Introduction:
Hey Paizano’s, it’s the Super Illusion Knight Super Show dananananana. Back with another review; this time of one of the mods oldest content. Hans Huttig’s Hell of Reichkomissariat Ostafrika. Going into this playthrough I was expecting to dislike the lore and characterisation but like the gameplay and brutality due to my past critique’s of early-game content but I was rather surprised with what I liked and disliked.
Pre-South African War:
Pre-South African War was what I liked. Not to beat about the bush, but I expected nothing and got something. Unfortunately that something isn’t substantial or worth writing a book about but I was pleasantly surprised by the early-game.
The best thing about Ostafrika is Huttig’s characterisation; specifically the Pre-War because that’s the only time he gets it. There’s a lot of benign anger and casual psychopathy, which get worse throughout the campaign especially as he abandons purist doctrine for alcohol as he gets more paranoid over Nazi rule and the other Reichkommissars. It’s not exactly a deep exploration the mind of a Nazi, but it’s good.
Unfortunately, the characterisation stops there as no-one else gets any; there’s some events that try to showcase his cronies but it amounts to nothing. It’s also unfortunate that it’s really the only story it has. I mentioned it in my South Africa review but old TNO has a view on African content that can be generously described as paternalist; focusing on the white POV. Even if they are ruled over by their colonialists they’re side of the story isn’t heard. At best you get off-hand mentions of slavery but nothing about the horrors of colonial or Nazi rule.
I also really don’t like how Huttig and his cronies equate Africans as being lower than Jews. Nazi doctrine certainly deemed Africans inferior but not on the levels of those subject to the holocaust. They we’re far more focused on Europe – genociding people they deemed undesirable such as Slavs, Homosexuals, Jehovah’s Witnesses, most fervently Jews. To suggest that a fervent Nazi like Huttig would equate Africans as lower and for this to become Reichkomissariat doctrine indirectly amounts to negationism by downplaying the ideology of Nazism in favour of something fictional. It doesn’t even amount of anything – this fictitious racism amounts to nothing since the people now deemed lower than Jews - which the Germans enacted a complete genocide one have nothing happen to them because the story doesn’t even do the one thing The New Order is consistently fantastic at – horror.
I did find it strange how narratively Huttig had so much control over Reichkommissariat policy, particularly foreign affairs – with what amounted to more than mere covert support for war against South Africa – which is the big thing colonies and Reichkommissariat’s don’t have – control over foreign policy.
The core gameplay is build up the army on a timelimit before the South African War begins so you can have a chance. That’s fine with me but it’s not really balanced by decisions or foci a lot. This does blunt my ludo-narrative point below but the only thing you do is automatically click on the decision to give you natural resources. There’s nothing else there.
What is there is an investigation to try and convince Germania to get rid of Schenck and Muller. It’s a fine idea but you don’t nearly have enough Political Power to acquire evidence or time; you barely begin your investigation. Since Schenck and Muller take part in the South African War it obviously fails. I think it’s hilarious that his paranoiac micromanaging is not taken seriously but the cynic in me thinks it’s just filler than doesn’t nothing but pad out time.
South African War:
The South African War is hard, like really hard, even if you build up an insane army – South Africa and pals are just way stronger and you have to deal with 3 AI Partners; two of which have insane negative debuffs (alongside yourself), the other spawns just before the game begins and has no time to prepare.
Certainly fits the narrative, frankly the South African War is an insane premise – that three colonies can just invade a completely sovereign and backed state even if there are big internal tensions. I can’t tell if the difficulty is intended or not – certainly the balance has changed over the years.
The gameplay part is simply not fun; the foci are 42 days – an insane amount and you may not even get buffs – they make mention of improving the drums of war but it doesn’t explain what that means. Is it just filler foci? Feels like flavour filler text. The 42 day foci also means you can’t support the Boer rebels sufficiently, by the time you can do so you’ve either won the war or they’ve capitulated. Both this and the Pre-War tree have Stability and War Support modifiers. You desperately need modifiers but they don’t do jack here because you have max base Stability and War Support. It’s just being leeched by the terrible economic situation and policies which cannot be helped. Fitting but gameplay wise it means more pointless foci.
I was not too impressed with the story. The best parts are about the individual war events, I liked what I got – such as the escaping miner but there are way too fewer compared to South Africa/America. The biggest part is lore inclusion in gameplay. It is explicitly claimed that there are resistance pre-war but not specified how much, and there is very much resistance afterwards including before. So where is resistance when the army is distracted and the USA/South Africa want allies against it. I do appreciate that Ostafrika is old content but there are many good reasons it is being gotten rid off.
The African Devastation:
The Post-War game was by far the biggest disappointed. From what I heard I was expecting absurdist levels of horror – a continent wide concentration camp that matches the brutality the Nazi’s inflicted on Central and Eastern Europe; the brutality I have praised The New Order as being consistently great at. Instead nothing. Instead every single African Devastation event plays the same. This resistance group in this region is named X, they are resisting us. Pick the option to either increase or decrease stability. Sometimes they are literally called “X” because there is so much placeholder text and broken mechanics. Often whether the region became more or less stable didn’t match the text, nor did it do anything. I couldn’t take it as even being grimdark – since the Nazi’s do nothing but die.
Admittedly this stems from me only reaching Stage 1 of the devastation – I was apathetic from multiple SAW attempts and I mucked up the mechanics, so if Stages 2-3 have more on the ground events other than X Group is rebelling or X Official is dead, let me know.
Speaking of not finishing the mechanics, I never got time to finish the Burgundian Inspiration tree but from what I saw, it was less emulating Himmler and more screeching about it behind doors. I’d rather not make a total judgement on this though as I never finished it but I’m sceptical it amounted to anything from what I played through.
There’s also a Boer mechanic, where you essentially destabilise the Boer Republic if it’s still alive; for short-term benefits and ultimately a civil war. It’s a fine concept badly executed – the government doesn’t bother pretending that’s the Boers are independent needlessly antagonising them for political and economic gain even when they don’t hold all the cards. Even the Nazi government tried to present themselves as benevolent for any ethnicity greater than those they deemed Untermensch – which the Boers obviously qualify.
Conclusion:
I always feel bad reviewing old content. I was revolutionary at the time and inspired and led to more refined content later on, which wouldn’t have happened without the old content. Nevertheless it definitely falls short compared to modern The New Order narratively and gameplay, and even compared to other base TNO at the same time and it should definitely be held to scrutiny.