Tiny Metal Review
Tiny Metal is a strategy based game of intrigue with a distinct Japanese flavor that takes place in the aftermath of your king’s assassination. Roll out the tanks, creating more troops, expanding the squad with the struggling territory war room leveling control. It was an excitement to play Advance Wars style game on PC, finally.
It is unusual war in Tiny Metal, the revival of Japanese arcade wargaming. Outfight the enemy with your own army of foot soldiers, helicopters, fighter jets. Capturing the rival territories, extending your military power over the sprawling map of Zipang. Follow the gripping story of Nathan Gries and answer for yourself what is and what isn’t worth fighting for.
It has a promising start with the great potential, but at the moment, where there is not enough warrant price tag. And where you need to simply put the game. Game seems dull with the multiplayer game player. I fear that without more interesting units Tiny Metal will soon be forgotten. The great game shattered by controversy, funding was procured by leeching funds from a completely different crowdfunding campaign. It tries to revive the advanced wars.
Graphics wise it is definitely more updated that Advance Wars with full voice characters and storyline, including the changes of languages. Yet still addictive as Advance wars and played in Skirmish mode. It has the new lock on mode to allow multiple units to target a unit together. You can level up units as they destroy more enemies. As there are multiplier modes, but is not available yet. Hopefully it will turn out to great.
The story is an old anime trope of War is Bad, and the twist that can be seen half a mile away but you know what I enjoy anime and these tropes far from being tired feel like old friends. Apart from all the great feelings, the best feeling where I can jump into a turn-based tactical wargame. It is anime inspired strategy excursion succeeds in personality and unit diversity, misses the mark in trying to frame them with the meaningful story.
The fundamentals are well put together with each unit having clear strengths, weaknesses, countering and making sure how best to use them in any given game. In turn those fighters can’t attack ground units and are very vulnerable to mobile artillery. Many of the most powerful units have a very limited vision range and can be effectively neutralized by taking out the squishier spotters that accompany them.
There is a ton of potential for diverse, tactical play with the counter play backed in because of this. Across 14 campaign missions and a handful of unlockable secret ones, taking more hours to complete. I only had to restart once due to failing. All kinds of overpowered super units to use against me. There was never any sense of urgency unless I got really sloppy, partly because the objectives were always the same.