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Boxart: Galactic Assault: Prisoner of Power
Pegi-12+ESRB-T

Galactic Assault: Prisoner of Power

Rating: 3.7 (36 votes cast)
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System requirements

Recommended
  • 2.4 GHz Intel Pentium 4 or AMD Athlon processor
  • 512MB RAM
  • Video Card 128MB, DirectX 9 support
  • DirectX 8.1 compatible Sound Card
  • IMAGES

    FEATURES

    In what seems to be an eternal conflict, four opposing factions are waging war in a bitter fight for supremacy. Old hatreds and new unimaginable technologies clash in an era that threatens to create a rift in the very heart of the land, now and for all time.

    Claim the role of supreme commander and assault the enemy from different sides of the battle, as three rival factions — the Khonties, Barbarians and the Island Empire — become embroiled in a fierce struggle to destroy the entire race of the Land of the Fathers. Allegiances shift and friendships crumble as the ongoing battle demands each side to re-evaluate what they stand for, and who they’re willing to stand with.

    Thrust yourself into a deep and harrowing story as four unique races battle for supremacy on the planet Saraksh. Each race possesses and can easily develop distinguishable technologies, leading to the presence of vastly different heavy armored units, transport units and aviation units on the battlefield. The battles take place among vivid extraterrestrial landscapes in 3D with day and night changes as well as dynamic weather conditions that affect the gameplay.

    Galactic Assault offers a revolutionary tactical combat system, more than 70 unique units of great power and high-definition visuals that will immerse players in a horrendous story of war and survival.

    • Using an innovative turn-based system, employ deep strategic elements such as camouflage, fog of war, return fire, mine laying, fortifications, as well as land and air troop carriers.
    • Immersive storyline based on the novel "Prisoner of Power" by the Strugatsky brothers
    • 4 completely unique races: Land of the Fathers, Khonties, Barbarians and Island Empire.
    •More than 70 unique units
    • Advanced technology tree and unit upgrade system. Research new technologies to gain the upper hand and crush your foes.
    • Realistic full 3D environment with day/night change and weather effects. Feel the heat of battle as the ground is scorched by explosions and worn down by tank treads, while artillery fire lights the night sky.
    • Cinematic Camera mode showing the most dramatic moments.

    Reviews

    "Galactic Assault is a must-have for strategy gamers."
    Gamer.no

    "A good grasp of tactics along with smart, challenging missions"
    Gamespot

    "A Thinking Man’s Wargame"
    "But the bottom line is that if you like strategy type games, there is no way you won’t like Galactic Assault."
    Game Industry News

    "Galactic Assault: Prisoner of Power is a solid game"
    "(...)there’s a lot of addictive play packed in there"
    Gamingnexus.com

    VIDEOS

    GAME DOCUMENTS BY CUSTOMERS

    There are no game documents to Galactic Assault: Prisoner of Power yet

    CUSTOMER REVIEWS

    25th Dec 2009

    By Archonsod

    This falls into the genre of what I like to think of as "simple" wargames. It's hex based, but the mechanics are simplified to an almost chess like quality. Don't think this is a bad thing though, like chess these simplified mechanics make it incredibly easy to understand for the beginner while retaining sufficient complexity for even the most seasoned grognard. The old SSI Fantasy/Space General games or more modern Shattered Union or Fantasy Wars are good comparisons, the rules are simple, intuitive and easy to understand but their interplay creates a strategic depth which isn't readily apparent. In other words, you don't need to know the exact range of an SMG compared to a bolt action rifle to get the most from your units, simply that heavy infantry are good against tanks. The worst criticism I have (and bear in mind this is nitpicking at it's finest) is the game has a bit of a bland feel. I don't mean it's boring; far from it; however the background story (apparently based on a novel, though you wouldn't tell) is somewhat lacklustre. You get journal extracts between missions and the odd communication during them, but by about the third mission I couldn't tell you much about what was going on, who was fighting, why or which characters were on whose side, and to be honest I'd stopped caring. This also applies to the factions in game regrettably enough. Each faction does have a distinctive feel in terms of the unit quality they field and their specialisations, but this doesn't extend to looks - you can pretty much describe three of the factions as generic sci-fi shiny metal troops with similarly generic sci-fi shiny looking tanks. Where the game does shine is in it's actual gameplay. The missions are well crafted, one or two maps aside and the AI presents a reasonably competent opponent. The simplified mechanics are explained quite easily in the tutorial but you soon appreciate the depth they offer. The introductory campaign does an excellent job of slowly introducing you to the unit types, their advantages and disadvantages and their counter units. One of the neat little features is the addition of an RTS style base building to the game. While most hex based wargames tend to have you deploy reserve forces near villages, here you can build base modules to research upgrades or manufacture new units on the map. Naturally, even when they aren't explicit mission objectives these bases quickly become hotly contested, and it offers a nice means of tailoring your force in the field to cope with what the mission is throwing at you. All in all this is a wonderfully accessible wargame with just enough depth to get your teeth into without making it impenetrable for newcomers. One word of warning though; the loading screen seems to take a long time to load in an actual campaign or game type (although the between mission loads are virtually non-existent) which did make me think the game had hung when in fact it hadn't. If it

    26th Aug 2009

    By wryun

    Tactical level Panzer General clone. Reasonably well thought out scenarios so far - admittedly, I've only played about half the campaign. The real issue for me is that there's no reaction fire unless you actually fire (i.e. not like Steel Panthers, where this happens on movement) and no strong ZOC (zone of control: restriction on adjacent movement). This is a real problem for a tactical TBS game: you can push a single hole in their line (and yes, lines are important, partly because victory conditions are often based on base capture), drive a transport containing 6 infantry through that hole, and let out the infantry behind their line to trash their artillery. Not sure if this should be considered cheating... but it does make it less possible to believe in the combat. Everyone draws the line at their own level of silliness, I suppose.

