Compara los precios de Sumerian Six en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Artificer. Publicado por Devolver Digital. Lanzado el 2/9/2024. Disponible en PC, Xbox. Géneros: Action, Strategy. Puntuación Metacritic: 81/100.

If Shadow Tactics and Desperados III left a hole in your tactics rotation after Mimimi closed, this Devolver-published heir steps up with six ability-rich scientists, occult-Nazi sandboxes, and one of the fastest quick-load systems you will ever use.

I have a soft spot for the Mimimi lineage, so when that studio shut down in 2023 I started cataloguing what was left. Sumerian Six showed up on my radar almost immediately, and after spending serious time with its 10-mission campaign I can tell you the genre did not die with its forefather. Polish developer Artificer took the Commandos-style isometric real-time tactics formula, wrapped it in an alternate-history WW2 setting spiked with Sumerian mythology and Lovecraftian energy, and produced something that earns comparison to Shadow Tactics and Shadow Gambit without just being a reskin of either. The tactical core is built around your six-person Enigma Squad, each member carrying a distinct, creative toolkit. Sid Sterling can hitchhike inside enemy bodies undetected, Isabella can swap positions with guards or turn invisible, Rosa deploys acid traps, Wojtek literally transforms into a werebear for brute clearing, and Siegfried brings esoteric psychic tools. What keeps the moment-to-moment interesting is not any single ability but the way they chain: body-swap Izzy into a guard, flag that guard for Sid to possess, then whistle a third guard into Wojtek's waiting arms, all in a single coordinated push. The game has a shift mechanic that pauses time and lets you queue orders for the whole squad, so elaborate multi-character takedowns stay accessible even when patrol patterns get dense. Levels add teleporting Geist enemies and overlapping vision cones that force you to be precise, and the mission variety - snow-covered castles, underground Nazi facilities, ancient Sumerian ruins - keeps the puzzle feel from going stale. Progression runs on an XP system tied to kills, secondary objectives, and hidden crates scattered in optional, higher-difficulty areas. The level-ups themselves are modest, expanding ability ranges or shaving off cooldowns rather than rewriting your strategy wholesale. Some reviewers find this light-touch progression unsatisfying; I think it is the right call for a genre where resource scarcity is the real difficulty dial. Secondary objectives push you toward a speedrun timer on each map (roughly 25-35 minutes per mission) and toward ghost-style clean runs, giving completionists a second pass at every level with real mechanical incentive. The quick-save autosaves every 30 seconds and the quick-load is nearly instant, which matters a lot in a genre that asks you to restart partial encounters constantly. Getting soft-locked by your own abilities is a real risk if you ignore the save system, but the game practically begs you to use it. Weaknesses are present and worth naming. The story is functional but predictable, the characters are built around their mechanical roles more than genuine arcs, and the static-frame cutscenes undercut the pulpy comic-book aesthetic the rest of the game commits to. AI enemies are not exactly brilliant, resuming patrol patterns suspiciously fast after squad wipes, and a few late-level difficulty spikes feel tuned around brute attrition rather than clever design. There were also scattered reports of audio drop-outs and rare crashes at launch, though the autosave cadence limits the damage. The campaign runs around 10-20 hours depending on how deep you chase optional objectives, which is on the shorter end for the genre but dense enough that mission fatigue is more likely than running out of content. For anyone new to the stealth-tactics genre: yes, this is a reasonable entry point. The learn-as-you-go tutorial introduces mechanics at a sensible pace, and the generous quick-load removes the brutal punishment that kept older Commandos games locked to a hardcore audience. The depth of the ability synergies rewards study, but the floor is low enough that you will be clearing patrols and feeling clever within the first hour. Artificer have the fundamentals correct. The ceiling is not quite at Mimimi's best, but it is close enough that the gap rarely bothers you mid-mission. Diego, Scout Team

Sumerian Six

Sumerian Six

2 sept 2024ArtificerDevolver Digital
GamerScout opina

If Shadow Tactics and Desperados III left a hole in your tactics rotation after Mimimi closed, this Devolver-published heir steps up with six ability-rich scientists, occult-Nazi sandboxes, and one of the fastest quick-load systems you will ever use.

