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TINY METAL: FULL METAL RUMBLE

TINY METAL: FULL METAL RUMBLE

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80 Положительный / 98 Рейтинги | Версия: 1.0.0

AREA 35, Inc.

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TINY METAL: FULL METAL RUMBLE — популярная паровая игра, разработанная AREA 35, Inc.. Вы можете скачать TINY METAL: FULL METAL RUMBLE и лучшие игры Steam с GameLoop, чтобы играть на ПК. Нажмите кнопку «Получить», чтобы получить последние лучшие предложения на GameDeal.

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TINY METAL: FULL METAL RUMBLE — популярная паровая игра, разработанная AREA 35, Inc.. Вы можете скачать TINY METAL: FULL METAL RUMBLE и лучшие игры Steam с GameLoop, чтобы играть на ПК. Нажмите кнопку «Получить», чтобы получить последние лучшие предложения на GameDeal.

TINY METAL: FULL METAL RUMBLE Возможности

"TINY METAL Is The Modern Successor To Advance Wars."

- Kotaku

Welcome back to the world of TINY METAL, Commander!

TINY METAL: FULL METAL RUMBLE puts you in the boots of three unique commanders bonded by fate, each with their own squads to command and strengthen up on their quest to put an end to a new mysterious, rising threat.

Blaze through an exciting new TINY METAL story campaign and deliver devastating destruction to the opposing evil forces across open fields, mountain ranges, icy tundras and through the air.

Utilise the turn based strategy mechanics to outsmart your foe, capture and hold key resources such as factories and get your squad strategically placed to deliver high damage FOCUS FIRE attacks to help turn the tide of each battle.

Each commander has a special ability that can be activated to grant your squad additional stat boosts, from increased range, defence and more for when the fight gets heated.

It’s time to gear up and move out.

- Battle across a single player campaign story featuring an astounding soundtrack by Tomoki Miyoshi and fully voice acted characters that bring the epic story to life.

- Choose between the Japanese and English voice cast to enjoy the experience any way you like

- Master over 23 unique units and adapt your strategy on the field of battle.

- Freely travel the world map on land or air to discover secret unlockables to expand your map and music libraries.

- Take on new and intense scenarios across a wide variety of maps in SKIRMISH MODE.

- Take the fight online and test your strategies and squad against your friends and the rest of the world.

- Explore the METALPEDIA to take your strategies to the next level and get the most out of each unit and battle situation.

See you all on the battlefield!

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Скачать TINY METAL: FULL METAL RUMBLE на ПК с помощью эмулятора GameLoop

Получите Steam-игру TINY METAL: FULL METAL RUMBLE

TINY METAL: FULL METAL RUMBLE — популярная паровая игра, разработанная AREA 35, Inc.. Вы можете скачать TINY METAL: FULL METAL RUMBLE и лучшие игры Steam с GameLoop, чтобы играть на ПК. Нажмите кнопку «Получить», чтобы получить последние лучшие предложения на GameDeal.

TINY METAL: FULL METAL RUMBLE Возможности

"TINY METAL Is The Modern Successor To Advance Wars."

- Kotaku

Welcome back to the world of TINY METAL, Commander!

TINY METAL: FULL METAL RUMBLE puts you in the boots of three unique commanders bonded by fate, each with their own squads to command and strengthen up on their quest to put an end to a new mysterious, rising threat.

Blaze through an exciting new TINY METAL story campaign and deliver devastating destruction to the opposing evil forces across open fields, mountain ranges, icy tundras and through the air.

Utilise the turn based strategy mechanics to outsmart your foe, capture and hold key resources such as factories and get your squad strategically placed to deliver high damage FOCUS FIRE attacks to help turn the tide of each battle.

Each commander has a special ability that can be activated to grant your squad additional stat boosts, from increased range, defence and more for when the fight gets heated.

It’s time to gear up and move out.

- Battle across a single player campaign story featuring an astounding soundtrack by Tomoki Miyoshi and fully voice acted characters that bring the epic story to life.

- Choose between the Japanese and English voice cast to enjoy the experience any way you like

- Master over 23 unique units and adapt your strategy on the field of battle.

- Freely travel the world map on land or air to discover secret unlockables to expand your map and music libraries.

- Take on new and intense scenarios across a wide variety of maps in SKIRMISH MODE.

- Take the fight online and test your strategies and squad against your friends and the rest of the world.

- Explore the METALPEDIA to take your strategies to the next level and get the most out of each unit and battle situation.

See you all on the battlefield!

