Favorite offbeat RTS?

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This is a genre that has been more or less dormant for a long time now, sadly. Even though I was never huge on this genre, there was one game in particular that ticked all the right boxes for me, and it wasn't one of the big titles of the genre's heyday.

I'm referring to Battle Realms, a quirky, unconventional RTS that originally released circa early 2000s and also got an expansion within that time frame. It was created by one of the minds behind Command and Conquer, the game that, arguably, brought the genre to a wider public.

Unlike its gritty spiritual predecessor though, BR had a clear asian influence in its visual language and felt rather different from anything on offer at the time. It wasn't just visuals, though.

BR also ticked to a different beat much its own: the basis of the game was a system called unit alchemy, thereby a unit that was trained in a building could enter another to become a different unit entirely (so in essence training costs and training time was fractional). Also, rather critically, you had to train soldiers out of your lowly peasants, the worker units of the game, so balancing your economy and army was an important aspect.

Also, certain buildings could grant a unit powerful active abilities called battle gear, and again, units had to be trained for this individually, so keeping unit transit and timing in order was crucial (one could, mercifully, set waypoints to form a sort of training chain and facilitate things).

Resource wise there were only two: Rice (food) and water, greatly simplifying getting started economically. A third resource (either Yin or Yang, depending on whether the clan you were using was evil or good, respectively) could be obtained through combat only, and was used to pay for permanent unit upgrades that were global.

This segways nicely into the next interesting point: BR doesn't have conventional turtling or booming strategies prevalent in most RTSes because defensive options are very limited by design; you only have access to watchtowers (that need to be populated with a unit from your army to be any good). Some people might dislike this, but I think it's a breath of fresh air.

There are four clans to choose from: Dragon/Serpent, Lotus and Wolf. These clans differ very radically in playstyle, save for Dragon and Serpent that are really two sides of the same coin, with similar, but still different unit compositions (one good, one evil and the campaign shows as much, allowing to lead either).

Somewhat recently, the game saw a resurgence and is now on Steam under the so called Zen Edition that contains more modern amenities, multiplayer through Steam and bugfixes. My hope is that it eventually gets a sequel, as I'm very fond of this game.

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This underrated game really rocks! I still have it in my external drive.
FOR THE CLAN!!!!
 
Impossible Creatures - it is unhinged.
Lambda Wars - valve was dead to me when they started making cashgrab joke sequels (left 4 dead 2, portal 2) instead of picking up new cool ideas like this.
The Settlers 5 Heritage Of Kings - totally out of place as a settlers game, a jank fest, but has them RTS core muscles.
Warcraft 2000 - warcraft 2 with armies so huge that aliens came and gave everybody nukes to control the planet's population or something, still more sane than warcraft 3.
 
I'm just here for the recs, I've always felt too stupid for the genre.
Honestly the pro gaming circles do a lot of gatekeeping on this one.

A lot of the time RTSes are unapproachable because they are perceived this way. In a casual scenario it can be difficult because a lot of AI routines involve cheating, so it feels like one doesn't have a fighting chance (Starcraft 1's AI cheats blatantly in skirmish, Starcraft 2's AI cheats only at the highest levels, for example).

It's a similar case with Age of Empires 2: on every version that isn't Definitive Edition the AI will get unfair advantages no matter the level you set it to.
 
not really my thing but a lot of people praised the gotcha 2nd half of Brutal Legend for changing into an RTS like game from its initial more conventional opening
 
Starcraft 1's AI cheats blatantly in skirmish
1v1? Don't think there is cheatin in there my fellow noobster, just gotta git gud, and the AI is super weak actually, the problem is that the basic mechanics are so hard in that game that it being able to execute the simplest strategy puts it miles ahead of any beginner. That said anyone can beat it by watching some game commentaries or tutorials, not so much to learn the specific strategies as to get in the right mindset, that you need to treat things like resorource gathering and base building and production as some sort of an intesne time constrained bomb defusing mini game, you just can't chill for even a second, feels like playing the last level of diner dash or something.
 
