
Introduction: When I Thought I Was Out, They Pull Me Back In
Long time readers of mine will know that I am supposed to be retired from the satanic hobby known as "gaming". As relayed in my prolific and highly influential review of Blood West (available to read at rpghq.com FOR FREE!), few things capture my interest these days as far as gaming goes. The influx of remakes, remasters and inspired-bys have greatly diminished my enjoyment of a hobby that has, in retrospect, ruined my formative years.
Thankfully, there is a place in the world where freedom, creativity and ambition are nurtured and allowed to produce new sorts of games that alleviate my chronic boredom. That country is of course RVSSIA, and the game I'm talking about is Highfleet, published by the reanimated Microprose, forcefully pried from its grave by foul necromancy.
Here be spoilers, deal with it or get out.
Crude vfx are optional and can be tweaked to your liking.
What Fresh Hell is This
Highfleet is, in its essence, a ship-building, -flying and navigation simulator. All three of those things form the core of the game's experience. Its setting is a peculiar pastiche of Russian central Asia in some version of the future, where wars are apparently fought in large flying machines fueled by methane. You take the role of the last surviving member of an empire's ruling family, whose capitol got nuked by rebels. You and your fleet are the last remaining bits of the regime's army. You plan to fly to the enemy's capitol and capture their vital nuclear reactor, thus forcing a peace. So you pick a couple nice looking ships and make your way there, with frequent stops for gas and looting leftover nuclear missiles, as you would on any given road trip.
Even in the future, you need a loicence.
Gameplay
The game's heart, in my opinion, is the very in-depth ship builder. While the game provides you with many blueprints you can choose from, you are greatly rewarded for experimenting with the ship builder in order to come up with your own designs, or modify existing ones. Learning the ship builder is almost essential, since knowing how a ship works and can be improved will make winning the campaign a lot easier. However, if you are an absolute genius (like I am) and are willing to put some time into creating the ultimate battleship, certain parts of the game are trivialized, when they really are not meant to be. More on that later.
That's not to say that something like the ship shown below is unbeatable and overpowered. As you can see, it is well armored, but is very vulnerable on the top due to lack of armor plates. The fuel tanks are also close to the exterior. You have to play around this, while also exploiting weak points of the enemy's ships.
The vague skull shape was completely coincidental, believe it or not.
The ship builder is not exactly balanced, but it would be a lie to say that certain components are unviable. Every piece of equipment can have its uses and may be better in certain situations than others. Weight, fuel usage, speed, firepower and stability, placement of fuel tanks or ammo caches all have to be taken into consideration when designing a ship. The variety of building blocks provide something that you can really sink your teeth into like little else on the market.
Once you've built the ultimate battle cruiser/fuel tanker/flying satellite dish, you're ready to begin your campaign. The campaign screen looks like this:
"This looks intuitive." t. nobody.
What may first look like an animated page out of those old children's PC games, where you have to find certain objects hidden in a pre-rendered background, is supposed to simulate your ship's cockpit. There's your radar, radio, ELINT detector thing and much more. Thankfully, the game explains these components very well and I personally never felt overwhelmed by any of it. You may be wondering why you need all this stuff. Well, you see, the rebels are patrolling the routes between cities with big ass combat fleets that will tear you apart, if they manage to find you. So you use all your equipment in order to estimate their position and avoid them.
That's the intention anyway. As alluded to earlier, if you manage to build a good enough battle ship, these patrols are no threat - avoiding them is no longer worth the trouble. In addition, the game undercuts its own design at the very end; if you capture the rebels' capitol, all the remaining strike groups are armed with nukes, which they will aim straight at your ass. In addition, the game spawns 3 additional fleets, also armed with nukes. As you may imagine, nukes are bad news and you're much better off mopping up the enemy's fleets before they get 'em. One part of the game's design tells you to avoid them, the other says to destroy them as early as you can. The contradiction is obvious, and the developers should have noticed it.
When you engage in combat, you enter a different screen that is 2D and separate from the campaign map. The controls are simple; you fly around with WASD on a 2D plane and use the mouse to shoot. Speed, handling and of course the type of projectiles you shoot are entirely dependent on how you built your vessel. Seeing your design do well in action is fun and very rewarding.
Pre-combat screen explaining the controls. It really is simple!
However, the AI has an overreliance on using homing missiles. In effect, this means that for the first few minutes (or 20, depending on how many ships you're facing) you'll be doing little else other than avoiding or shooting down missiles before they hit you. This also has the inevitable effect that every ship you design must be able to deal with missile spam, limiting the amount of viable ships you can come up with. This isn't great. I think a game that provides you with such an elaborate ship builder should encourage experimentation as much as possible, not limit it.
Ssssssssmokinnnnnn!
In total, the gameplay is original, inventive and interesting. But Highfleet does have flaws that hold it back.
Miscellaneous Stuff
The game does have a story, if a simple one, and decent writing and characters. On your way, you can find and recruit different officers, so-called Tarkhans, via a neat little dialogue minigame. They can offer interesting bonuses to you but are in no way necessary to beat the game. None of this is the game's selling point though, and I can't come up with anything interesting to say about it if I'm being honest.
The game likes to use a sort of cut out visual style for its graphics, it looks neat I think.
The soundtrack is very good and completely underrated the way I see it. One track has gained some fame via some weird memes, you might have heard it before:
The other tracks are good too, mostly ambient but unique, much like the rest of the game.
Da Conclusion
IN CONCLUSION, I very highly recommend Highfleet, if only for its utter uniqueness in a sea of samey tripe. Some potential is sadly wasted - the game itself is quite short, and not exactly replayable. However, I'm sure you'll have a great first playthrough, and if you've really caught the bug, the ship builder can occupy you for days, months or even CENTURIES. At least until the war ends and the devs return from the front to make a sequel.