{"id":65873,"date":"2024-07-23T14:59:54","date_gmt":"2024-07-23T14:59:54","guid":{"rendered":"https:\/\/www.ginx.tv\/cataclismo-review-possible-the-best-base-building-ever-in-an-rts"},"modified":"2024-07-23T15:54:46","modified_gmt":"2024-07-23T15:54:46","slug":"cataclismo-review-possible-the-best-base-building-ever-in-an-rts","status":"publish","type":"post","link":"https:\/\/www.ginx.tv\/en\/video-games\/cataclismo-review-possible-the-best-base-building-ever-in-an-rts","title":{"rendered":"Cataclismo Review: Possible the Best Base Building Ever in an RTS"},"content":{"rendered":"<p>The night is dark, and the horrors &#8211; many. Cataclismo presents a concept RTS players will know all too well. Build a town. Fortify it. Raise an army &#8211; and then defend yourself from progressively stronger hordes of enemies night after night.&nbsp;<\/p>\n<p>It&rsquo;s an established formula, but this provides a new angle. See, all those defences, your walls, towers, parapets &#8211; they are all placed brick by brick. Think They Are Billions meets a great big box of Lego.<\/p>\n<p>This splits the game down the middle. On one hand, a tense and unforgiving PVE RTS that&rsquo;ll have you managing your town, resources, improvements and economy against a ramping threat. On the other, a chilled creative sandbox &#8211; where you have all the time in the world to create extravagant &#8211; or insane &#8211; structures.&nbsp;<\/p>\n<p>It&rsquo;s a unique experience &#8211; one minute you&rsquo;re thinking fast, organising your troops and exploring the land around you, but then you find a chokepoint, and the game slows right down. You hit pause, and you can build at your leisure, and with complete freedom.&nbsp;<\/p>\n<figure class=\"img-figure\" contenteditable=\"false\"><img decoding=\"async\" style=\"width: 100%;\" contenteditable=\"false\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/-SYvvgIVdZnFHfyEqaCq-st09qfR3-uW7HjuXijI8Ms\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMy82NjlmYzdmNzI3Mzk4LXNzXzgxYzVkMDE4NzAxNGJkMDdkYzMzMzEyYzZhZDc5MmU0NjkzZTA3MDkuanBn\" alt=\"669fc7f727398-ss_81c5d0187014bd07dc33312c6ad792e4693e0709.jpg\" width=\"1024\" height=\"576\" loading=\"lazy\"><figcaption contenteditable=\"false\">That&#8217;s not sheep.<\/figcaption><\/figure>\n<p>It took a while for me to get in the headspace where I&rsquo;m allowed to pause and think and take my time given its an RTS &#8211; but I did come around to really enjoy this. Mechanically, it&rsquo;s fun to just&hellip;sit there and build great big towers block by block &#8211; and I&rsquo;d argue, even more fun when you see it all come tumbling down when the horde attacks. Each time you build, you learn a little lesson. There&rsquo;s intricacies involved with height, support, defences &#8211; and remembering to not leave the door wide open.<\/p>\n<p>So, a very interesting premise and a unique spin on things. But there&rsquo;s a lot of other touches to really like here. There&rsquo;s a fully voice acted campaign, and a few other game modes to get stuck into. The visual design is fantastic, and the world feels threatening. Lots of different parts all click together and create something that&rsquo;s captivating &#8211; and unique. So let&rsquo;s have a talk about it all &#8211; this is Cataclismo.<\/p>\n<div class=\"rsp-embed-container\" contenteditable=\"false\">\n<div style=\"left: 0; width: 100%; height: 0; position: relative; padding-bottom: 56.5%;\"><iframe style=\"border: 0; top: 0; left: 0; width: 100%; height: 100%; position: absolute;\" src=\"https:\/\/www.youtube.com\/embed\/tNTkPt31Zbo?feature=oembed\" scrolling=\"no\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\" srcdoc=\"&lt;style&gt;*{padding:0;margin:0;overflow:hidden}html,body{height:100%}img,span{position:absolute;width:100%;top:0;bottom:0;margin:auto}span{height:1.5em;text-align:center;font:48px\/1.5 sans-serif;color:white;text-shadow:0 0 0.5em black}&lt;\/style&gt;&lt;a href=https:\/\/www.youtube.com\/embed\/tNTkPt31Zbo?autoplay=1&gt;&lt;img src=https:\/\/img.youtube.com\/vi\/tNTkPt31Zbo\/hqdefault.jpg alt='YouTube video thumbnail'&gt;&lt;span&gt;&#9654;&lt;\/span&gt;&lt;\/a&gt;\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\"><\/iframe><\/div>\n<\/div>\n<h2>A Solid If Unspectacular Campaign<\/h2>\n<p>The game has a lot going on, but tying it all together is the world and story. Front and centre of the gamemodes is the Campaign, which has you guide Iris in a quest to drive back the horrors of the world, and protect her home of Ciudad Hogar. The Developers &#8211; Digital Sun &#8211; are Valencia based, and all the characters and place names have a lovely Spanish twang to them. Unfortunately, my mouth struggles to make those sounds &#8211; but I&rsquo;m doing my best.