As said, I am writing an AAR about it which can be found here. Hope you will enjoy.
Showing posts with label Game Reviews. Show all posts
Showing posts with label Game Reviews. Show all posts
1/17/11
King Arthur: the Druids Expansion; a Preview-AAR
I have just started writing an AAR about this soon to be released expansion for the RPG-RTS King Arthur. The game is a bit like the Total War games (as it has epic battles) set in a medieval-fantasy period. It far surpasses the TW series in several aspects: its well-made campaign map, number of units, very good Arthurian story and best of all the RPG-elements; units mature, heroes learn skills an abilities and your king decides to go on the path of good or evil and gain access to new units, skills and spells.
As said, I am writing an AAR about it which can be found here. Hope you will enjoy.

As said, I am writing an AAR about it which can be found here. Hope you will enjoy.
10/7/10
Enhansing Napoleon Total War; the game as it could....no should have been
I still can't understand why the Creative Assembly leaves it up to the modding-community to make their Total War-games into what they are supposed to be. Whenever a new game hits the shelves, leave it there for six months and only then pick it up. By then many a few great mod(-dification)s can be found which improve the game beyond anything CA released. Enhanced gaming experience ahead!
The performance of both Empire and Napoleon isn't all that good, sudden lag is quite normal if you have anything but a brand-new, state-of-the-art gaming-rig. The engine renders in a completely wrong way, or so I was told. My brains stop working when something becomes technical so don't ask me how and why. What I know is my perfectly suitable machine wasn't able to run bot Empire and Napoleon properly without the GFX-card making an awful rattle.
Now some chaps: Brigadier Graham and Killzone, performed miracles and found a way to let the engine render battles far more efficient. The results: better FPS, better quality and better overall performance of the game. Why can't SEGA do this themselves you wonder?
Next I focused on the looks. Well, the Total War games have always been about looks and mostly anything else comes second. Even so, there is room for improvement in this department as well. The smoke from musket and cannon discharges disperse quickly and the explosions are unimaginative. Enter the to Smoke and Blood mod. (the second part is a little bonus) and you have all the "atmosphere" you want. Clouds of smoke linger for minutes, explosions are great and with one of the good sound-mods (I used the Ultimate Sound mod) the noise is realistic as well.
So, we have a better performing, better looking and better sounding game, we now can actually feel like we are part of the battle and commands amidst the chaos. The original units however, are a bit bland and almost color-coded. In comes the modding-community yet again, with a large selection of new units/skins. In general they are more detailed, better researched and thus more realistic then the original units as well.
There are scores of different unit-packs as well as completely overhaul mods which incorporate many more aspects of the game. The one I prefer is Georider's. A total of 88 new units more then doubles the vanilla number of units.Whichever faction you will play you will find something of your liking.
To complement this set of fine mods there are some smaller ones which might add some extra depth: Longer battles, Massed fire, Larger units and Tighter formations. You choose which you like and get the game you want, or hoped it was in the first place. The preceding was just a list of my favorites and most certainly you will find even better mods when you look around on this and other sites. The search is well worth it so, good luck!

Finally there is the main problem with every release, the AI. Empire: Total War excels in this case, it was abysmal. In Napoleon it is so-so. Mods slightly improved on the AI in Empire and in Napoleon they do yet again. Luckily CA has put in some effort and now the AI is something you can live with even though it isn't as good as you wish. There are some mods which enhance the battle and campaign AI but it is all a bit iffy as no one knows exactly how the AI works and how to edit it. Let's hope the Shoguns will know how to fight when we meet them on the field of battle in 2011.
The performance of both Empire and Napoleon isn't all that good, sudden lag is quite normal if you have anything but a brand-new, state-of-the-art gaming-rig. The engine renders in a completely wrong way, or so I was told. My brains stop working when something becomes technical so don't ask me how and why. What I know is my perfectly suitable machine wasn't able to run bot Empire and Napoleon properly without the GFX-card making an awful rattle.
Now some chaps: Brigadier Graham and Killzone, performed miracles and found a way to let the engine render battles far more efficient. The results: better FPS, better quality and better overall performance of the game. Why can't SEGA do this themselves you wonder?
Next I focused on the looks. Well, the Total War games have always been about looks and mostly anything else comes second. Even so, there is room for improvement in this department as well. The smoke from musket and cannon discharges disperse quickly and the explosions are unimaginative. Enter the to Smoke and Blood mod. (the second part is a little bonus) and you have all the "atmosphere" you want. Clouds of smoke linger for minutes, explosions are great and with one of the good sound-mods (I used the Ultimate Sound mod) the noise is realistic as well.
So, we have a better performing, better looking and better sounding game, we now can actually feel like we are part of the battle and commands amidst the chaos. The original units however, are a bit bland and almost color-coded. In comes the modding-community yet again, with a large selection of new units/skins. In general they are more detailed, better researched and thus more realistic then the original units as well.
There are scores of different unit-packs as well as completely overhaul mods which incorporate many more aspects of the game. The one I prefer is Georider's. A total of 88 new units more then doubles the vanilla number of units.Whichever faction you will play you will find something of your liking.
To complement this set of fine mods there are some smaller ones which might add some extra depth: Longer battles, Massed fire, Larger units and Tighter formations. You choose which you like and get the game you want, or hoped it was in the first place. The preceding was just a list of my favorites and most certainly you will find even better mods when you look around on this and other sites. The search is well worth it so, good luck!

