So, I had my entire squad equip themselves with machine guns, picking them up from the downed enemies on the first floor if they didn’t already have them. Because of the hearing mechanic, I could tell that most of the baddies were in the room directly above me. Any attempt to ascend meant going up with zero cover and the guaranteed loss of a few squad mates. The only way up was a long double staircase with a half dozen nazis on the landing above. My squad had cleared the first floor of a two story house and needed to get up to the second. They also led to one of my all-time favorite “surprise and delight” video game moments. The destructible environments made it really unique. Silent Storm was nearly one of a kind, although I do hope that one day I find a more current product that wouldn't need nostalgia to forgive its shortcomings. When coming back to old games, I find myself often a bit dissapointed and rather go back to more recent titles, but that is not really an option in this case. Nevertheless, Silent Storm is something special. Closest thing it seems to be some much less RPG'ish tactical real time games, such as the Men of War series. I come back to the Steam recommendations to see if anything alike, turn-based or not, have come out in the past 16 years, just to disappoint myself. Replaying the game really made me realise, how little attempts there has been on making something similar. Silent Storm had that little anarchy going on that made it so intriguing, while fine games such as UFO seemed a bit more clinical and boardgame-like, as RPS article puts it. It made me realise, that there are not many squad sized, isometric, tactics games. There was also a lot of unpredictability, which made the game fun, frustrating and replayable.Įven with all its shortcomings Silent Storm really ticked so many boxes which most games did not. Sometimes I would return to the same mission just to see if how an alternative tactic would work out. The environment that interacts heavily with explosions resulted unpredictable scenarios and encouraged to play in a creative manner and try different outcomes. It really took the joy of planning ambushes, clearing buildings and finding ways to breach heavy defences to the next level by making every mission and every field into an organic puzzle that seemed to have endless outcomes. The squad based, turn-based, 2nd World War tactical RPG had something that many others missed. When I picked it up over the Christmas break it was inevitable to notice how the game had still a few bugs, how the mechanics were sometimes rather tiring and clumsy, and how the plot was either irrelevant or just silly, especially when approaching the whole Panzerklein act, yet that game had something that really twinkled my brain from the right spots. Even though the game is bit of a hidden gem for those who enjoyed Jagged Alliance or the old Fallouts, I can see why it did not break into mainstream. It must have been 2006 or so, when I ran into Silent Storm, a tactical isometric RPG that had little success commercially, yet it was something that I've barely ever encountered before, or after. The old /r/patientgamers Essential Games List Please use flair to display what games you’re currently playing, not a punch line, username, tag, URL, or signature. New, mobile-friendly spoilers can be posted using the following formatting: Want to play online in a dead gaming community? We expect you to know these rules before making a post. Please click here to see our current rules. We no longer maintain our posting rules in Old Reddit. Join our Discord Join our Steam Group Follow us on Twitter Posting Rules Whether it's price, waiting for bugs/issues to be patched, DLC to be released, don't meet the system requirements, or just haven't had the time to keep up with the latest releases. A gaming sub free from the hype and oversaturation of current releases, catering to gamers who wait at least 12 months after release to play a game.
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