The realm of video games has seen numerous attempts to reinvent the real-time strategy (RTS) genre recently, breathing life into a genre that some believed had drifted into obscurity. Notable releases like *Age Of Mythology: Retold* evoke nostalgia while new entries like *Battle Aces* experiment with hybrid formats. Each offers a unique lens, yet none have truly managed to capture the magic of RTS giants like *StarCraft* or *Age of Empires*. Enter *Project Citadel*, a recent offering from indie studio Last Keep, formed by veterans from BonusXP — the team behind *Stranger Things* — and Ensemble Studios, the creators of *Age of Empires*. This game sets out not just to revive, but to revolutionize what RTS can mean in a modern context.
Setting the Stage: A Battle Against an Alien Empire
*Project Citadel* pits players against an extraterrestrial force known as the Voltari. Blending squad-based mechanics reminiscent of *Halo Wars*, it hopes to invoke both strategy and speed—hallmarks of a genre that can either enthrall or exhaust. The game uniquely incorporates a roguelike structure, promising shorter play sessions within a sprawling campaign that doesn’t compromise on strategic depth. The idea is to allow players to engage in both “booming”—building their economy early on—and “rushing”—launching early offensives, all within procedurally generated battle scenarios.
However, while players may relish the idea of expanding their strategy repertoire, the glaring absence of “turtling,” a defensive segment of classic RTS gameplay, raises questions about the balance of offensive and defensive strategies in *Project Citadel*. Would it be robust enough without allowing for players to fortify, slow-play, and outmaneuver their opponents? Despite this concern, the focus on proactive play might cater to an audience worn out by overly defensive gameplay styles.
A Refined Approach to Gameplay Mechanics
Director Yohan Sengamalay articulates a bold vision for the game, aiming to “deconstruct” the traditional RTS format. The shift from long, drawn-out campaigns to bite-sized levels could indeed cater to the contemporary player, who often prefers quick gratification in the face of a busy life. However, deconstructing does not automatically promise reconstruction; it risks losing the strategic essence that older players cherish.
Bringing squadrons into focus rather than individual units aims to streamline control—an ambition that resonates well with both console gamers and PC purists. This shift opens the door to varied control schemes and skillful gameplay, where timing and movement come into play much like in higher-stakes action games. As players navigate through this engaging and tactical space, they will be using a diverse array of spaceships—from nimble attackers to heavy hitters—each showcasing unique skills to command the battlefield.
Standing Out in a Crowded Field
As more studios emerge, clamoring to recapture the charm of RTS through remakes and homage, Last Keep aims to carve its own niche. Sengamalay provides a refreshing perspective: dev teams are often so focused on reviving past successes that they overlook the potential for innovation. However, it’s hard to dismiss that cynicism when so many recent titles adapt the roguelike template. This raises the question—will *Project Citadel* succeed at reinventing the wheel or merely become another footnote in the ever-expanding library of games that have striven too hard to innovate without substantial backing?
Critics may reminisce about *Servo*, an early-access title created by some individuals who later joined Last Keep. Initially celebrated for blending RTS and RPG elements, it ultimately fell short of its ambitions. *Project Citadel* seems to tread cautiously, aware of the precipice on which it stands.
Balancing Expectations and Innovation
As an ardent fan of RTS gaming, the very idea of *Project Citadel* excites and intrigues me. It holds the potential for a perfect amalgamation of strategy, delivery, and action—an ecosystem where decisions matter and games are decided not only by force but by clever tactics. But the looming specter of past failures warns us to be cautious. Innovation in a genre like RTS necessitates a delicate balance of familiarity and fresh ideas; otherwise, it could devolve into an empty exercise.
Though there isn’t a fixed release date yet, the anticipation surrounding *Project Citadel* and its unique formulation of strategy has caught my attention. As gaming evolves, one can only hope that this project is more than just another attempt at gimmickry, but a genuine leap into the future of tactical warfare.