Finally there is the main problem with every release, the AI. Empire: Total War excels in this case, it was abysmal. In Napoleon it is so-so. Mods slightly improved on the AI in Empire and in Napoleon they do yet again. Luckily CA has put in some effort and now the AI is something you can live with even though it isn't as good as you wish. There are some mods which enhance the battle and campaign AI but it is all a bit iffy as no one knows exactly how the AI works and how to edit it. Let's hope the Shoguns will know how to fight when we meet them on the field of battle in 2011.
8/12/10
Victoria 2: a Review
- PC Game
- Paradox Interactive
- Release-date: 13 August 2010
- Price: E 39,95
The Paradox
Seven years ago I played the first instalment in Paradox Interactive's Victoria series. I didn't play it for much longer then a few games and put it away rather quickly; bored and overwhelmed I did not like the game at all. Playing Victoria 1 did feel more like being at work, accounting, then playing a game: relaxing and being entertained. Naturally I was a little apprehensive when Paradox announced Victoria 2 just over a year ago. And even though having read a portion of their 'developer-diaries' I didn't look forward to playing this game all that much. To be honest I almost declined writing about it at all.
Even though I am a long time fan of Paradox games ever since Europa Universalis came out in 2000 I have to admit Paradox does not have earned themselves a reputation of delivering a well-polished and bug-free product at release with their last few games; Hearts of Iron III in particular. Combine this reputation with that of Victoria 1's: steep learning-curve, micro-management to the max, and you can understand why a lot of people won't be all that enthusiastic with this title before even having played it. They however, will be left out on a good, perhaps in the future even great, gaming experience.
Victoria is a grand strategy game which “allows for the player to take control of and manage a 19th Century nation-state including its political, diplomatic, economic, military, and technological aspects.” Where other Paradox games, like Hearts of Iron cast you in the role of an armchair-general or an armchair-king in Europa Universalis, in Victoria 2 (V2) you play the role of a nation's prime-minister. This can be any of 200 nations; from uncivilised and isolated Sokoto, to dominating great power Great-Brittain and everything in between: the declining Ottoman empire, the soon to be 'civilized' Japanese or the emerging United States.
Nations in V2 come in four categories: uncivilised and civilised countries, secondary powers and the big eight, the Great Powers. Your natural goal is achieving a position in the last category.
When you start your first game in Vic.2 you have two choices: jump in straight away or take it slowly and play through the tutorial (at least).
Jump in straight away as a powerful Great-Power - and if you are not a post-graduate in computer-science and logic - blunder about and fiddle a bit with the sliders, techs and the budget. Quite soon you will think there is hardly anything interesting to do in V2 while you possibly run your economy into the ground and the POPulation into rebellion.
There is another option: take it slowly and realize V2 is a game altogether different from games like the Europa Universalis series. The good tutorial (a play-through before you start a campaign is recommended), manual and strategy-guide will help you understand the interface and game-mechanics before you start your first game. Due to the steep learning-curve playing Japan, which starts in 1836 as an uncivilized nation 'closed' to the west, is perhaps one of the best choices. You won't have all the countless additional options an European Great-Power has and they will leave you alone for now. This is perfect to learn the first basics of gaining prestige, handling the military and managing your budget. Within two or three decades you enter a different face as Japan opens like a blooming flower and civilizes; factories are build and the country industrializes from the ground up, step by step and slowly. Soon your population will become conscious of their plight and have demand you to address their issues. Keep them happy, not demanding too many reforms, and employed, make sure your economy runs like clockwork and your nation diplomatically independent. You'll soon know how to efficiently run a country and dissipate the initial vagueness of the game-mechanics. Except for trade perhaps which was I left to the AI to sort out.

