as well work in weather where I can give you a 50% chance for rain comment). It’s not a fun game at the beginning, as the learning curve to get the controls down, the pacing down and understand what the hell is going on is steep. I had forgotten how incredibly steep it was since my alpha play through, but the first few games, even the tutorial, reminded me quickly. Once I put a few games under my belt and moved forward, then everything came together. The game becomes incredibly entertaining once you get the flow of it down, especially on the controls side of things. Learning the controls is about 60% of the challenge when it comes to learning the game. Once it all starts clicking, you understand the modes and steps the game moves in, like some weird dance, you’ll see the joy behind Atlas Reactor. It is impressive.

Enough of my rambling, though, onto the summary!