    23rd Aug 2009

    By Jon_peter_devries

    First off this is a great game. It brings to the Strategy Genera an element that is rarely seen. That is a turn based, movement restricted game. every piece in your army moves at a different pace (ie infantry can only move 3 paces, vehicles can move a few more). If this were the only thing that made this game special it would probably be enough in a universe full of RTS but its not. The game also encourages users to make use of train and buildings in their strategy. Having infantry take cover in a building lowers the chance of them being hit. The story also is a bonus. It takes places in an unusual way, that of a story. I wont disclose how the story pans out but it is an original idea. All in all anyone looking for an innovate strategy this is well worth a buy.

    8th Jul 2009

    By Necromaster

    If I remember correctly, this little gem of a game came out before Fantasy Wars and Elven Legacy. And it's pretty similar to them in concept... It's hex-board, turn-based, and you manage little units. The main difference is that it's sci-fi background instead of a fantasy background. There are a variety of missions and the maps can grow to be large. There are also quite a number of units that you can control. And the missions are pretty varied. I regret not laying my hands on this game earlier... or perhaps I don't, thanks to Gamersgate, I got the game at a great steal... and its been one of the better bargains ever. Too bad, the game could have been expanded infinitely and won accolades if it had released with a decent map editor.

    27th Jun 2009

    By Surtur01

    This is a fairly originall game because of the mix between a modern setting and turn-based gameplay. It offers some good fun for fans of the genre while at the same time gives you some decent graphics. If however, you are not a fan of either turn-based gameplay, or a sci-fi setting, there are way better alternatives out their. This is a game for that special market, and if you are one of the fans of this rather rare combination, you cant go wrong.

    23rd Jun 2009

    By tb87670

    Can't go wrong with this game. This feels like a generic Sci-Fi TBS at first then the more you play the more it feels like it's a notch above the other modern contenders. It's nice to finally play a good, modern, good looking TBS nowadays because these sort of games are one of the few things I miss from the 90's.

    28th Sep 2007

    By MickP

    This game is a great addition to the turned based strategy genre. If you - like me, were brought up on the Panzer General or the Battle Isle games, then you will thoroughly enjoy this game.

    The setting is new to me, which was part of the draw. Ive had enough of WWII era only games & this provides a totally new set of visuals and environments to play in.

    Even though it is turn-based engine, it plays fast & smooth. Multiple orders can be issued on the fly without waiting for each unit to finish before issuing another.

    I have an Athlon 2.2Ghz, 1GB RAM, 256mb 7600GS gfx card & encountered no bugs. The graphics are lush, exactly what I would expect from a present day game without needing a top end PC.

    There are enough difference between the factions to make controlling each side a new experience. Terrain, Weather and Time of Day radically affect movement and visibility.

    Unit Strength and Morale are used to determine combat efficiency. They work on a traffic light system. Units can gain experience becoming hardier over the course of the campaign. Units at red cannot fight, but morale can be restored by: capt. a base, destroy enemy unit, refit at base. Missions can be won by demoralising the enemy rather than by destroying it.

    If you are a unit-junkie like me, prepare for a big fix. There are 70+ unit types categorised by: Infantry, Artillery (inc. Anti-tank & AntiAir), Tanks, Recon, Submarines, Ships, Bombers and Engineers. Battlefield Behemoths such as the Death Hammer cannon, Mountain Eagle bomber & Submarine Dreadnaught can neutralise units in one sweeping go.

    Tactical actions include the ability to: fortify, occupy buildings, camouflage, area effect & ground bombardment, build airfields & pontoon bridges opening. All open up a variety of defensive & offensive strategies.

    Combat works on the IGO-UGO premise. Units attacked get to retaliate, while units that can reserve fire do so during the enemy's turn if in range (3x max). The game itself comprises of a 17 mission campaign, a dozen or so scenario's, another dozen deathmatches & multiplayer.

    Most importantly the AI excels at what it needs to do. It has 3 levels of difficulty for the novice, the casual gamer or the hardcore expert. Ive played through both the easy & medium settings and found I needed different strategies more often than not. Ive started playing on hard & boy is it unforgiving if you make a mistake!

    Base & tech management are done during the recruitment phase. The simplified model means you dont get bogged down in micromanagement & can focus on combat. Bases are deployed on resource hubs providing limited income for limited turns. Income is totalled up and can be spent as you wish. When hubs run out, bases can be relocated to a new hub.

    Depots are built around the base and used to build and repair units. Tech that increase unit stats are also upgraded here. More than one branch of depot can be built at a base, increasing the amount of one type that can be recruited in a turn. Depots must be upgraded to get better units.

    All in all a thoroughly enjoyable experience without the need to rush your planning & orders, no micromanagement to mine resources and great tactical depth with an engine easy to learn but difficult to master.

    It’s a great fun, complete, solid product. The only things I would have liked to see a supply model & a mission/campaign editor.

    There is enough to find over a month of evening and weekend gaming time is taken up playing the singleplayer elements & then you have the multiplayer options to keep you busy.

    4 1/2 Stars
    More reviews >>

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