PCXbox
Steam Deck PlayableProtonDB Platinum
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Acerca de Sumerian Six

I have a soft spot for the Mimimi lineage, so when that studio shut down in 2023 I started cataloguing what was left. Sumerian Six showed up on my radar almost immediately, and after spending serious time with its 10-mission campaign I can tell you the genre did not die with its forefather. Polish developer Artificer took the Commandos-style isometric real-time tactics formula, wrapped it in an alternate-history WW2 setting spiked with Sumerian mythology and Lovecraftian energy, and produced something that earns comparison to Shadow Tactics and Shadow Gambit without just being a reskin of either. The tactical core is built around your six-person Enigma Squad, each member carrying a distinct, creative toolkit. Sid Sterling can hitchhike inside enemy bodies undetected, Isabella can swap positions with guards or turn invisible, Rosa deploys acid traps, Wojtek literally transforms into a werebear for brute clearing, and Siegfried brings esoteric psychic tools. What keeps the moment-to-moment interesting is not any single ability but the way they chain: body-swap Izzy into a guard, flag that guard for Sid to possess, then whistle a third guard into Wojtek's waiting arms, all in a single coordinated push. The game has a shift mechanic that pauses time and lets you queue orders for the whole squad, so elaborate multi-character takedowns stay accessible even when patrol patterns get dense. Levels add teleporting Geist enemies and overlapping vision cones that force you to be precise, and the mission variety - snow-covered castles, underground Nazi facilities, ancient Sumerian ruins - keeps the puzzle feel from going stale. Progression runs on an XP system tied to kills, secondary objectives, and hidden crates scattered in optional, higher-difficulty areas. The level-ups themselves are modest, expanding ability ranges or shaving off cooldowns rather than rewriting your strategy wholesale. Some reviewers find this light-touch progression unsatisfying; I think it is the right call for a genre where resource scarcity is the real difficulty dial. Secondary objectives push you toward a speedrun timer on each map (roughly 25-35 minutes per mission) and toward ghost-style clean runs, giving completionists a second pass at every level with real mechanical incentive. The quick-save autosaves every 30 seconds and the quick-load is nearly instant, which matters a lot in a genre that asks you to restart partial encounters constantly. Getting soft-locked by your own abilities is a real risk if you ignore the save system, but the game practically begs you to use it. Weaknesses are present and worth naming. The story is functional but predictable, the characters are built around their mechanical roles more than genuine arcs, and the static-frame cutscenes undercut the pulpy comic-book aesthetic the rest of the game commits to. AI enemies are not exactly brilliant, resuming patrol patterns suspiciously fast after squad wipes, and a few late-level difficulty spikes feel tuned around brute attrition rather than clever design. There were also scattered reports of audio drop-outs and rare crashes at launch, though the autosave cadence limits the damage. The campaign runs around 10-20 hours depending on how deep you chase optional objectives, which is on the shorter end for the genre but dense enough that mission fatigue is more likely than running out of content. For anyone new to the stealth-tactics genre: yes, this is a reasonable entry point. The learn-as-you-go tutorial introduces mechanics at a sensible pace, and the generous quick-load removes the brutal punishment that kept older Commandos games locked to a hardcore audience. The depth of the ability synergies rewards study, but the floor is low enough that you will be clearing patrols and feeling clever within the first hour. Artificer have the fundamentals correct. The ceiling is not quite at Mimimi's best, but it is close enough that the gap rarely bothers you mid-mission.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaReal-Time TacticsAbility SynergyCommando-styleOccult WW2Shift MechanicQuick-Load FriendlySecondary ObjectivesVision Cone StealthMimimi-like

Requisitos del sistema

Mínimos

OS
Windows 10 x64 Bit
Memory
8 GB RAM
DirectX
Version 11
Storage
20 GB available space
Graphics
GeForce GTX 780 / Radeon RX 560X
Processor
Intel Core i5-4670K / AMD FX-8350

Recomendados

OS
Windows 11 x64 Bit
Memory
8 GB RAM
DirectX
Version 12
Storage
20 GB available space
Graphics
GeForce GTX 1080 / Radeon RX 5700 XT
Processor
Intel Core i7-6950X / AMD Ryzen 5 1500X

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Reseñas y valoraciones

Metacritic
81

Información del juego

Desarrolladora
Artificer
Distribuidora
Devolver Digital
Fecha de lanzamiento
2 sept 2024

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¿En qué plataformas está disponible Sumerian Six?

Sumerian Six está disponible en PC, Xbox.

¿Cuándo se lanzó Sumerian Six?

Sumerian Six se lanzó el 2 de septiembre de 2024.

¿Quién desarrolló Sumerian Six?

Sumerian Six fue desarrollado por Artificer y publicado por Devolver Digital.

¿Merece la pena comprar Sumerian Six?

Sumerian Six tiene una puntuación Metacritic de 81/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.