Fourth-Generation Warfare simulates warfare in the 21st century, which, in addition to the direct opposition of military forces, now includes espionage, international politics, cyberwarfare, media manipulation, and trade wars. As the leader of a nation, dispatch and control your team of characters all around the world to destabilize your enemies and establish your supremacy. All methods are fair game: hacking, sabotage, political interference, military strikes, corruption, treachery, assassinations, energy domination, data theft… 4GW turn-based game combines a strategy game with a role playing game. On each turn, the player, as the head of a nation, can carry out a limited number of actions with the characters that he or she controls. Each character performs actions specific to their position or function (examples: contract negotiations for a diplomat, sabotage for a spy, cyberattacks for a hacker, inquiries for an investigator…). You can also opt to move military units, or for actions called “leverage” (examples: invitation to a restaurant, offering a bribe, threatening with blackmail…) performed by non-playable characters, allowing you to later compel them to commit acts of betrayal. More than 100 different actions are possible. The psychological profile, experience and abilities of the characters, possession of weapons and particular objects factor into their odds of success. During your turn, other nations controlled by human players or by the AI can also perform actions. All throughout the game, a news website and characters’ smartphones inform the player of action results and other game events. The score of each country is based on 4 criteria (international diplomacy, military conquest, economic performance, popularity) and establishes a ranking. If a head of state loses power or dies, the controlling player is eliminated. The last country standing or the first-ranked country after the last turn wins the game. Optional secret objectives can also tip the balance towards victory.
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