POPs
In V2 everything you do revolves around the different groups of population, POPs for short. There are several categories: farmers, artisans, clergymen, capitalists, soldiers etc. and all of them have their own relgion, ideology and dominant issues. Many of those will conflict with the needs and wishes of another group of your population. The conservative poor-strata will often demand completely different reforms, and less reforms then the more liberal and upper-class. The same can be said for the middle-class, all have their own issues, their own daily-needs and their own goals in life. And if you don't give them what they want they move to another province, another country or rebel in an attempt to overthrow your government. Compared to 99% of the games there is little “action” in V2 but a lot of “monitoring” and “management” instead.
The consciousness and militancy of your POPs changes over time, when you make a decision or by event. V2 has a lot of fine historic and flavour events which make every play-through different.
Keep in mind however V2 is not a historical simulation but a historic game. We will have to agree no game-engine can ever represent unrealistic things like a player attempting a world-conquest nor should a game-engine put you in a historic straight-jacket. In Europa Universalis3 Paradox had, in my mind strayed a bit too far from the path of history making the game into a complete sandbox game after the very historical EU2. With V2 they have chosen for to take a bit of both and this works out very well.
The AI governs its countries well, altough it sometimes has some problems with the revolutions in the later part of the game. The AI fights with acceptable, but not superb, skill and performs all-important naval-invasions. Rebellions are far more realistic then in any previous games and less haphazardly. Some areas of the game could be fleshed out a bit more such as the reaction of your POPs to a massive war or big change in government-policy. The game might be too easy for those gamers who will try to play V2 as quick and hard as possible. Some balancing through future patches thus has to take place and the AI needs a bit of imporovement to keep down the rabble. If you keep pace with history, the current build of V2 already is a great experience so this can only become better.
V2 has too many facets and options to name in this review but there are also some things which are not there and which I miss.
If you play it well you won't have to take up arms once during your entire game. When you do however, either as an aggressive European power or to wage a colonial war, you will see the military aspect of V2 is quite abstract in comparison with other games of it kind. This is understandable and not altogether bad because the game will quickly be boring if you play it EU-style. Nevertheless I would have applauded some more focus on this aspect, more variety in units, and unit-types and best of all the HOI3-Semper Fi order of battle organiser.
At the moment there is only one starting point:1836. According to a statement on their forums Paradox have made this decision as it was hard enough to code the entire population for one grand-campaign, let alone several starting points. An expansions will certainly mend this but it will take some time before that will be ready.


Conclusion
V2 is a splendid game which looks really great; the zoomed-in map is detailed and zoomed-out version looks like a map from an atlas. Like HOI3 was it is not plagued by bugs and crashes (I experienced none at all) and everything feels very solid. O yes, there are some things which do not work as intended; China is a weak nation and huge casualties during war are not really reflected in a decline of your POPs and population, for example. Next to that I experienced some weird things in the later part of the game. This time around however, patches will not have to mend a 'broken' and instable game but merely make it better and more balanced.
An alternative campaign-start and some scenarios, most importantly the American Civil War, are not part of the game. Re-playability of the 1836 start is good however; nations are very different from each other and every game will be a different experience. After some time you will have had enough of the obvious course of the 19th century -industrializing, revolutions etc- but by then the first expansion will probably see the light making this game even better.
The good
- Genuine Grand-Strategy
- No more mind-numbing micromanagement
- Good tutorial manual and Strategy-guide
The bad
- Only one starting point-1836
- Steep learning curve
- Some gamers might deem V2 to easy as it is now
Score: 86%
8/6/10
A Victory 2 Review-After Action Report
Earlier this afternoon I started a Victoria 2 Review AAR.
Some words from Wikipedia about Victoria 2: "Victoria II is an upcoming grand strategy wargame by Paradox Interactive. It is the sequel to 2003's Victoria: An Empire Under the Sun. It was announced on August 19, 2009 and is set for release on 13 August 2010.
Like its predecessor, Victoria II allows for the player to take control of and manage a 19th Century nation-state including its political, diplomatic, economic, military, and technological aspects."
I am playing my first game as Japan, starting in 1836, and have the following goals:
- Become civilised
- Industrialize
- Conquer Korea
- Develop Japan to at least a minor power
- Colonize the Pacific (if possible)
- Conquer some colonies in SE-Asia
- Attack the United States
- Become a great power
- (Let's not forget: Learn the game)
The Review AAR, called Under the Rising Sun, can be found here. Enjoy!
7/30/10
World of Tanks MMO – Beta Preview
World Of Tanks is a free MMO PC-game currently in development and beta-phase by the Belorussian development team behind Wargaming.net and scheduled for release later this year. For those unaccustomed to online gaming, MMO is short for Massive Multiplayer Online. In the case ofWorld Of Tanks (WoT) you will play with up to 60 players, 30 vs. 30, driving tanks on a single map.
Check out my full World of Tanks preview here ->
6/3/10
HOI3: Semper Fi Preview-AAR
I will have to explain the somewhat cryptic title of this article. Last August I wrote a rather successful After Action Report (AAR) of my experiences with the Beta version of Hearts of Iron 3. Of course Paradox interactive (developer and publisher of the HOI series) completely agreed with it because companies aren't too fond of it when people show their beta-games to the world. With their approval I did and it was a nice success: over 500.000 views.
Now, almost a year later, the add-on to HOI3 is about to hit the shelves, D-day will be on June 6th. With the preview version of this add-on I set out to do the same I did in August: write an AAR of my experiences.
It can be found here.
5/11/10
Legio: Chess meets Warhammer | Interview and Preview
Legio is a turn-based game for one or two players that requires careful strategies and cleverness. Described as a cross between chess and Games Workshop’s Warhammer game it places players in command of a small army of fantasy warriors with their only goal eliminating the opponent’s army.
To learn more about this hybrid wargame, I interviewed Jonas Fjellström of ICE Game Studios. You will find the interview here.
5/5/10
Wings of Prey Review

