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Act of Aggression

Act of Aggression is a real-time strategy video game developed by Eugen Systems and published by Focus Home Interactive. Released on September 2, 2015, for Microsoft Windows, the game is set in a near-future world amid economic collapse and geopolitical tensions, where players command one of three distinct factions in intense military campaigns and skirmishes. It serves as a spiritual successor to Eugen Systems' earlier title Act of War: Direct Action (2005), reviving elements of cinematic storytelling and asymmetric warfare from that series while drawing inspiration from classics like Command & Conquer: Generals. The game's core gameplay revolves around base building, , and tactical combat featuring modern and prototype military units. Players manage resources to construct bases, research technologies, and deploy forces across diverse maps inspired by real-world conflict zones. The three playable factions offer unique playstyles: the , emphasizing disciplined, high-tech conventional forces with strong air and armored support; the , a rogue transnational organization relying on guerrilla tactics, captured enemy equipment, and high-mobility infantry; and , a rogue UN blending with experimental weaponry for versatile, prototype-driven assaults. In 2016, Eugen Systems released the Reboot Edition, an updated version that overhauled mechanics for better balance and accessibility, including a streamlined economy, playable construction units, revised base structures, and improved multiplayer support. This edition addressed criticisms of the original's complexity and bugs, enhancing the single-player campaign and online PvP modes for up to eight players. The game received mixed reviews for its ambitious visuals and faction asymmetry but was noted for pacing issues and an underdeveloped narrative.

Gameplay

Core Mechanics

Act of Aggression is a game that emphasizes traditional RTS elements in its Reboot Edition, where players construct and manage bases using playable builder units to erect essential structures such as for infantry production, vehicle factories for armored units, hangars, and defensive turrets. These units allow for flexible outpost expansion across the map, enabling players to establish multiple resource nodes and fortified positions without a rigid central base layout. Resource management forms the backbone of gameplay in the Reboot Edition, revolving around two primary types: oil gathered from fields via refineries, and cash generated by capturing and garrisoning banks. Oil is used for fuel and production, while cash supports advanced acquisitions and unit production; both are essential for maintaining economic momentum. Unit occurs in specialized buildings, with players queuing , , , and support units while managing production queues to balance and needs. A simplified research tree allows for upgrades that enhance unit capabilities, such as improved range, armor, or weaponry across categories like ground forces and air support, unlocking advanced technologies progressively to adapt to evolving battlefield conditions. Combat engagement draws from classic RTS tactics, incorporating line-of-sight mechanics where obscures enemy positions until scouted, terrain effects that grant bonuses for or choke points, and unit morale systems that affect performance under prolonged fire or numerical disadvantage. Players issue tactical commands such as flanking maneuvers to exploit weaknesses, suppression fire to pin enemies, and coordination between , vehicles, and for effective engagements. Units can occupy buildings for defensive advantages, and advanced interactions like missile interception add layers to confrontations. The single-player skirmish mode pits players against opponents on customizable with varying sizes, distributions, and conditions, allowing adjustments to difficulty levels from easy to expert and options like enabling superweapons for . This mode supports practice of core systems in isolated scenarios, with behaviors emphasizing and denial to simulate competitive play.

