Wintermoor Tactics Club - Review

HiddenX

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Softpedia checked out the Wintermoor Tactics Club:

Wintermoor Tactics Club Review (PS4)

The back to school period always awakens mixed feelings in the students: while some can hardly wait to be reunited with their friends and classmates, most youngsters would like to extend the summer holiday indefinitely, and not to waste time in school rooms. This may be caused by the fact that most learning institutions do not seem as fun as Wintermoor, where each student has a hobby or another, courses being the least of their worries. Wintermoor Tactics Club has nothing to do with the learning, but it manages to convey a light-hearted message about acceptance and self-improvement.

To be honest, Wintermoor Tactics Club has nothing to do with school or everyday student life, despite the fact that the entire story plays out on the Wintermoor campus. Being a boarding school, it means that the only interaction you will have is with other students and occasionally with the principal. There are no teachers or periods to distract Alicia, our hero, from tabletop games, her one true passion, and nosing around in other people's business', her other true passion.

[...]

Just like its characters, Wintermoor Tactics Club has a lot of soul. It is not perfect by any means, but the turn-based combat proves to be fun, the RPG elements are well integrated, while the story is compelling and thoroughly enjoyable. Still, there is no real challenge in the game, no replay value and despite the producer's best efforts, the encounters can feel somewhat repetitive.

Wintermoor Tcatics Club is an indie game as all indie games should be: it is not flashy, overcomplicated, or very long, but manages to be fun and exciting without the AAA budget. It is a single-player experience that any RPG fan should experience.

Score: 4/5
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Good review.:)

The Good

  • Thoroughly enjoyable story
  • Flexible and enjoyable combat system
  • Endearing visuals
The Bad

  • Unacceptably long loading times
  • Battles can become predictable
  • Quests are actually simple errands
I'm amazed at the amount of games that have this problem nowadays. Now this is just a personal opinion but it's usually the Unity engine games with long load times.:(
 
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Maybe we should create a $1000 price for someone who writes a fast Unity-engine loading routine...
 
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Maybe we should create a $1000 price for someone who writes a fast Unity-engine loading routine…
I'd pay more then that but it probably wouldn't be easy. I remember reading about this problem during the development of Pillar's of Eternity. It's how the engine loads assets.

Plenty of other bugs in that engine as well.:(
 
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Battletech had long load times as well due to Unity-engine if I recall correctly. If you keep your save games down to a minimum, it helps - not solves.
 
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The problem isn't Unity engine itself - it's who tends to use it, and what they prioritise.

Loading a file is a hard disk operation, and the engine doesn't slow that down or speed it up (unless there's a bug somewhere). The problem is that there's no universal solution to optimal loading - every game needs to consider how to optimise its loading behaviour. That takes extra time and technical skill, which the lower budget productions using Unity don't tend to have, so it gets neglected. Sometimes it gets addressed after release.

With AAA games, which don't tend to use Unity, they have specialists working on each game to optimise things. But it's really not about Unity being bad at loading data.
 
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More developers should start licensing Ubisoft's Anvil Next engine.

It's perfect and well optimized for RPGs.:)

As for Unity my personal opinion it's a bad engine as bugs from past versions are still not fixed. Yet tons of developers use it because it's cheap and accessible to beginners.

Link - https://www.rpgwatch.com/forums/showpost.php?p=1061614556&postcount=12981
Battletech had long load times as well due to Unity-engine if I recall correctly. If you keep your save games down to a minimum, it helps - not solves.
Battletech is worse then Kingmaker. HBS was supposed to optimize them but never did.
 
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Load a save is one thing, and it's tedious when you want scamload a bit, or with games where you die often. But load during play is the real problem. I'm no fan of Divinity Original Sin 2 (I mean great ok but many problems too) but past a very long load of save, I couldn't achieve quote any load time, with SSD.

Teleport to a new area of the map, teleport action, enter in a big dungeon, let a character somewhere move party switch to character far behind, in all cases no clear load time. For me it's first time I saw that, but I don't play many pure AAA games.

I suspect comment here are about load a save, but I think it's a minor problem, load during play is a much more important topic.

Unity system isn't just an engine thing, but also an assets thing, that's probably the problem, load time can't be targeted by asset because load time is a too wide problem. But also it's quite possible that target it fully by the engine would be hurt by asset compatibility with fast load time. But as already wrote in this thread, the core problem is perhaps pure optimization for each game, game after game.

For the number of saves hurting load save or save time, that's ridiculous. Games after games they have the problem. But I saw a very few that fixed it.
 
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