highfleet-review:-a-brilliant-strategy-game-buried-under-frustrations Rock,Paper,Shotgun

HighFleet review: a brilliant strategy game buried under frustrations

Nate is excited about HighFleet. Graham was excited about HighFleet before he became head vampire, or whatever. I was excited about HighFleet. HighFleet is exciting. It is also very frustrating. We’re at the point where we need a good shorthand for games built around a diagetic interface. HighFleet’s puts you in the sky-shoes of an admiral poring over an electronic map display ringed by analogue radar-tuning dials, chunky buttons, a dangling telephone receiver like your gran’s, and a big level to pull when it’s time to land. But there’s a weird divide going on. Read more

preview:-highfleet-is-a-massive,-smoke-belching-slab-of-air-combat-which-somehow-keeps-itself-in-the-sky Rock,Paper,Shotgun

Preview: HighFleet is a massive, smoke-belching slab of air combat which somehow keeps itself in the sky

There are some game traits which you will know, if you have read a moderate number of my posts, are surefire Nate-bait. Settings which go big on the stark, WW1-evoking side of the “dieselpunk” identifier? Yes please. Bafflingly utilitarian, diegetic UIs covered in clunkers and switcheroos? Like and subscribe. Baroque, crypto-feudal science fiction cultures, where archaic royal houses persist in the middle of mechanised warfare on a chilling scale? Here’s my credit card number. HighFleet – which is slated to come out in Q2, so sometime in the next few months – plots a course straight through this maelstrom of…