
Soldiers of the Universe
Rocwise Entertainment's debut tries to be Turkey's answer to Call of Duty, and lands somewhere closer to a tech demo that shipped two years too early.
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About Soldiers of the Universe
I want to root for underdogs, genuinely. When a small first-time studio from Istanbul decides to build a story-driven military FPS on their own terms, with a Turkish protagonist, set in real conflict zones across Southeast Anatolia and Northern Syria, there is something worth paying attention to. That's a perspective you almost never see in this genre. The problem is that wanting a game to succeed and actually being able to recommend it are two very different things. The setup follows Hakan, a soldier inheriting his father's place inside a secret Turkish military unit called the Akinci Warriors. Alongside three squad-mates, each with their own stated personalities, Eagle, Hawk, Owl and Vulture push through five operation maps spanning locations in Cizre, Nusaybin, Jarabulus, Al-bab and Istanbul. The bones of something interesting are there: a non-American perspective on modern conflict, a revenge-driven personal story, and a squad structure that hints at character dynamics. Unfortunately the story never develops those threads. The squad's personalities are introduced and then promptly abandoned, and the broader narrative feels more like a nationalist mood board than a coherent plot. Reviewers who covered the launch consistently noted the tone veered into heavy-handed patriotism without the storytelling craft to give it weight. In play, the game locks you into extremely linear corridors dressed up as war zones. Your loadout at any given time is fixed: a couple of mid-range rifles and a pistol, with no weapons to discover or pull from fallen enemies. Enemy AI hits you the instant you enter line-of-sight from almost any range, and taking three or four rounds usually ends you. The loop becomes a slow, repetitive game of cover-peeking with no flanking, no spatial variety, and no tactical depth to redeem the friction. Friendly AI offers no meaningful help, often standing in the open or ignoring the fight entirely. The co-op mode, which allows up to three friends online, is probably the most honest way to experience the campaign, because at least then the squad-mates become real people. Even so, the underlying level design does not expand to meet that possibility. The technical side compounds everything. Performance is erratic regardless of settings, with frame-rate dips and screen tearing that feel deeply mismatched with the game's modest visual ambitions. Textures range from serviceable to missing entirely. Some gun models are genuinely clean, and explosion effects have a bit of life to them. But the environments read as blocky and sparse, which hits differently in a game that draws on real locations and real human suffering as its backdrop. The launch also happened suspiciously fast: the game moved from Early Access to full release within a few months, and the seams show in almost every system. I usually defend a game that swings and misses with intention. Rocwise Entertainment clearly cared about this project, and making any complete game on a tight budget is hard. But handcraft means the craft shows in the details, and almost no detail here received the attention it needed. The soundscape is glitchy, the voice acting is flat, there is no tutorial to orient new players, and the story built around real events never earns the emotional weight it reaches for. At roughly three hours of campaign content, there is not much runway to find the good moments either. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 64-Bit or later
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 15 GB available space
- Graphics
- nVidia GeForce GTX 500 Series 1GB / AMD Radeon HD 6000 Series 1GB
- Processor
- Intel Core i3-3225 @ 3.30GHz
- Sound Card
- N/A
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Game Info
- Developer
- Rocwise Entertainment
- Publisher
- Rocwise Entertainment
- Release Date
- Nov 30, 2017