&nbsp;<\/p>\n<p>Missions start out linear, but branch off a bit later. Most revolve around a basic objective. Build up your town, fortify your defences &#8211; and survive. It&rsquo;s the bread and butter of the game, so it makes sense that this is what you&rsquo;ll be doing the most of. And it&rsquo;s fun. Each time the maps are different, you&rsquo;ll have new units or tools to play with, and the further on you get, the greater the difficulty and higher the stakes.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/ehNmxDDt0LKQsEtdEryBl8rvKa75z66FFI5e-YRF3Hk\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMy82NjlmYzdmNmRkZGM3LXNzXzQ2MjNmOTg4NjU4ODIyMmUyZmZjZTM2ZGZhODQ2ZjQ5ODZkZjI1ZmIuanBn\" alt=\"ss_4623f9886588222e2ffce36dfa846f4986df25fb\" width=\"1024\" height=\"576\" loading=\"lazy\"><\/p>\n<p>Some missions are a hybrid, a bit of world exploration and some building involved, and these are a nice change of pace. In some cases, you will absolutely be put through your paces by surprise enemies. The earlier missions do start out slow, and there&rsquo;s a few levels of just wandering around maps and building small structures which wasn&rsquo;t that fun, but once it gets into the swing of things, the game keeps upping the ante map after map. There&rsquo;s alternate objectives in each mission, and completing these rewards points to unlock new buildings and passive abilities. So a nice sense of progression to go alongside the extra buildings and units you&rsquo;ll unlock each time.&nbsp;<\/p>\n<p>Everything&rsquo;s tied together with an overarching story, little cutscenes and story beats. I won&rsquo;t go into the details &lsquo;cos I don&rsquo;t want to rob you of any sort of discovery, but it&rsquo;s well balanced. It didn&rsquo;t feel too in my face, and the quality of the art and acting involved was very good.&nbsp;<\/p>\n<p>All in all, it&rsquo;s a solid campaign, with a good variety in mission types, objectives, and enough extra challenges to keep you coming back. But, I know many of you aren&rsquo;t that fussed about the campaign and prefer the replayability of a sandbox &#8211; and Cataclismo has a few options for you to dive into.<\/p>\n<h2>There&#8217;s Plenty of Modes on Offer<\/h2>\n<p>I&rsquo;m always drawn to skirmish modes in games like this. Where the campaign holds your hand and dictates what tools you&rsquo;ll be using, skirmish gives you the lot and tasks you with making it through 4 increasingly difficult nights. You&rsquo;ll have to manage your economy, scout the map, and find suitable chokepoints to reinforce. Your town can be levelled up to unlock new buildings &#8211; so it&rsquo;s a race against the clock to jumpstart your economy &#8211; and have all the unlock all the tools you need to survive.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/Pm-um8VtMi-7SDQOLAXRMfmrV4GU2H83QgSoo_gPwN0\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMy82NjlmYzdmOTIyYjU2LXNzX2E1NmMyMjE3YTZjYjE5OTg5Y2VjNTAwOTBmMzg1NTcwYjUyNTkyYTEuanBn\" alt=\"ss_a56c2217a6cb19989cec50090f385570b52592a1\" width=\"1024\" height=\"576\" loading=\"lazy\"><\/p>\n<p>But like I said earlier, that rush isn&rsquo;t consistent. At any time, you can pause, and start building. There&rsquo;s no worry about throwing down walls as quickly as you can &#8211; you&rsquo;ve all the time in the world so you can be creative. There&rsquo;s currently 2 maps to choose from, and both are handmade &#8211; but that&rsquo;s a double edged sword. On one hand, everything&rsquo;s laid out and interesting and balanced. However, once you&rsquo;ve got the lay of the land, there aren&rsquo;t that many surprises coming.<\/p>\n<p>If you want something a bit more unexpected, you&rsquo;ll find that in the endless mode. Basically, big maps &#8211; infinite waves &#8211; each night they get a little stronger. You start with only the very basics, and each horde you beat back, you earn a point to unlock something. I love the idea of this, and I can see this probably being my go to gamemode &#8211; but it&rsquo;s got some problems. In the skirmish mode, you&rsquo;ve got a handful of really important things available from the get go. Stockpiles to optimise production chains. Buttresses to create defensive positions with. Different units that work best at different ranges. You&rsquo;ve got none of that in Endless. They can be unlocked, but you need to get through several waves first.