The pace is the trick

Tim­ing is ev­ery­thing in two of this month’s games

PCPOWERPLAY - - Games - David Holling­worth Dig­i­tal Ed­i­tor

There’s an old mil­i­tary ax­oim that says that the se­cret to vic­tory is to get there first with the most guns. It’s one of those cheeky pieces of wis­dom which seems sim­ple, but is re­ally, re­ally hard to de­liver in prac­tice. A lot like Bat­tlestar Galac­tica Dead­lock’s game­play, ac­tu­ally. Even tak­ing its turn-based na­ture into con­sid­er­a­tion, the game feels sat­is­fy­ingly pon­der­ous. But while it might seem like you have all the time in the world, get­ting your ships in po­si­tion, and en-masse, is a mas­sive challenge. Pull it off, and you can wipe out an en­emy cap­i­tal ship in no time - fail, and you’ll get picked off in turn.

Thank­fully, the turn-based na­ture of Dead­lock helps do away with one of the big is­sues I had with the other­wise very in­trigu­ing Ab­solver. De­spite all the trim­mings, it’s a fight­ing game at heart, all about land­ing com­bos and tim­ing your par­ries and dodges. But, be­ing real-time, lag - or lack of it - is mas­sively im­por­tant. And so far in our game ses­sions, lag has meant tim­ing is im­pos­si­ble, and so the game plays like a mess.

Back to Dead­lock it is, un­til Ab­solver’s net­code set­tles down.

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