Whether it is Blizzard's "Starcraft" and "Warcraft" many years ago, the glorious "Three Kingdoms" series, "Taige Achievement" series, "The Legend of Cao Cao", the "Fire Emblem" series released by Nintendo, including "Tiandi Jie" produced by Chinese people, etc., they are all the

How many strategy games have you played? Which one is the most impressive one?

It is hard to say how many types of games the "strategy class" collection contains. In a narrow sense, RTS and SLG, which pursue more complex calculations and operations, can allow brainstorming players to spend several hours happily; in a broad sense, even simple puzzles and elimination games can allow different groups of people to experience the joy of using their brains.

Yes, use your brain. Unlike the passion of the car gun ball, the refreshing combo of ACT, and the accumulation and development of RPGs, the strategy games use clever level conception and brain-working to attract countless players who are willing to do this. This is also one of the reasons why the strategy games that are fragmented and take longer to have a huge market in the current situation where the charm of young people has declined - players who love to use their brains are always pursuing this unparalleled sense of accomplishment.

In fact, Chinese people's enthusiasm for strategy games has always been high. Whether it is the " Starcraft " and " Warcraft " many years ago (and a series of games derived from the latter's map editor), or the glorious " Romance of the Three Kingdoms " series, the " Taige Aiming Ching " series, the " Taige Aiming Ching " series, the "biography of Cao Cao", the " Fire Emblem " series released by Nintendo , including "Tiandi Jie" produced by Chinese people, etc., they are all the feelings that domestic strategy game enthusiasts enjoy talking about.

This enthusiasm still exists even today. On the one hand, the newly released old IP series still has good sales (Flowers and Moons), and the more exquisite games produced by Chinese people also have good feedback ( Saint War Flag ); on the other hand, the pirated skin-changing mobile games and "remake" web games about the above games have been repeatedly banned and popular, which also reflects this fact from one aspect.

Of course, for most players and most strategy games, passing levels, or the difficulty level, basically means the end of the game experience; players always need more and fresh games. Domestic players have been waiting for their own strategy games, and the recent Wegame Game Night S4 has been launched to test or release demos. After actually playing, I found that they each look unique and make people shine.

"Super Realistic Siege Simulator"

Speaking of strategy, the element of "siege" is naturally unavoidable. Whether it is casting a city wall or resisting the invasion of many enemy troops - or like "Super Realistic Siege Simulator", the entire focus of the game is on the "siege" operation.


In the game, the player faces a castle standing on the other side of the map. At the beginning of the game, you can deploy your own army in the specified position (of course, there are also differences in the types of troops); then you have to find ways to annihilate the enemy, occupy the castle, and achieve the final victory.

is the same as the name of the game. "Super Realistic Siege Simulator" focuses on "realistic". There are almost no heroes who can be a thousand horses, nor are there any magic that will be final. The army operated by players and the enemy defenders are conducting a real attack and defense. You need to use your brain to break down your opponent's defense in the most clever way, eat your opponent's troops with the least amount of battle, and insert the victory flag into the high walls of the castle.

In the game, players can operate soldiers to siege cities and territories in various ways. Depending on the terrain and the defenders, you can formulate different strategies - build a ladder on the plain and break through the defense of the fortress on the front; use a surprise attack on the edge of the cliff and suddenly shoot cold arrows. If a raid does not achieve an overwhelming victory, you can go back to the base camp and make a comeback; if the situation is hopeless, you can only choose to start over.

Depending on the type of troops, the army can use different joint skills. For example, shield-held melee soldiers can accelerate and jump to the target location, while archers can fire volleys.The art style of the game

is relatively flat, and the characters, buildings and landscapes are all reflected with very simple modeling, which looks smooth but not bloody. The overall play experience reminds people of "Bad North", which tests players' strategic application, tactical command and collaboration capabilities.

You can see that the game will also have sandbox mode and multiplayer mode in the future, and even provide an editor, which also lays the groundwork and prepares for the subsequent development of more gameplay and levels.

It can be said that if you want to experience the more realistic siege battle in the cold weapon era, "Super Realistic Siege Simulator" is a good choice.

"Nile Warriors 2"

"Nile Warriors 2" is a Rougelike SLG game. In the map of ancient Egypt background, players can operate three characters, pass the level on the classic 9x9 grid map, choose the right route, select the upgrade of the character's abilities, and finally face the difficult general boss.

Like traditional SLG, the Warriors of "Nile" adopted the most classic game logic of mobile-attack. They will not be counterattacked in action rounds, and will also affect the movement distance when approaching. It can be said that it is very "tasteful". At the beginning, players can only control the "Scythe Warrior" (a warrior with normal attack and slash), "Chyring Hunter" (a bowman) and "Chenxing Aidemon" (a mage with AOE but cannot attack after moving). After passing the level once, you can choose "Lion King Fighter".

After the level is over, the character's extra resources will be restored to the initial value, while the amount of health is retained - which means it is important to maintain a reasonable loss in the battle - if the character dies in the battle, you cannot use him in the game again unless you resurrected to the fountain. In fact, players can choose to fight against ordinary enemies, elite enemies, or take a nap in the spring, restore health, or choose blessings at the merchant. Different blessings correspond to the ability upgrades of different characters: for example, a warrior can use an upgrade to give him a higher level of tankiness when facing melee enemies, and a mage can use a ability to allow himself to attack after moving when he has 4 stars.