It has been quiet out here for some time but for a good reason. Several weeks ago I was asked by Armchair General to write game-reviews for them. As you can imagine I didn't decline this great opportunity. Over the weeks I have played games for quite a lot of hours and written about them. The first one is up, a review of the flight-sim Wings of Prey, and more will follow soon.
Of course I am also working on some other articles which will appear in the next few days and weeks.
4/14/10
Blast from the Past UFO: Enemy Unknown
In 1994 Microprose released UFO: Enemy unknown, the first installment in the X-com strategy series, is a game in which you lead an global defense organization to counter the alien organization; shoot down UFOs, kill the aliens and research new techs in order to destroy their lair on Mars and destroy them once and for all. UFO: Enemy unknown is a serious Blast from the Past.
Classic games from the 90's are seriously outdated graphic wise, but they made it up in gameplay and the so important replayability. UFO is a prime example of this and does something modern games fail to do; it keeps you glued to your seat for hours. Replayability to the max, they made up in gameplay what they lacked in graphics. UFO: Enemy unknown is awarded the title '#1 PC game of all time' by IGN three times in a row.The X-com series games combine tense tactical squad-based combat with global strategy and base-management, a perfect mix. The turn-based combat is the best part of all though; your team will be flown in to eliminate the survivors of an ufo-crash or worse (better from the gamer's perspective), defend a city against an alien attack. In between your turns, as the aliens move, you hear them but don't see them, you can feel your heart beating because of the tension.
A scream, then some movement and a burst of shots......this game is just so unbelievably good.
After the success of UFO: Enemy Unknown Microprose released Terror from the Deep, the aliens did survival after all and now they where coming from the seabed where you would have to combat them. "Fantastic new graphics" the strategy-guide reads, well perhaps in 1996. However, this game was again as thrilling as UFO. If you haven't played them, check out both of them, they can be found for a few bucks on download-sites like Steam and Gamersgate.
For me UFO is more then just one of the best games ever made, it is the game which introduced me to 'Wargaming' and games in general. I occasionally fire it up and have as much fun I had fifteen years ago. Recently I found the special-edition on e-bay. UFO en TFTD with both strategy-guides. I had had it but lend it to a friend and never saw it returned. I have been searching for it for a long, long time but now, at last, I have found it and will never lend it again to anyone.
4/3/10
Best Wargame of Q1 2010
Not Napoleon Total War, not Rise of Prussia or Battlefield: Bad Company 2 but the unexpected new game Achtung Panzer is what was for me the best new Computer-Wargame of the first quarter of 2010.
The other games mentioned and those not mentioned are most certainly impressive games, both Napoleon and Bad Company having impressive graphics and a lot of immersion, Rise of Prussia meticulously detailed and very well researched, but none of them comes close to Achtung Panzer: Kharkov 1943 (AP).

AP is a game we have been waiting for quite some time, a game which fills a gap and does so in a splendid way. AP is a very serious realistic 3D-wargame. For those who wanted more after playing games like combat-command there was nothing, Graviteam, developers of Achtung Panzer threw in 3D graphics and set the game during the German Kharkov offensive. Very well researched, countless period military records and maps as well as surveys have been used to recreate the Kharkov area in which your company size command will fight. The Soviet force is composed mainly of infantry backed up by a few platoons of T-34s while the full might of the 6th Panzer Division is brought to bear against them. Playing as the Germans you have panzers, APC-mounted infantry and mechanized artillery (Marders and Stugs) at your disposal.
Graviteam (also developer of training complexes for the Ukrainian army) claims the use of a completely destructible environment, although this sounds somewhat more impressive then it really is. Houses, fences and trees will show damaged and destruction and best of all burned out vehicles will stay on the field of battle during the subsequent missions but don't expect bricks, concrete and dirt flying all across the screen. Houses and trees will not catch fire either although this is something Graviteam will implement in AP's sequel or add-on Operation Star which we will be able to play later this year.