Factions and Units

The game features three playable factions in Act of Aggression, each with unique thematic backgrounds and unit rosters that shape strategic decision-making in multiplayer and skirmish modes. These factions—, , and —offer diverse playstyles, from high-tech precision to asymmetric , influencing how players approach unit production and combat engagement. The emphasizes a high-tech focus, leveraging advanced , precision strikes, and rapid deployment units to overwhelm opponents with specialized firepower. Thematically rooted in a veteran force strained by budget cuts but reliant on oil for sustained operations, this faction excels in brute-force tactics where units shine in narrow roles but require coordination for broader effectiveness. Distinctive units include the M1A1 Abrams tank for heavy armored assaults, AH-64 Apache helicopters for , and F-35B jets for stealthy ; infantry options like and teams provide cheap anti-infantry and anti-tank capabilities, while vehicles such as variants handle transport and artillery like HIMARS for long-range barrages. The , a UN-backed , centers on versatile and adaptable units suited for , allowing players to customize roles via upgrades for flexible responses to threats. Thematically representing an international coalition formed post-economic collapse, it focuses on ease of and multi-role capabilities rather than raw specialization. Representative units encompass modular rifle infantry like FELIN teams for anti-infantry flexibility, Crusher UGVs for and combat, and PAK FA fighters for adaptable air strikes; the roster supports quick protocol shifts between offensive and defensive modes. The operates as a rogue faction, employing asymmetric tactics with salvaged technology, guerrilla units, and captured enemy gear to disrupt through and high-risk maneuvers. Thematically portrayed as a shadowy network of PMCs with elite but fragile prototypes, it demands precise micro-management for its expensive, -oriented assets. Standout units include technicals (armed civilian vehicles) for cheap mobility, drones like the ShadowHawk for reconnaissance, and elite such as Contractors with KRISS SMGs or Vipers with anti-tank ; aircraft feature options like the , emphasizing hit-and-run over direct confrontations. Units across all factions are categorized into , recon, , , and , each with role-specific strengths to counter threats—such as anti- rifles for close-quarters suppression versus anti-air missiles for aerial denial. provides cost-effective screening and specialization (e.g., snipers for recon disruption), recon units offer stealth detection and , deliver armored punch and , handles repairs and , and enable rapid strikes or superiority. This structure modifies core unit production and combat mechanics by faction, encouraging synergistic builds over isolated . In multiplayer deck-building, balance is key as select packages from tiered unlocks, weighing synergies against resource costs— decks prioritize oil-heavy power for elite air s, while favors rare earth for stealth tech, ensuring no single composition dominates without counters. This system promotes strategic variety, with adaptable decks excelling in mid-game shifts.

Story

Setting

The world of Act of Aggression is set in , amid a severe global economic crisis precipitated by the Shanghai Crash, a catastrophic collapse of China's financial system that unleashed and the devaluation of major currencies worldwide. This event, the most devastating since the of 1929, plunged economies into chaos, exacerbating resource shortages and sparking widespread unrest as nations grappled with crumbling infrastructures and soaring . In the shadows of this turmoil rose the , a shadowy multinational that allegedly orchestrated the Crash to consolidate control over networks and profit from the ensuing disorder. Positioned as a organization with deep ties to global finance and politics, the Cartel exploited the crisis to infiltrate weakened governments, manipulating trade routes and resource flows for its gain. This rise fueled suspicions of deliberate sabotage, drawing international scrutiny and escalating geopolitical tensions. To counter these threats, the established the task force through the secretive Protocol, uniting select member states into a rapid-response multinational alliance empowered to investigate the Crash and neutralize emerging dangers. operates with UN backing but limited oversight, blending elite forces from various nations to conduct high-stakes operations across volatile regions. Complementing this effort are national armies, including the US Army, which mobilizes to address incursions and insurgencies in . The technological landscape of this era amplifies the conflicts, featuring advanced unmanned drones for and strikes, sophisticated warfare capabilities that disrupt enemy networks, and a scramble for scarce resources like oil that drives proxy wars over strategic chokepoints and supply lines. These elements underscore a world where conventional militaries integrate cutting-edge prototypes, heightening the stakes in battles for economic survival and territorial control.

Plot

The single-player of Act of Aggression unfolds across 10 missions in the Operation storyline for the and US Army factions, blending tactical objectives such as resource denial, assassinations, and base assaults with a of global intrigue and military escalation. A separate 5-mission , Beyond the Mirror, provides the antagonists' perspective and unlocks progressively. The Cartel storyline begins earlier, in September 2023, with Piet Vermaak, a presumed-dead former South African Special Forces captain recruited by the Cartel, orchestrating a coup in Baja California (Mexicali). Backed by Cartel forces, Vermaak's mercenaries overthrow Mexican authorities, seizing key infrastructure like communication towers to install a puppet regime amid the post-Shanghai Crash economic turmoil. The main Operation Eclipse plot begins in 2025, with Chimera swiftly intervening to counter Cartel incursions, forming an alliance with U.S. Army units to reclaim regions and probe the syndicate's operations. Early missions in Mexicali, such as "The Hunt for Yao" and "The Train Job," involve pursuing leads on Cartel leader Zhang Yao, capturing resource-laden trains, and neutralizing militia holdouts, gradually uncovering the organization's role in exploiting weakened governments. The narrative then shifts to Europe with "When the Wolves Howl" in The Hague and "Highway to Serbia" along the Serbian border, addressing Cartel manipulations. Further missions include "Covert Ops" in Guangxi, China. U.S.-centric missions highlight internal threats, such as "Sword of Damocles" in Nevada, "The American Civil War" in Arizona and Nevada, and "Mexican Stand-Off" in Mexicali, where alliances are strained by Cartel infiltration. The story builds to a climax with "Into the Chimera's Lair" in Switzerland and "Countdown to Apocalypse" in Kazakhstan, involving high-stakes objectives like infiltrating bases. The campaign concludes ambiguously in "Mexican Stand-Off," with Vermaak and Yao evading capture to establish a new terrorist cell, foreshadowing persistent global threats despite the protagonists' victories.