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Информация

  • Разработчик

    AREA 35, Inc.

  • Последняя версия

    1.0.0

  • Последнее обновление

    2019-07-11

  • Категория

    Steam-game

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Отзывы

  • gamedeal user

    Mar 14, 2020

    I want to love this game. It's a spiritual successor to the incredible Advance Wars series, but you know how that game always boiled down to stalemates? Tiny Metal gives you the "Assault" command which, at some risk, lets you force an enemy unit to take a step back. The stalemates literally disappear just because of this command. But there are just too many drawbacks to recommend this game. -Unstable. I have 9 hours of gameplay as of this writing. One hour of that was spent trying to resolve a crash that ended up costing all of my campaign progress. There have been multiple other reproduceable crashes over the course of the remaining 8 hours. -The COs are generally pretty lame and there's a lot of design overlap. You have two tank experts, two Kanbeis, two Colins, and then like 5 other commanders with one unit specialty each. Advance Wars had some creativity - enhanced artillery range, bonus damage based on defense buffs, increased repair rate, and many more. Meanwhile, Tiny Metal has a character who... has bonus defense on all units, and cheaper helicopters. Her super ability? 5% bonus damage on all units. FIVE. PERCENT. -Some utterly gobsmacking design decisions. There's a skirmish mode where you fight AI players on pre-set maps... but there is a _limited pool of selectable COs for each map._ There is literally no way to just play a commander of your choice on a map of your choice against an AI opponent. Also, I hope your game save doesn't get corrupted, because there is no way to abandon a game in progress to go back to the campaign map. If something goes wrong with a saved game for any reason - say, it crashes on load - you just lose your campaign. -In some campaign maps, you get hero units. If any of them die you lose instantly. The enemy CO in these maps has an enhanced crit chance that can lead to ludicrous damage, to the point of one-shotting your stuff in matchups that should be unfavorable. Guess what ends up happening sometimes? Every problem I have with the game is 100% fixable. Hell, a lot of it could just be patched (free DLC COs? interface tweaks?), and then you'd have an Advance Wars game better than any Nintendo ever made. But the game has been out for a while and these issues are still present, so... sucks to suck, I suppose.
  • gamedeal user