The learning curve for AP is rather steep but quickly you know how to manage your troops and all that's left to learn, which takes a lot of time and practice, is which strategy to use in an infinite number of tactical situations. During your first few playthroughs you are not really aided by an intuitive interface and the lack of a proper tutorial is annoying as well. There is, however, a good concise Quick-Start-Guide which allows you to get into the action rather quick. Don't expect anything from the manual though, as you won't find answers to your questions there.

Achtung Panzer makes use of two different views, the Operational view which takes place on WWII-period maps, you move your forces across them to engage the enemy. Everything you need to know about your platoons can be found here as well: Current strength and whereabouts as well as the options to repair reinforce and refit. The same menu also give you access to the losses incurred and the damage done by your units and, this is very cool, the medals earned during operations.
As your and the AI's units are pushed across the map, almost like playing chess, battles occur where the two clash. Sometimes there are just two units involved but if you play it right you outnumber the enemy. If not you might just have to run and safe your force to fight another day. When you outnumber the enemy 4 to 1 however, you should still be careful lest the enemies sell their skins dearly and your victory turns into a Phyrric victory.

Engagements are played in 3D battle-mode one at the time. Starting out by deploying your forces as you see fit: in positions from which to strike quickly or perhaps dug-in around an objective for defense. You have a birds-eye view of the detailed and accurate 3D landscape. Snowy fields, forests and villages.

Because of the snow everything is white and gloomy, even when the sun breaks through and the sky clears. In which case you better watch the skies.
When distant artillery and the occasional barking dog is all you hear apart from the squeaking of the vehicles' tracks, the crack of an anti-tank rifle can make your heart skip a beat. The message "Enemy contact" flashes and the upbeat music hightens the tension and immersion even more; the battle is on.

The vehicles and units in AP are well detailed, including the unit's markings on tank or halftrack; shovels and rifles can be seen stacked away in the halftracks and spare bits of track on the tanks and Stugs. Considering realism the spare parts actually serve a purpose, if immobilized your crew will jump out of their vehicles (if not in the enemies field of fire) and repair the damage done. If they don't manage to do so during the fight a vehicle is not written off completely as your mecanics might be able to repair the damage in the few hours between battles, of course you might have to be without this particular unit for the next clash with the enemy.

Battles are completely different every time and the silence can be transferred in a hellish inferno in second, incoming artillery (and kathuska strikes), rumbling panzers, molotov-cocktail throwing infantry, rattling machine-guns, it is all there. One wrong descision can have fatal consequences for you entire force while setting up in just the right position can assure a costly defeat for the enemy without any loss. This game is for the hardcore and the exact oposite to any arcade-like game.

The AI is not exactly perfect but a lot better then can be expected from such a small team, it is even better if you compare it with games like the Total War series. The AI's decisions on operational and tactical levels is different, but mostly logical although sometimes unexpected this makes for a good re-playability. Even though I would really like to see Kharkov 1943's sequel; Operation Star (tigers!) and the subsequent game set in the summer (and green terrain). There will be much, much more to come and Graviteams engine will turn out classic, although niche, wargames for years. Or so I hope.

Even though there are some problems which need attention in Achtung Panzer: yes, the interface could be user friendly, the AI can use some attention and we could use a bit more spectacular graphics such as fire and smoke (will be in Operation Star) this game deserves our complete attention. Because of its refreshing and realistic gameplay as well as immersion beyond anything encountered so far I would like to name Achtung Panzer: Kharkov 1943 the best wargame of the first quarter of 1943.
The other games mentioned and those not mentioned are most certainly impressive games, both Napoleon and Bad Company having impressive graphics and a lot of immersion, Rise of Prussia meticulously detailed and very well researched, but none of them comes close to Achtung Panzer: Kharkov 1943 (AP).

AP is a game we have been waiting for quite some time, a game which fills a gap and does so in a splendid way. AP is a very serious realistic 3D-wargame. For those who wanted more after playing games like combat-command there was nothing, Graviteam, developers of Achtung Panzer threw in 3D graphics and set the game during the German Kharkov offensive. Very well researched, countless period military records and maps as well as surveys have been used to recreate the Kharkov area in which your company size command will fight. The Soviet force is composed mainly of infantry backed up by a few platoons of T-34s while the full might of the 6th Panzer Division is brought to bear against them. Playing as the Germans you have panzers, APC-mounted infantry and mechanized artillery (Marders and Stugs) at your disposal.
Graviteam (also developer of training complexes for the Ukrainian army) claims the use of a completely destructible environment, although this sounds somewhat more impressive then it really is. Houses, fences and trees will show damaged and destruction and best of all burned out vehicles will stay on the field of battle during the subsequent missions but don't expect bricks, concrete and dirt flying all across the screen. Houses and trees will not catch fire either although this is something Graviteam will implement in AP's sequel or add-on Operation Star which we will be able to play later this year.