Development and Release

Production

Act of Aggression was announced by on August 9, 2014, positioned as a to the developer's 2005 title Act of War: , with an emphasis on reviving the fast-paced, cinematic gameplay hallmarks of RTS games such as those from . The announcement highlighted the game's focus on near-future military conflicts, blending high-stakes tactical combat with narrative-driven campaigns to recapture the era's blend of accessibility and depth. Development was led by Eugen Systems, the Paris-based studio known for the Wargame series, utilizing their in-house IRISZOOM engine to support expansive battlefields and multi-level zoom functionality that allows players to shift seamlessly from grand strategic oversight to granular unit control. This engine choice enabled the creation of detailed, large-scale maps capable of hosting hundreds of units in simultaneous engagements, emphasizing realistic military simulations over abstracted mechanics. Central to the design was a three-resource economy system comprising credits (gathered from oil fields) for basic production, aluminum for advanced units and structures, and rare earth elements for sophisticated technologies, coupled with asymmetric factions featuring unique units and strategies, directly inspired by the resource management and faction diversity in Command & Conquer titles like Generals, as well as the tactical depth of Eugen Systems' Wargame series. To refine multiplayer balance ahead of launch, initiated a pre-release on July 16, 2015, accessible to customers and select participants, which focused on testing faction interactions, unit viability, and map designs while incorporating community feedback for adjustments. The game was published by Focus Home Interactive, ensuring a PC-exclusive release to leverage the platform's modding and competitive RTS communities. Originally slated for a spring 2015 launch, development extended the timeline to September 2, 2015, allowing additional time to polish core systems including combat behaviors.

Reboot Edition

The Reboot Edition of Act of Aggression was released as a free patch on March 21, 2016, for all owners of the original game, following an open period that incorporated community feedback. This update rebranded the title on digital platforms such as , where it became available as a standalone edition on May 10, 2016, at a discounted price for new purchasers. Designed to address key criticisms of the launch version, the edition delivered a comprehensive overhaul focused on streamlining for improved and faster pacing without altering the single-player campaign. A major change involved the resource system, which was consolidated from the original three resources—funds, aluminum, and rare earth elements—into a dual framework of supplies and funds, with fully integrated into supply chains. Players now harvest using trucks that deliver it to refineries for conversion into funds, eliminating separate storage for secondary materials and reducing while maintaining in . This simplification aimed to make economic decisions more intuitive and less punishing for new players. Base construction was revolutionized by introducing playable engineer units, allowing players to produce multiple controllable builders that can erect faction-specific structures directly on the battlefield, in place of the original immobile constructors. This shift enabled more dynamic base expansion and defense, as engineers could be tasked, protected, or redeployed as needed, enhancing tactical flexibility. Complementing this, new base buildings were added to support quicker setup and production, further accelerating overall game tempo. The research tree underwent significant simplification, with numerous upgrades merged or removed outright to eliminate and reduce the time required for progression, thereby promoting a more accessible experience without sacrificing core strategic choices. Balance adjustments extended to units and factions across all three playable sides—U.S. Army, , and —featuring tweaks like faster acceleration and deceleration for vehicles, refined mechanics for direct targeting, and comprehensive rebalancing to correct overpowered elements identified post-launch. These updates, combined with the addition of new multiplayer maps such as "Philosopher’s Path" and "," and enhancements to decision-making for more competent skirmish opponents, revitalized competitive play. The Reboot Edition notably boosted multiplayer viability by resolving synchronization issues and implementing balance patches that encouraged sustained online engagement, alongside improved for quicker game lobbies. It also laid the groundwork for ongoing support, with tools and updates facilitating custom that extended the game's longevity beyond official development.