&nbsp;<\/p>\n<p>I like a slower gamemode, but currently this takes too long to get going. You have the production buildings and your economy can get into great shape very quickly, but you&rsquo;re just waiting on these improvement points to trickle in. Moreover, given that the big draw of the game is building, it&rsquo;s frustrating that you can&rsquo;t create anything interesting at the start as you&rsquo;re hamstrung by the basic building block set. You need to get through a bunch of waves before things get interesting. Again, good on paper, but this definitely needs some adjustments to make it feel engaging.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/-HkngETDPzBLQAKJTjSU1bE1t-8_tcqgO8KEFudLse4\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMy82NjlmYzdmNzkyNjhjLXNzX2U0OGJjNmE2ZmQxMTIxZGQxMTQ1Yzc1M2M4YjRjZGU4YWZjYjk1YzYuanBn\" alt=\"ss_e48bc6a6fd1121dd1145c753c8b4cde8afcb95c6\" width=\"1024\" height=\"576\" loading=\"lazy\"><\/p>\n<p>Finally, and this isn&rsquo;t going to appeal to everyone, there&rsquo;s an inbuilt map creator-slash-creative mode. Now, I don&rsquo;t think I&rsquo;ll ever actually touch this but I&rsquo;m very happy it&rsquo;s there.&nbsp;<\/p>\n<p>You can design levels for both skirmish or endless mode &#8211; whack them on the Steam Workshop and have people get stuck into them. Or on the other end, those who don&rsquo;t want to create, merely play will have a constant stream of new maps and scenarios to get stuck into.&nbsp;<\/p>\n<p>But it goes further than that. When you&rsquo;re actually in the game and you build something you&rsquo;re particularly proud of. You can save it as a blueprint and keep hold of it for future use. Or put it on the workshop for other people to enjoy. On the other hand, if you&rsquo;re having a hard time designing something to stop the onslaught of horrors, you can have a browse, find something suitable &#8211; and plonk it down.&nbsp;<\/p>\n<p>I think this is brilliant. I&rsquo;m such an advocate for mods and player content in games, I think it creates such a healthy community and longevity &#8211; and the way this is implemented works for all players. The creatives get to share their designs easily, and everyone else gets a shortcut when they&rsquo;re just not feeling it.<\/p>\n<h2>It Gets a Lot Right, and Nails the Core Gameplay Loop<\/h2>\n<p>That&rsquo;s one of many things Cataclismo does well. These sorts of base defence PVEs are few and far between and this fills a niche within a niche. The brick-by-brick feature isn&rsquo;t just a gimmick. It&rsquo;s really well implemented and super smooth. I had worries it was going to be frustrating but I had no issues with it. Hotkeys could be rebound and the interface and layout were easy to navigate. Would have liked the brick select screen to be a bit bigger &#8211; but that&rsquo;s a small complaint. Overall &#8211; its defining feature is well implemented and compliments the gameplay loop well.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/ayDFvFy10RnJMYSY0SXfTHcB3Syxq7ArOhe1svfqEvM\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMy82NjlmYzdmNzI4ZjJhLXNzXzU3NmMxYjA3NmVmYTcyYTVkYTQyOTg4MmZmMWEwYjc1ZWI4NTMxNmYuanBn\" alt=\"ss_576c1b076efa72a5da429882ff1a0b75eb85316f\" width=\"1024\" height=\"576\" loading=\"lazy\"><\/p>\n<p>And that&rsquo;s really important. You still feel like you&rsquo;re playing an RTS. You can spend as long or as little building your town up and making your walls as extravagant as you want. At the end of a day &#8211; a big brutalist concrete slab is gonna be just as effective as an intricately designed and carefully placed wall &#8211; it just depends how far you want to go.&nbsp;<\/p>\n<p>It&rsquo;s also just a very visually impressive game &#8211; I mentioned this earlier but I want to stress it again. The art direction is great. They&#8217;ve gone low poly, but it&rsquo;s not the worn out low poly that&rsquo;s a dime a dozen. A lot of thought has been put into everything. They go in a different direction for cutscenes but it all fits in the world and setting and aesthetic. Tell you the truth, I kept forgetting this was early access because it feels so polished and complete in 90% of areas &#8211; though when I ran into an issue I didn&rsquo;t mind because it&rsquo;s those messy edges that are going to be cleaned up.