The learning curve for AP is rather steep but quickly you know how to manage your troops and all that's left to learn, which takes a lot of time and practice, is which strategy to use in an infinite number of tactical situations. During your first few playthroughs you are not really aided by an intuitive interface and the lack of a proper tutorial is annoying as well. There is, however, a good concise Quick-Start-Guide which allows you to get into the action rather quick. Don't expect anything from the manual though, as you won't find answers to your questions there.

Achtung Panzer makes use of two different views, the Operational view which takes place on WWII-period maps, you move your forces across them to engage the enemy. Everything you need to know about your platoons can be found here as well: Current strength and whereabouts as well as the options to repair reinforce and refit. The same menu also give you access to the losses incurred and the damage done by your units and, this is very cool, the medals earned during operations.
As your and the AI's units are pushed across the map, almost like playing chess, battles occur where the two clash. Sometimes there are just two units involved but if you play it right you outnumber the enemy. If not you might just have to run and safe your force to fight another day. When you outnumber the enemy 4 to 1 however, you should still be careful lest the enemies sell their skins dearly and your victory turns into a Phyrric victory.

Engagements are played in 3D battle-mode one at the time. Starting out by deploying your forces as you see fit: in positions from which to strike quickly or perhaps dug-in around an objective for defense. You have a birds-eye view of the detailed and accurate 3D landscape. Snowy fields, forests and villages.

Because of the snow everything is white and gloomy, even when the sun breaks through and the sky clears. In which case you better watch the skies.
When distant artillery and the occasional barking dog is all you hear apart from the squeaking of the vehicles' tracks, the crack of an anti-tank rifle can make your heart skip a beat. The message "Enemy contact" flashes and the upbeat music hightens the tension and immersion even more; the battle is on.

The vehicles and units in AP are well detailed, including the unit's markings on tank or halftrack; shovels and rifles can be seen stacked away in the halftracks and spare bits of track on the tanks and Stugs. Considering realism the spare parts actually serve a purpose, if immobilized your crew will jump out of their vehicles (if not in the enemies field of fire) and repair the damage done. If they don't manage to do so during the fight a vehicle is not written off completely as your mecanics might be able to repair the damage in the few hours between battles, of course you might have to be without this particular unit for the next clash with the enemy.

Battles are completely different every time and the silence can be transferred in a hellish inferno in second, incoming artillery (and kathuska strikes), rumbling panzers, molotov-cocktail throwing infantry, rattling machine-guns, it is all there. One wrong descision can have fatal consequences for you entire force while setting up in just the right position can assure a costly defeat for the enemy without any loss. This game is for the hardcore and the exact oposite to any arcade-like game.

The AI is not exactly perfect but a lot better then can be expected from such a small team, it is even better if you compare it with games like the Total War series. The AI's decisions on operational and tactical levels is different, but mostly logical although sometimes unexpected this makes for a good re-playability. Even though I would really like to see Kharkov 1943's sequel; Operation Star (tigers!) and the subsequent game set in the summer (and green terrain). There will be much, much more to come and Graviteams engine will turn out classic, although niche, wargames for years. Or so I hope.

Even though there are some problems which need attention in Achtung Panzer: yes, the interface could be user friendly, the AI can use some attention and we could use a bit more spectacular graphics such as fire and smoke (will be in Operation Star) this game deserves our complete attention. Because of its refreshing and realistic gameplay as well as immersion beyond anything encountered so far I would like to name Achtung Panzer: Kharkov 1943 the best wargame of the first quarter of 1943.
3/24/10
Mount & Blade Warband, first impressions
Since yesterday the singleplayer Beta for Warband is out for whoever pre-orders the game (multiplayer beta is available for download as well for those who have the original game). I have been playing Warband for a several hours in the past week now and would like to write up my first impressions of this, nearly finished, game.


Let me first introduce you to Mount & Blade which can be best compared with Bethesda's Oblivion; a medieval inspired fantasy RPG. That's the end of the comparisons however because Mount & Blade is much more combat-oriented with the big plus being the inclusion of mounted combat. You can swing a sword from horseback to chop down archers, use a lance to break through the enemies ranks or remain at a distance and rain down arrows upon the enemy. You don't do this alone however, as you can recruit your own little force of soldiers and NPCs, starting at about thirty men but soon rising to a hundred or even more you will find yourself commanding an army as well as fighting the enemy at the same time. Your troops can be trained and evolve into tough, well equipped fighters and your army will be renowned throughout the realms of Calradia. A little 'sauce' of quests, warring kingdoms and bandits complete the game for a very nice gaming experience.
TaleWorlds, a small developing team (man and wife) from Turkey, started to develop Mount & Blade some four years ago and the game soon turned out to be a success. Mount & Blade is not so much a second installment as a stand-alone add-on. It offers various new things fans have been waiting for a long time: Multiplayer battles, better graphics, better battle-AI and best of all: the ability to marry to a damsel or lady (or a lord if you are playing a female character).