Reception

Critical Response

Act of Aggression received mixed to positive reviews upon its launch, with critics appreciating its return to classic roots while noting shortcomings in accessibility and single-player elements. The game holds a aggregate score of 71/100 based on 37 critic reviews, reflecting a generally favorable but not outstanding among professional outlets. awarded the game a 70/100, praising its nostalgic RTS feel reminiscent of early titles like Act of War, along with the variety offered by its three distinct factions—Chimera, U.S. Army, and —each featuring unique unit compositions and playstyles that encourage strategic adaptation. However, the review criticized the clunky , which suffered from issues like cursor desynchronization during alt-tabbing, and the repetitive mission structure in the campaign, often relying on trial-and-error scripted sequences. IGN's regional affiliate, , scored it 7.5/10, highlighting the strong tactical depth in combat systems that reward careful unit positioning and tactics, but faulted the single-player for inconsistent behavior and the plot for feeling underdeveloped and overshadowed by gameplay. Similarly, GameSpot's 7/10 review echoed these sentiments, commending the engaging depth of battles where base management and lines play crucial roles, while decrying the weak and lackluster narrative delivery through poor writing and cutscenes. Rock, Paper, Shotgun published an unscored review that favorably compared the game to remasters, emphasizing its visual fidelity with highly detailed models and destructible environments that capture the spectacle of large-scale . The outlet noted the impressive scale of battles, where engagements and aerial duels create dynamic, prolonged conflicts. Across reviews, common praises included the detailed models that enhance immersion in tactical scenarios, the strategic "deck-building" approach to selection akin to ' prior series, and the atmospheric sound design featuring booming explosions and realistic weapon audio that amplifies the intensity of engagements. Critics frequently pointed to a steep learning curve due to the game's old-school without sufficient tutorials, early multiplayer issues that favored certain factions in competitive play, and a short campaign length of approximately 10-12 hours that failed to fully explore its narrative potential.

Player Feedback

Upon its release, Act of Aggression faced community complaints on forums regarding the demanding resource micromanagement , which required balancing three distinct resources—Oil, , and Rare Earth Elements—leading to perceptions of excessive in base-building and handling. These issues were largely resolved in the 2016 Reboot Edition, which streamlined the to a single primary (funds), with automatically converted, allowing players to focus more on tactical combat rather than logistical oversight. Steam user reviews for the Reboot Edition average around 65-67% positive from over 3,200 total reviews, resulting in a "Mixed" overall , though the update noticeably boosted sentiment among newer players by addressing launch-era frustrations. The Reboot Edition's changes, including simplified research and playable builder units, contributed to this uplift, with post-update feedback highlighting improved accessibility in skirmish and multiplayer modes. Despite limited official modding tools, an active has sustained the game's longevity through third-party creations on sites like ModDB, featuring maps for varied terrain strategies, unit rebalances to enhance faction balance, and total conversions such as the "" mod that amplifies income for larger-scale battles. These efforts, combined with discussions on forums, have kept the title playable for enthusiasts seeking fresh content. The multiplayer scene provided ongoing engagement in the late via player-hosted ladders and tournaments, including the Act of Dominance 1v1 series and 2v2 International Open Knockout events, fostering competitive play in up to 8v8 formats. However, the active player base has dwindled significantly by the 2020s, with recent 24-hour peaks hovering at 30-40 concurrent users on , reflecting a shift in community focus toward newer titles. In retrospective discussions, players frequently position Act of Aggression as an underrated entry in Eugen Systems' catalog, praising its hybrid of classic RTS depth and modern unit tactics in comparison to the developer's subsequent releases like Steel Division, which built on similar deck-building mechanics but garnered broader attention. This perception underscores its legacy as a niche "gem" for fans of tactical real-time strategy, despite the Reboot Edition's failure to fully revive mainstream interest. Official sales figures remain undisclosed by , but analytics estimates indicate modest commercial success with around 216,000 units sold primarily via , falling short of 500,000 lifetime copies.

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