    Jul 15, 2019

    War... War never changes... Well whoever said that lied as it can definitely change. This is TINY METAL: FULL METAL RUMBLE, the Nintendo Wars-like that I've been waiting for since the 10th anniversary of Advance Wars: Days of Ruin's release. TL;DR of my review: YES GET IT! This is the closest thing to Advance Wars we'll get until Intelligent Systems decides to hold off the Framblam waifubait for just one second. Now, onto the main review. Why this? Why not play Wargroove or the few other Wars-likes that are out there? Simply put, TM:FMR takes a lot of what's good about Wars and makes it its own by building on top of it. It also doesn't try to change up the style from pseudo-realistic to fantasy. Don't think this is just a recreation or a tribute, though; AREA 35 have made changes and improvements that are all their own. Focus Fire, reworked/combined units, new units in general, and a whole host of other things makes this easy to drop into as a Wars veteran but different enough that you know it's not. But Random, isn't FMR a sequel? Should I go play the first game? Honestly, I didn't even finish the first game. I don't remember what mission I got to in the campaign, but the first game just had too many creature comforts missing and straight up rough edges that I ended up dropping it. I may go back into it just to learn what happened, but as far as I can tell the original's storyline isn't necessary to understand FMR's storyline. If the original TINY METAL was a preview for what a new turn based strategy could be, then FULL METAL RUMBLE is that game realized. The amount of fine detailing they have done in FMR over the original really makes it feel whole. I could tell even when I was playing their PAX East and E3 demo builds that FMR was already going to scratch that TBS itch for me in ways that the original TM did not. Mechanically, FMR is a more competent game than the original. Unit merging has been implemented, finally making the battlefield not a junkyard full of mostly destroyed units I've pulled back that are queuing to get repaired. Speaking of that, unit supplies are in so supply line management is now a key part of your strategy. The AI has definitely taken a step up too. Still has some weird quirks, but it actually leverages the Focus Fire function like you expect it to instead of always running its units up to you one at a time. The units I've seen so far all have their niche and don't feel like they're overlapping each other. Scoring doesn't feel completely arbitrary compared to the first game as it now better considers turns taken, units built/lost, and units damaged/destroyed. CO abilities are also here after being absent in the first game, which is a welcome surprise. Overall, it just feels satisfying and very fun to play. One thing I particularly enjoy are the 3 extra challenges you get with a mission. They're completely optional, but they do add a pseudo-difficulty beyond just going from Normal to Hard. Some of the challenges include not healing, only building riflemen, and not calling in hero units. I've been aiming to one-run each mission whenever possible and I have had to do a fair number of restarts to get that. Another enjoyable detail is the overworld map for the campaign. It's free roam so you can explore and find collectibles around the map. Doesn't take too long to get them and to see the whole map but the detailing is appreciated. So what's the catch to all of that TBS goodness? Well, if you enjoyed naval combat in Wars like me, then we still don't have ships and subs and everything in between to play with. Otherwise, not much else from what I've seen so far. It's not perfect, nor is it fundamentally lacking like the first game. Polish? Sure, it could use more. There are little typos here and there and I've seen a few bugs being reported on their Discord server. There is a distinct mic quality difference between characters in the English voiceovers that may irk some people. But for the price and for this under served and under represented genre? Considering it's only $15 instead of the $25 of the original, it's well worth it. Go buy it already. (EDIT 7/25/19) I see that a few other reviews have mentioned controls. I should disclose that I play this with a Switch Pro Controller plugged in over USB. Yes, the controls cannot be rebound in game and they seem to only show keyboard prompts, but my Wars muscle memory kicked in immediately and I never had any issues with it. The only new thing I had to learn was right stick press to reset the camera. Everything else was the same; standard A/B - D-Pad controls, L/R to go between units with available move actions, and + to open the menu. Speaking of the menu, I also would like to note that I have never used the "Skip and build nothing" option on Factories/Airports. Again, this is my Wars muscle memory speaking but I just open up the menu and end the turn that way if I don't want to build anything. I can't speak from my own experience but I did see that the developers mentioning something about the publisher requiring the button to work, or possibly not work, in the way other people have been encountering it. Be aware of that. ~~~~ As a fun little aside, I mentioned above that I played their demos at PAX East and E3. They actually did swag giveaways at both events, and the top prize was a cool jacket with their branding on it. You can see what it looks like if you look at their Twitter page. On the last day of E3, I ended up chatting with them and they mentioned that someone had won that day's jacket. As I was exiting the convention hall at the end of the day, there it was. Lo and behold, the winner of that day's jacket. I ended up asking her if she was today's winner and she straight up just gave it to me. Made a memorable first E3 even more.
  • gamedeal user

    Jul 14, 2019

    Huge improvement over the first game. Has a lot of new mechanics and units that bring it more closely in line with Advance Wars including co powers / abilities, merging units for combined HP, a skirmish's and map packs, etc. Half the price of the first game and significantly more content.
  • gamedeal user