Not being such a fan of multiplayer games (too fast for my kind, I can't think which tactical move to make next) I had looked forward to the singleplayer version Warband and so I set out last Friday on a new adventure in Calradia. Right from the start it is clear the map is bigger then the original. Most of the names of the cities are the same as are the factions, there are new villages however and they are all farther apart making for much larger, but alas somewhat bland, empty kingdoms (I very much preferred the map of the Broken Lands mod for M&B). After a little while you want to read a book or something to pass the time while travelling from one city to the other.

Quite soon I set out to perform some minor quests; train some villagers to defend themselves, escort a caravan and pay the ransom for a merchant's daughter (quest didn't work, remember this is still a Beta!). All is well, there are many more quests in Warband. Entering villages and towns is a real joy now, the look perfectly splendid and lively. Instead of quickly jumping to the tavern or the arms-salesman I like to walk through the gate and navigate the streets until I have found the merchant I need, almost sightseeing. The villages are much more a part of their factions now as well. Nord villages have a real Viking feel to them for example. Then there are the skies. Normally I wouldn't write a word about them but in Warband they need some attention because the look so good, so realistic, and in doing so add to the game's atmosphere and immersion.


In fact, the graphics in general are a lot better. I just love the clothing of the steppe-people and during a battle you sometimes wonder about the equipment and armor of the soldier you are fighting as it all looks so splendidly. It has happened more then once I pick a helmet or piece of armor with a lower armour-value just because it looks better. The once I like best are those which depict your own heraldry (you will pick one at the start of the game). Even more then in M&B your soldiers will carry shields depicting your heraldry which makes for a very nice scene, you almost feel proud of the buggers, when they are attempting a shield-wall.

Then to the actual combat. I found the enemy in Warband behave better then in M&B, wasn't able to crack a superior force early on this time around so that might account for a certain AI improvement. Your own army performs exactly as you ask them to do, in Warband there are even more options such as 'Stand Ground' and 'Withdrawl' but in order to incorporate them a new two-tier system had to be made. I am not very happy with this as I now have to give twice as many commands to set up my forces before a battle and being used to the ones in the original M&B make a lot of mistakes sending soldiers to their death by accident. You will get used to it however and seeing them make a nice line, archers ten steps to the rear, cavalry behind you on the right, gives a lot of satisfaction. Pepper the enemy with arrows, blunt his first attack and then charge them from the flank with fuming horses and leveled lances.
This brings us to the second part of combat swinging the sword yourself. After having made your tactical dispositions and shouting out orders to your men you want to get into the fray yourself as quickly as possible. My preferred modus of operandi has always been to use the lance during the first and second run and then switch to the sword (preferring edged weapons over blunt and thus killed enemies over prisoners). Straight away I ran into an annoying bug, or new future, who's to say. In M&B your lance levels out when galloping and you have to aim it to strike a damaging 'couched lance-hit'. This does not happen in Warband however, I couldn't get my lance to level for a long period. By pressing 'x' it would level for about ten seconds but pressing 'x' all the time is rather annoying, the key being so close to the 'AWSD' you need to control your mount. Let's hope this is actually a bug and something soon solved.
Swinging a sword is different in Warband as well. Your swing is longer and far more realistic and elegant. I had some problems with thrusts however but that's something negligible once I have found my favorite, the curved sabre.

To conclude, a little recap. There are some bugs which need (and probably will be) solved before the end of the Beta-period. The map, however will remain some sort of a problem for me and perhaps for others as well. A mod will solve this issue however and it is something I can live with for now. The graphics are stunning and in big battles they don't seem to hamper the performance, quite the contrary as it looks like the performance in Warband is better then it was in the original Mount & Blade. Battles have become even more fun and I am sure everyone will enjoy them, throw the multiplayer options (siege, deathmatch, skirmish, capture the flag and conquest) into the mix and Warband is a very enjoyable game.
If this would have been a review the score would have been like this:
Gameplay 8
Graphics 8,5
Sounds 7
Replayabiltiy 9
Overall Score 8