It is obvious that the strategy and difficulty of SLG are reflected in the enemy's AI. In "Nile Warriors 2", in the current levels released, the enemy's actions are still very consistent with his own settings and logic. For example, the charger will give priority to attacking units standing in the front, while the archers with longer attack distances and the more mobile cavalry seem to tend to attack our back row; coupled with the settings that the mage cannot attack after moving and the blessing of increasing attack power if the archers do not move, the player's movement in the first few rounds of the game is particularly critical.

Different characters can also use the accumulated resources to activate the "big move" to increase explosive combat power. In my personal experience, I found that the current version of the mage has a very powerful role and high output; while the archer is often unable to maximize output due to the strict conditions of multi-objectives. Of course, this difference in strength can be adjusted through blessings, level types and enemy logic, which is not a big problem.

In fact, finding the optimal solution and finding more solutions is one of the joys of SLG itself. Although the levels released in the beta version are relatively limited and there are not many characters to use, the game quality and production ideas reflected are still quite satisfactory.

"Star Prison·Trial Institute"

Just now we talked about the "Rougelike" elements in several games. In fact, in a broad sense, Rouglike itself is also a kind of strategy. What route should I choose? What kind of upgrades are carried out? Every decision will affect the subsequent game style and gaming experience.

In "Star Prison·Trial Center", players can choose three characters at the base to form a team and enter a space adventure. Different characters have different skills and abilities, and they also have different ultimate moves. During the adventure, players can switch characters to deal with different situations; as the game progresses, the characters' skills will be upgraded with optional upgrades, making combat efficiency more efficient.

In Rougelike's adventure, players will encounter different enemies and different events, and the stores appearing in the middle of the level will also sell different items and upgrades. Every adventure is a brand new experience, and exploring the best character matching and upgrade choices for you in countless adventures, and going further on the long journey - this is the most core gaming experience of this type of game.

"Star Prison Trial Institute" has the advantage of its characters. The scenes of beautiful girls with different combat styles and different combat routines in the universe are fascinating in terms of art and theme, and have also produced good chemical reactions in terms of strategy depth of the game.

Although the game looks a bit rough (just a demo), and the UI and model are not detailed, it can be foreseen that in future optimization, if "Star Prison Trial Institute" adheres to this direction and does a good job in balance and experience, then this will be a good Rougelike game.

"Alien Outpost"

Let's talk about strategy games, RTS is the most typical representative. Collecting resources, climbing technology, cultivating the army, and expanding territory is one of the most familiar and favorite game modes for strategy players.

In "Alien Outpost", the player plays a human commander who lands on a strange planet. After transforming the spaceship into its main base, the heroes and soldiers face a wild land ruled by the Zerg. After cleaning up the bugs around the base, players need to collect fuel, Mithril and other resources as quickly as possible, establish population buildings, power stations and barracks, develop a reasonable defense system, and prepare to welcome unfriendly visits from the indigenous people to outsiders.

The game has several different planets as levels, and each level has different difficulty; in simple difficulty, players need to persist on the planet for 100 days to resist all waves of insect attacks (the number of days required to persist in hard mode is shorter, but the attack will also become more frequent). Normally, players need to achieve a reasonable balance between expansion and defense, technological development and troop recruitment, convert limited resources into higher combat effectiveness, and be well prepared for future crises.

This kind of game that looks like RTS but is actually farming development is always very pleasant to play - who doesn't like to watch the tall buildings rising from the ground and the urbanization of the wild land! As the attack of the swarm is disintegrated, the nests on the map are cleared, and the fog of war is fully unveiled, players will gain a sense of conquest - although the time for a game is indeed a bit long.

In fact, the game also has some Rougelike elements - the planetary landforms that players face whenever they start the game are randomly generated. Although the landform elements are similar, the most important terrain is different; in addition, after defeating the insect wave, players may receive three-choice rewards. Some of these rewards affect resource acquisition, some directly increase combat power, and some even airdrop important buildings to help you gain a foothold in the next wave of attacks.

However, the difficulty of "Alien Outpost" is not only reflected in maintaining balance—many times, the combat losses caused by breaking through the defense are immeasurable. If the swarm attacks non-fortified buildings, infections will occur and new enemies will appear. This chain reaction is often unbearable for players.

Speaking of enemies, I think the most eye-catching thing about "Alien Outpost" is the performance of the battle scenes. Due to the reduction of the collision volume and the increase of the extremely high capacitance unit, the insect tide does have the momentum of tsunamis when attacking, which is chilling; and the process of heroes and soldiers in cooperation with fortifications to eliminate the enemy is refreshing and very satisfying. I think just to fight for this, "Alien Outpost" is worth a try.

In general, these strategy games that appeared on Wegame Game Night reflect the exploration and thinking of this type of game by domestic game authors; after this exploration and thinking, new understandings and ideas emerged. Not to mention the game's completion and sophistication, the gameplay of these games all look very good.Perhaps it is precisely because of the support and help of Wegame's policies to game makers that these infancy and promising games can turn from ideas to reality step by step and create stories that belong to the Chinese people in the future.

Whether it is playing the commander cruising between the stars, a fantasy hero on the wild continent, or an ancient monarch in the underworld, for players, what is important is not only the story and plot experienced with the characters, but more importantly, the various difficulties overcome through brainpower and calculations during the journey - these difficulties make the game experience more precious and memorable. We love strategy games and the hard-working self who overcomes difficulties.