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/vr/ - Retro Games


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File: 101 KB, 704x448, 1662345692635702[1].jpg [View same] [iqdb] [saucenao] [google]
9234354 No.9234354 [Reply] [Original]

Are any good? I never played. The concept is interesting.

>> No.9234509
File: 131 KB, 640x480, 635325-decisive-battles-of-wwii-ardennes-offensive-windows-screenshot.jpg [View same] [iqdb] [saucenao] [google]
9234509

>>9234354
It used to be the default for the more "serious" strategy games, so a lot of the games you'll find can be quite overwhelming.

>> No.9234514

>>9234354
Fantasy General
Emperor of the Fading Suns

>> No.9234748

>>9234354
I enjoyed Dark Wizard

>> No.9235196
File: 190 KB, 800x600, ADC2mapi.gif [View same] [iqdb] [saucenao] [google]
9235196

>>9234509
>It used to be the default for the more "serious" strategy games
This. It goes back to tabletop wargaming where hexes were often used for convenience. HPS even had a Universal Boardgame Conversion and PBEM Assistance Utility called Aide De Camp for playing basically any tabletop wargame over the internet.

>> No.9237071
File: 555 KB, 1920x1080, wesnoth.jpg [View same] [iqdb] [saucenao] [google]
9237071

>>9234354
wesnoth is free and technically retro (first released 2003) if you want a beginner friendly but strategically complex intro. homm3 is probably the most critically lauded western strategy game with hex combat

>> No.9237390
File: 85 KB, 640x480, panzer-general_11.gif [View same] [iqdb] [saucenao] [google]
9237390

>>9234354
removes the ambiguity of diagonal movements for square tile based games e.g. some games treat it as 2 moves while others 1. although it could add some depth like specialized rules for diagonal moves for certain units, etc.
hexagonal tiles are more clear cut when it comes to range/area/radius.

https://www.youtube.com/watch?v=-Y9pvkcxH7Q

>> No.9237406

>>9237071
>>9234354
Wesnoth also has just a crapton of content in the base game, and I believe there's lots of fanmade stuff.

>> No.9239535

>>9237390
Yeah in general squares tend to feel more natural to a player when you're dealing with environments scaled for a small number of people and a high level of detail, like especially building interiors, where your hex grid lines aren't going to line up with walls and units won't be able to walk straight across a room to reach a door on the other side.

In the game you posted, they can just fit all the terrain into hexes because it's all a very abstract representation of a large area. If you tell a unit to move to some location you can just imagine them traversing a wide variety of terrain roughly described by the terrain marker in the hex (mountain/river/plain/etc.). You don't have detailed human-scale features like doors and walls and so on, and units are all abstract army stacks.

>> No.9239679

Early SD Gen Gundam and Ghiren's Greed games had hex grids like these. I'm especially fond of GNext and all the map packs/hacks that add a ton of units. SD Gens are really light on the strategy though (Ghiren's Greed is more difficult because moonrunes and there's a ton of micromanagement)

>> No.9239717

Battletech played via Megamek, I'm pretty sure the program is over 20 years old so it definitely counts for retro and lets you enjoy all the wacky shit of tabletop BT without needing 20 charts at a time

>> No.9239753

>>9239535
When is a mathematician going to figure out a tile shape that addresses the weaknesses of both square and hex tiles?

>> No.9239808
File: 173 KB, 640x480, sp3shot2big.gif [View same] [iqdb] [saucenao] [google]
9239808

>>9234354
steel panthers