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Tooth and Tail analysis. And, to drink, meatballs

Tooth and Tail
Written by Kamran Haider

Tooth and Tail are the RTS that we did not expect, but we are in 2017, and it was time for the universe of the indies to give us a truly different strategy game. Forget that strategy games don’t work with the command; We cannot control it any other way. Are you interested? Keep reading your analysis.

If years ago, when we met in the afternoons (or some in the mornings making pellets) in Internet cafes to play a couple of hours playing Starcraft, we would have been told that RTS can be played wonderfully with a command, we would have released a laugh and we would have continued massaging the back of our precious mouse. But of course, we are in 2017; It is a time of advances and unimaginable changes. That is why Tooth and Tail are allowed to redesign the traditional format of real-time strategy games and make it the most natural thing in the world. In this game, the term APM disappears to give priority to more important skills, such as economic management.

Despite offering some mechanics that will be familiar to veterans of the genre, there is a detail that completely changes the interaction. In this title, we cease to be an almost omnipresent entity to adopt the identity of a commander that we must move around the map. He is a character that cannot attack but can die. We have to consider it as a cursor to move to build, attack or withdraw troops. By pressing the triggers (or by clicking left or right on the mouse) we can call the troops and indicate if they must attack or withdraw, while pressing the A or X button (or the space on the keyboard) we choose where to build, etc. Once we get the controls in command, we don’t want to put our forearms back on the table.

The RTS we did not expect

Tooth and Tail has a strong and solid enough story mode so that we forget the multiplayer features available to the game. In that way, we know a world populated by animals that have developed a certain appetite for meat. That matter has become the basis of the economy, and it is what is used to build structures and feed the soldiers. With about seven and a half hours, it offers enough chicha to satisfy many players.

But it is not one of those games that establishes the same missions to play alone and in the company, but builds those of the campaign as unique experiences that pose mechanics one by one. Each level is well distinguished from the previous one and is intertwined in a story outlined by ideals, political alliances, and power games. The story itself is left to discover between fight and flight, among the warlike scenes, where we meet the figures of the conflict and interact with them.

Unlike what happens in other RTS, the skirmishes of Tooth and Tail are intended to teach us to deal with combat units and understand their economy, rather than unraveling how to overcome a specific level. The key? They are generated randomly. Interestingly, we do not have the feeling that this randomness falls to the detriment of the difficulty of the map. It is true that sometimes the location of enemies or allies may be more favorable than others, but if a level has to be difficult by some requirement, it will be all, all, especially if we want to complete them with heroic status. Already from the first segment of the game, we find a mission with some requirement that forces us to polish our tactics to the millimeter to carry it out.skirmishes

Artistically, he has a charming personality.

To get into the flour with the theme of economics, we must understand that the structure that sustains it is the grain mill. With the grain produced, the pigs that grow it are fed to obtain the precious meat that feeds all the war machinery. But wheat fields do not last forever, and, on the other hand, unused wheat rots. Therefore, we must pay close attention to that balance if we want to maintain efficient production. It is important to find other mills to control the map and also keep moving from the beginning to locate the enemy and dose our attacks, because at the moment that any base runs out of food, it is easy prey.

In multiplayer matches, Tooth and Tail adds a unit selection system before starting. Instead of choosing a faction with its own cast of factory balanced units, players can select six units of 20. 15 of them are active soldiers, while the other five are defense units. We have the freedom, of course, to choose the five defense units if this is what attracts us most. And those will be the units we will have. There are no more structures to “investigate” new units on the fly. The interesting thing about this format is that, because there is no technological tree, even if we know who the enemy commanders are, to know what we are facing, we have to see it directly.

Thus, we have a campaign mode, a multiplayer online and an informal multiplayer mode, another local and the possibility of facing AI, which has six levels of difficulty – something ideal for training, especially if the player prefers to pass the campaign to focus on multiplayer.

In the artistic section, we can only surrender to the feet of Adam de Grandis and Jerome Jacinto, those responsible for one of those unforgettable designs that convince and embellish from the first glance. The mix between manual drawing style, pixel art, and animations give all characters a charming personality. On the other hand, the soundtrack is excellent. It moves between the orchestral music, the songs of Soviet tint and some convincing and revitalizing piano sections. Even if you don’t dare to play it (due to lack of time or unconsciousness), we strongly recommend that you give a tense to the soundtrack. Worth.

Recommended: Wolfenstein analysis: Youngblood, blood sisters with the mission to end the Nazis

Conclusion:

Tooth and Tail are not just any new RTS. It is something serious that comes to tell something new. The fact that you play better with a command is a declaration of intent. It lacks the sports component of other classics of the genre, but because it intelligently focuses on its economic system and the balance of units to show that the genre still had room to innovate. It is, without a doubt, one of the great surprises of the year.

  • Accessible. Very accessible
  • Excellent artistic direction and a painfully good soundtrack
  • Cross game between platforms!
  • The online game creation system does not distinguish between rookies and veterans

About the author

Kamran Haider

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