Let me first introduce you to Mount & Blade which can be best compared with Bethesda's Oblivion; a medieval inspired fantasy RPG. That's the end of the comparisons however because Mount & Blade is much more combat-oriented with the big plus being the inclusion of mounted combat. You can swing a sword from horseback to chop down archers, use a lance to break through the enemies ranks or remain at a distance and rain down arrows upon the enemy. You don't do this alone however, as you can recruit your own little force of soldiers and NPCs, starting at about thirty men but soon rising to a hundred or even more you will find yourself commanding an army as well as fighting the enemy at the same time. Your troops can be trained and evolve into tough, well equipped fighters and your army will be renowned throughout the realms of Calradia. A little 'sauce' of quests, warring kingdoms and bandits complete the game for a very nice gaming experience.
TaleWorlds, a small developing team (man and wife) from Turkey, started to develop Mount & Blade some four years ago and the game soon turned out to be a success. Mount & Blade is not so much a second installment as a stand-alone add-on. It offers various new things fans have been waiting for a long time: Multiplayer battles, better graphics, better battle-AI and best of all: the ability to marry to a damsel or lady (or a lord if you are playing a female character).

Not being such a fan of multiplayer games (too fast for my kind, I can't think which tactical move to make next) I had looked forward to the singleplayer version Warband and so I set out last Friday on a new adventure in Calradia. Right from the start it is clear the map is bigger then the original. Most of the names of the cities are the same as are the factions, there are new villages however and they are all farther apart making for much larger, but alas somewhat bland, empty kingdoms (I very much preferred the map of the Broken Lands mod for M&B). After a little while you want to read a book or something to pass the time while travelling from one city to the other.

Quite soon I set out to perform some minor quests; train some villagers to defend themselves, escort a caravan and pay the ransom for a merchant's daughter (quest didn't work, remember this is still a Beta!). All is well, there are many more quests in Warband. Entering villages and towns is a real joy now, the look perfectly splendid and lively. Instead of quickly jumping to the tavern or the arms-salesman I like to walk through the gate and navigate the streets until I have found the merchant I need, almost sightseeing. The villages are much more a part of their factions now as well. Nord villages have a real Viking feel to them for example. Then there are the skies. Normally I wouldn't write a word about them but in Warband they need some attention because the look so good, so realistic, and in doing so add to the game's atmosphere and immersion.


In fact, the graphics in general are a lot better. I just love the clothing of the steppe-people and during a battle you sometimes wonder about the equipment and armor of the soldier you are fighting as it all looks so splendidly. It has happened more then once I pick a helmet or piece of armor with a lower armour-value just because it looks better. The once I like best are those which depict your own heraldry (you will pick one at the start of the game). Even more then in M&B your soldiers will carry shields depicting your heraldry which makes for a very nice scene, you almost feel proud of the buggers, when they are attempting a shield-wall.

Then to the actual combat. I found the enemy in Warband behave better then in M&B, wasn't able to crack a superior force early on this time around so that might account for a certain AI improvement. Your own army performs exactly as you ask them to do, in Warband there are even more options such as 'Stand Ground' and 'Withdrawl' but in order to incorporate them a new two-tier system had to be made. I am not very happy with this as I now have to give twice as many commands to set up my forces before a battle and being used to the ones in the original M&B make a lot of mistakes sending soldiers to their death by accident. You will get used to it however and seeing them make a nice line, archers ten steps to the rear, cavalry behind you on the right, gives a lot of satisfaction. Pepper the enemy with arrows, blunt his first attack and then charge them from the flank with fuming horses and leveled lances.
This brings us to the second part of combat swinging the sword yourself. After having made your tactical dispositions and shouting out orders to your men you want to get into the fray yourself as quickly as possible. My preferred modus of operandi has always been to use the lance during the first and second run and then switch to the sword (preferring edged weapons over blunt and thus killed enemies over prisoners). Straight away I ran into an annoying bug, or new future, who's to say. In M&B your lance levels out when galloping and you have to aim it to strike a damaging 'couched lance-hit'. This does not happen in Warband however, I couldn't get my lance to level for a long period. By pressing 'x' it would level for about ten seconds but pressing 'x' all the time is rather annoying, the key being so close to the 'AWSD' you need to control your mount. Let's hope this is actually a bug and something soon solved.
Swinging a sword is different in Warband as well. Your swing is longer and far more realistic and elegant. I had some problems with thrusts however but that's something negligible once I have found my favorite, the curved sabre.

To conclude, a little recap. There are some bugs which need (and probably will be) solved before the end of the Beta-period. The map, however will remain some sort of a problem for me and perhaps for others as well. A mod will solve this issue however and it is something I can live with for now. The graphics are stunning and in big battles they don't seem to hamper the performance, quite the contrary as it looks like the performance in Warband is better then it was in the original Mount & Blade. Battles have become even more fun and I am sure everyone will enjoy them, throw the multiplayer options (siege, deathmatch, skirmish, capture the flag and conquest) into the mix and Warband is a very enjoyable game.
If this would have been a review the score would have been like this:
Gameplay 8
Graphics 8,5
Sounds 7
Replayabiltiy 9
Overall Score 8
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