When I think about what's cool in the Dune universe – what really sets it apart from other epic sci-fi – I think of a lot of the same things Shiro Games has chosen to focus on in Dune: Spice Wars. There's the complex galactic politics, the smooth blend of the futuristic and the ancient, and the deadly, sweeping splendor of Arrakis. When I first reviewed it in Early Access, Spice Wars already felt like a reasonably complete RTS. And after a year and a half of additions and refinements, it gleams even brighter.
The core of each hour-ish-long fight for dominion over Dune is a well-paced real-time battle system that pulls off the difficult tightrope walk of being complex but not complicated. You can jump right into it and have a good time, but it really rewards understanding unit synergies, like the teamwork bonuses of the Atreides legions or the lone wolf, hit-and-run tactics of the Fremen. It's just the right amount of micro for me, too, where a little bit of repositioning will go a long way, but you don't need esports reflexes to get the most out of your army.
One shakeup to this formula since the Early Access launch is the addition of airships, which are expensive, late-game units that can really turn the tide if used correctly. Or… they can be a giant waste of money if the AI keeps dancing them in and out of my missile turret range. Tactically, I really have not been impressed with the AI so far. This can even apply to your own units if you get a big enough group of them, as they tend to wiggle around nonsensically if clustered too closely together. As an RTS veteran, I had to turn the difficulty up to Hard to feel decently challenged in combat. But don’t let its clumsiness on the battlefield make you complacent: the AI
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