I'm referring to Battle Realms
This game was recently mentioned by @Stingy Perry in PC Game Recommendation thread too!
I can't believe i forgot about it all this time!
As soon as i saw it there, it reminded me of this thread!
And now, i'm getting it... Yay! Finally! ::terriermon-happy

I think this is a kind of game that is made for me! 🌟
 
This game was recently mentioned by @Stingy Perry in PC Game Recommendation thread too!
I can't believe i forgot about it all this time!
As soon as i saw it there, it reminded me of this thread!
And now, i'm getting it... Yay! Finally! ::terriermon-happy

I think this is a kind of game that is made for me! 🌟
Hope you like it, JL. I play the Lotus clan.
 
I have reviewed 2 very creative ones which stray from the usual formula:

Makes every unit unique and valuable, cause it integrates RPG mechanics into them.

FPS combined with RTS.
 
i really like Dungeon Keeper 2 on PC (1999)
the best part is you can use a possession spell to take control of any one of your units and then run around in first person perspective to explore or kill things, i thought that was quite impressive for its time
 
Not a big RTS player, but I thought the og Majesty was hilarious

Honestly the pro gaming circles do a lot of gatekeeping on this one.

A lot of the time RTSes are unapproachable because they are perceived this way. In a casual scenario it can be difficult because a lot of AI routines involve cheating, so it feels like one doesn't have a fighting chance (Starcraft 1's AI cheats blatantly in skirmish, Starcraft 2's AI cheats only at the highest levels, for example).

It's a similar case with Age of Empires 2: on every version that isn't Definitive Edition the AI will get unfair advantages no matter the level you set it to.
I think they do these to make up for the AI lack of strategy. I didn't get to play much of AoEII, but on III they started with a lot of extra resources and it was easy to get nuked early on in the hardest difficulty. That being said I am not that much of a fan of the genre because I am not that good at multitasking and a lot of these games end up being more about how efficiently you can grow stuff rather than actual strategy.
 
I have reviewed 2 very creative ones which stray from the usual formula:

Makes every unit unique and valuable, cause it integrates RPG mechanics into them.

FPS combined with RTS.

Thank you! i had vague memories of playing a space themed 3D RTS around the year 2000 on PC and had no idea what it was called but now i know i was playing Battlezone!
 
Giants: Citizen Kabuto has RTS elements, underneath the 3D action-adventure surface.

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Kingdom Under Fire: The Crusaders has you playing a combined RTS/Musou game where you control both a single hero, and the units in your army.
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My favorites that don't get a whole lot of love are Myth : The Fallen Lords and Myth II : Soulblighter.
They didn't have base / unit building, but instead you controlled usually fairly smallish (from a handful to up to maybe 20-30 units) force and went up against usually much larger enemy hordes. The setting / story is basically the classic "humanity's heroes stand up to forces of evil, undead and necromancers etc but it's delivered with really nice art + narration.

I usually don't like micromanagement in RTS too much, but in Myth it felt really nice. The terrain was three-dimensional and trees / obstacles could block spears / arrows. Bodies of water or rain could douse your dwarves' molotov cocktails and fire had the potential to spread (more notable in Myth 2 since your archers would get fire arrows) . The way you line up your melee units mattered (and the game has several formations you can select for units), since units couldn't just super easily strike through each other, and preventing enemies from enveloping your forces was very important. To give an example : your basic warrior has a shield, and can block blows from the basic undead axemen, provided they're fighting one on one . Since the enemies usually have numerical superiority, you need to find ways to thin out the enemies' ranks with archers and molotov-dwarves so your melee dudes can mop up the rest. Your units gain experience after kills, and that experience carries over across missions so keeping veterans alive also matters a lot.

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The games are sadly pretty hard to get working on modern systems, but I've been really aching to re-visit them.

Oh yeah, have to mention this detail : the game has pretty nice physics and if you set off big explosions (for example by setting up rows of satchel charges with your dwarves and detonating them when enemy formation walks across it), you can send body parts and debris flying across the map!
 
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Does anyone remember or even familiar with the Gundam Century mod of StarCraft
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