&nbsp;<\/p>\n<h2><strong>Room for Improvement&nbsp;<\/strong><\/h2>\n<p>And there are certainly areas that could use some TLC during this period. As an RTS, some aspects stuck out. Unit pathing was a bit out of whack, and enemies sometimes got stuck on terrain. You can create unit groups to hotkey select, which is great &#8211; but you can&rsquo;t jump to the unit with the hotkey which is frustrating.&nbsp;<\/p>\n<p>Placing units at different height positions in structures is important for defence, but it&rsquo;s also clunky. There&rsquo;s lens options to hide building exteriors, but for larger structures you&rsquo;ll find yourself navigating around quite precariously, trying to find the right spot.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/eYq0sjxeRkkhSgqX76Ks3175ydccRC-iBBAtz6N8XJA\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMy82NjlmYzdmOTIxYmY2LXNzXzkzMzIwMDdiNWI3YWIzOTE1NDRhNmIwOGVhNDBiZWFlNGQ0NzE1ZDMuanBn\" alt=\"ss_9332007b5b7ab391544a6b08ea40beae4d4715d3\" width=\"1024\" height=\"576\" loading=\"lazy\"><\/p>\n<p>I mentioned the endless mode earlier, but I just want to hammer that nail again &#8211; that could be a really interesting game mode, but as it stands, it feels too slow to be enjoyable. Now, if that had a few modifiers thrown in and it was rebalanced &#8211; I&rsquo;d play that mode non stop. I mean, it&rsquo;s still in active development &ndash; they can take it any which way they want.&nbsp;&nbsp;<\/p>\n<p>Despite it being early access &#8211; it is incredibly polished and satisfying. This isn&rsquo;t a &lsquo;hang around for a few years to till it&rsquo;s finished&rsquo; type deal. This feels as complete as many full releases. Be wary that there&rsquo;s gonna be a few i&rsquo;s to dot, a few t&rsquo;s to cross, and some content to fill out. There&rsquo;s rough edges, but can those be sanded down and sorted out easily in the early access period? Absolutely.&nbsp;<\/p>\n<p>I find the base defence RTS genre somewhat underserved, so any addition is welcome &#8211; but this really goes out of the box and introduces something new to the table. The creative brick building is something that will appeal to a wider audience, and if people come in, play it calmly on low difficulties and are only there to build lovely structures &#8211; all power to you. The door is open for you.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/ctCbU7Z5rZSFWivIHkN2lB3t0ZHk7V8DVHgA9DnGz14\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMy82NjlmYzdmNmJlOWE3LXNzXzhlYjQ3MTI1ZDA2ODY0M2UzMjQ3Yjk4ODMyYTljN2RkZTg3Y2ViYjUuanBn\" alt=\"ss_8eb47125d068643e3247b98832a9c7dde87cebb5\" width=\"1024\" height=\"576\" loading=\"lazy\"><\/p>\n<p>I think hardcore RTS fans might have a bit of teething problems with the pace of the game. It goes from very fast to very slow quite often, which as I mentioned, did throw me off here and there. But at the end of the day, you&rsquo;re in control of the speed of the game, and if you don&rsquo;t want to spend time building and just want to fight constantly, that&rsquo;s where the blueprint system will prove incredibly useful. Seriously, I love that feature.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The night is dark, and the horrors &#8211; many. Cataclismo presents a concept RTS players will know all too well. Build a town. Fortify it&#8230;.<\/p>\n","protected":false},"author":12881,"featured_media":65874,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"tags":[],"class_list":["post-65873","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-video-games","content_type-reviews"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Cataclismo Review: Possible the Best Base Building Ever in an RTS - GINX TV<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.ginx.tv\/en\/wp-json\/wp\/v2\/posts\/65873\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Cataclismo Review: Possible the Best Base Building Ever in an RTS - GINX TV\" \/>\n<meta property=\"og:description\" content=\"The night is dark, and the horrors &#8211; many. 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