    Jul 19, 2019

    **UPDATE 27/07/2019 - Additions will be added with an asterisk and date** Don't let the downvote fool you. I'm going to continue playing this game and my opinion will likely change further down the line but there are a couple of issues that could be a deal breaker for other Advance Wars fans. Lets start off with the good: -Riflemen (Infantry) as far as I can tell remain useful throughout the match as they have a high capture rate and are extremely cheap *(25/07/2019) [strike] highest capture rate of all other infantry units.(There are two other infantry units that I haven't used yet, Spec-Ops and Sniper.[/strike] My Metalpedia hasn't gotten into them yet but I'll get into that later.) -Lancers (Mechs) are not overpowered compared to regular Infantry. They deal reduced damage to other Infantry units while maintaining their powerful first strike against vehicles and deal decent damage against helicopters. Lancers have an increased capture time due to having fewer people in a unit. -*(25/07/2019) Spec Ops (also Mechs) are pretty much the other half to create Mechanized if you combine them Lancers. Spec Ops are extremely effective to other infantry units while very weak to just about all vehicles. They have the same capture time as Riflemen with increased movement however the true balancing factor comes from their cost being eight times that of their more conventional counterparts. To put it in perspective, a Metal is cheaper than these guys. -*(25/07/2019) Snipers function very similarly as the Anti- Tank unit did in Days of Ruin, meaning a direct/ indirect fire unit. Snipers can fire after moving, have a higher vision range than other infantry units, and have a surprisingly high defense against them as well. Do NOT attack these guys with any infantry unit, they will be decimated by the counter-attack. That said, Snipers have no defense against vehicles, they literally cannot fight back except against Gunships for some reason. Snipers have the longest capture time with only two personnel in each unit. -Scouts (as themselves) are a surprisingly useful combat unit now. Infantry units just seem to melt under them. -Archelon (APC) are armed now. While the gun doesn't seem to do much, with one exception, it is nice that my APC wall can defend itself somewhat. That said, the Archelon is surprisingly effective against Gunships. Archelons do not resupply all units around them at the beginning of a day and have to be told to resupply only the [strike] land [/strike] unit in front of it. This reduces some camping cheese.[strike] Archelons are not able to resupply air units.[/strike] -Fighters (as themselves) can now attack all units though not very effectively. We're talking dealing 2% damage to Riflemen on a road here. Still, it's nice to have the option however this will go over to one of the bad points later. -SupplyPlanes (no unit in AW) pretty do as their name suggests; they supply planes... [strike]well air units.[/strike] Think a flying Archelon that can't transport units (this will come up in the bad as well.) *(25/07/2019) SupplyPlanes can supply all units, thank you comments. -Lock-on/ Focus fire is a fantastic addition that lets you punish your foe after they let their units get surrounded. And if said unit has the poor grace to survive the onslaught, they can only target the last unit that struck them. -Assault is another great command that that lets you force a unit off a tile the one behind it (relative to the attacker) if its able to move there. However, the attacking unit has to endure their counter-attack first before the assault begins. The bad in no particular order: -Movement types seem overly simplified. There is no difference between a Scouts movement and a Metals (Tank), only that one can move further. -No river crossings for infantry units... well, no rivers at all. -Radars (and Phase Arrays) are seemingly useless. In theory, they can detect units outside of your sight range, however, its not clear if the Radars see in a line, cone, or radius or if terrain can block it. Just give us a sort of ranging overlay when we select those units, please. -Air unit selection has been severely reduced. No more T. Copters, Bombers, Seaplanes, etc. Maybe this is why the Fighter can attack everything now? -No navy what so ever. Really, nearly a third of possible units and strategy is just straight up missing. -Only one transport unit. No more risky deep inserts with T. Copters and no island hopping maps that would require landers. -The unit voice acting is mostly just bad, the Scout being a prime example. It sounds like she's trying to yell while maintaining an inside voice so she doesn't wake up her folks or something. The Radar should also be mentioned for having the most nonsensical lines as she is apparently a pacifist that joined an ARMED and ACTIVE military force. It's also very odd to hear a Rifleman talk about freeing his country or fighting for his king when he works for a sort of independent PMC. This goes into my next point. -No unit variation. There are at least four or five playable factions in the game and every single one of their units looks the same. Same Riflemen, same Metals, same mecha. I'm sure the King is proud that his men are pulling double duty to work for some Not- Japanese as well. -I'm not sure if its because the main AI force you fight in the campaign has an extremely overpowered passive ability (they do, more on that in a bit) or if it's just straight up cheating but there have been points where I've had units attacked that there is no way it should have been able to see. Sometimes it'll just park next to a forest tile one of my units is hiding in and unload into them. They don't have another unit next to mine, they certainly don't have a Radar nearby, and the weird thing is, its not consistent. Sometimes they make a beeline to the hiding unit, sometimes they ignore it when they have the forces to deal with it. -Most COs have absolutely no downside. Only half of the playable COs have some sort of passive downside while the other half only have upsides. The only one I would call completely overpowered CO I can see is Dinoladn Soldier with an extra 2 vision for all units (does that nullify the need to be right next to a forest to see into it?), 15 extra fuel, and 5% increase to attack power. Wolfram, one of the first playable COs, only gets a plus 1 vision and movement to infantry... and no downside. -Mechanica seem to make other vehicle units superfluous. Yes, they are more expensive but you have a mech that pretty much covers whatever you need and with greater mobility (as in, they can cross hills and forests like infantry units) -The metalpedia is severely lacking in information that it provides on units. It doesn't give how far it can move, see, or what units its good against. It only states what a units movement type is (infantry, vehicle, mech, air) and a short lore blurb about it. It also doesn't tell you about units you haven't used yet in the campaign, hence why I can't talk about the two other infantry units and most of the mechs. -No map editor/ creator. While I can't say most of my own or friend made maps in AW were all that good, we still had countless hours of fun playing them. I fear that this game will have a much shorter lifespan without these tools. There are likely points that I missed and some that will crop up as I continue playing. I wouldn't classify this in the same camp as Advance Wars, it's more of an AW lite. Still, despite the down vote I'm giving, I'm going to continue playing. And if the above issues don't bother you, give the game a buy. But if you're looking for something a bit closer to the real thing à la AW: Days of Ruin, there is a better game for you out there on the storefront (tho it has its own issues as well.)
  • gamedeal user

    Nov 30, 2019

    Pretty much "Advance Wars" but without the naval units. Good game.
  • gamedeal user

    Jul 12, 2019

    I just purchased the game and it seems to be as easy to get into, and as entertaining as the previous first entry of the franchise. I like the fact that the 3d environment allows a lot of camera control allowing for great combat views. I read in the comments that some players couldn't get the game to start up. i had a similar issue with Bonecraft when the game or STEAN acted as if /i had pre purchased the game and it wasn't still available. Basically, STEAM showed a message saying that the game content was still locked even though the release date had already passed. I took a chance and waited a couple of days, and it eventually unlocked. Maybe the affected players have the same problem. In any case, I'm looking forward to the new Tiny Metal scenarios.
  • gamedeal user

    Aug 8, 2020

    As someone who has some experience with the "Wars" series (played advance wars 1&2) i can say this is is quite the worthy spiritual successor and homage to those games while still feeling like it's own thing. there's a lot of content in this game when mission wise (i think i spent more time on the skirmish mode than i did on the story) and it's all presented beautifully (the main menu,the little sound effects and presentation) so if you're a fan of the "Wars" series or like turn based strategy games that are easy to jump in and play you should look no further. I'd like to see more from these guys as it's clear they put a lot of love effort and soul into this game.
  • gamedeal user

    Jun 8, 2021

    Amazing game, stands up to the original advanced wars.
  • gamedeal user

    Sep 20, 2019

    Tiny Metal: Full Metal Rumble brings all the simple, effective, fun components from the first game, but adds new mechanics, units, lore to the Tiny Metal Universe. To sum it up simply, it is a near perfect sequel. Units feel well balanced for the most part, and the core game play is enjoyable for hours at a time. The new Mech units allow for new tactics, and Supplying units helps add a little challenge to the game without crippling combat (as most TBS games tend to flop when implementing supply mechanics.) The leader abilities, both passive and active, add more factors to consider, and allow a losing side to turn the table (Though, it gets a little annoying when the opponent can reuse their active abilities back-to-back-to-back-to-back, mostly because you deal enough damage to them to fill their meter in one turn.) I've played through most the campaign, which is a staggering improvement on the first game (Significantly longer, more challenging, and ACTUAL Campaign Interface via the map, ect.) And the Free-Play map-packs are just as good as the previous game. (Plot is kinda meh, but I'd rather have a meh plot and a good game, than the "medicore plot with a trash game" AAA studios keep trying to shove down gamers' throats.) Even some of the Hero units got slight reworks to improve their abilities. A Scout variant with SAM launchers can attack fighters now, for example, and the ranking system is much better laid out here in FMR than the first. But, like its predecessor, it does carry a few flaws... Giving the main-baddie of the campaign increased vision range as a passive ability doesn't hide that fact that the A.I. still cheats when it comes rules of Fog-of-War... Moving to focus on units, and building counters to units they have no way of seeing. It's a lot less of a crutch here than it was in the first game, but it still annoying to see a fighter fly half way across the map to find a gun-ship you were hiding behind your lines. This kinda of issue should be non-existent here in the second game of this series, mostly because it looks like lazy A.I. programming, covered up by a powerful benefit the Computer player has. Land units can now travel under air units without issue (and vice-versa.) So dead-locking with air units is no longer a problem, which is nice... But with fighter-jets being able to target ground units, you can HEAVILY abuse focus-fire with fighters (which most units can't retaliate against...) AND fighters can be used against capturing infantry, just to stall for one turn while they cap. (Which is actually more annoying than an effective. Stalling the game with air-units infantry cant hit.) Spec-Ops are too expensive to be useful... Covered all of this in the last game, but for the sake of consistency: slightly increased durability, a one-tile sight increase, and one-tile movement increase IS NOT WORTH 700 Coin more than Infantry... Snipers are still too good on defense against infantry and Spec-Ops. All in all though, its still a very good, well thought out game. I still enjoy it every time I play despite the flaws. I'd recommend it to TBS lovers period.
  • gamedeal user

    Jul 16, 2019

    This game is amazing. The battle scenes are smooth, quick and snappy; the mechanics retains the Advance Wars formula with some neat additions like focus fire; it's as challenging as Advance Wars; it's 3D!; lastly, this game is cheaper than the prequel! Thank you Area 34? Area 35? Area 51?! lol Either way, thanks for creating and bringing a game like this to fill up the Advance Wars nostalgia. =))
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