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Overview:
A real time strategy based on World War II; is that cool or what? Nival
Interactive’s up and coming release Blitzkrieg is a multi faceted war game set
on all fronts of the European theatre. Including Allies, Germans and the
Russians (where this game was made). Despite my excitement, Blitzkrieg so far,
is quite a let down. Although, the vision of this game could be far beyond
anyone’s expectations, making it a masterpiece, it has missed the mark; by a
long shot. Featuring historical and fictitious battles between the three
militaries, Blitzkrieg could be the Starcraft of the 1940’s, but has fallen
short.
Plot:
Set in the 1940’s, Europe is in the clutches of one of the most devastating wars
the world has ever known. Blitzkrieg follows a recent string of World War II
games....
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Due to the success of Medal of Honor:
Allied Assult the gaming industry is coming up with more and
more ways to entertain us. From more World War II FPS’s to
RTS’s like Blitzkrieg and even a game where you try to escape
a prison camp. Needless to say, M.O.H: AA opened the doors to
a whole new sub-genre of gaming, and its here to stay. Aside
from operating through the battle fields of Europe and North
Africa, Blitzkrieg is a RTS without too much of a unified
dramatic plot. You are in charge of the soldiers that you get
and that’s that. Blitzkrieg hasn’t much in the way of a
gripping storyline. Before starting a mission for any given
army, you are totally debriefed with everything that you need
to get the job done. With the aid of an in depth summary of
your mission to sand tables you should be able to understand
what you’re doing.
Graphics:
When I saw the graphics for Blitzkrieg I thought they looked
pretty good. The graphics aren’t that bad,
except for the character models. The vehicles and the
buildings look great because they are pre-rendered and more
time can be spent on them. Even the airborne units look better
than ground troops. This is one of the games biggest
downfalls; the characters are way too small. You can control a
massive amount of them, but they are incredibly small. I guess
there are several different kinds of troops but the only way
you can tell is to squint and hope for the best. I guess some
troops have bazookas, rifles, machine guns, and even sniper
rifles but who knows? Another way I could barely distinguish
ground forces was to look at how much skin was showing. But if
I could see more pale colored pixels what did it matter, I
still didn’t know what the difference was. The size of the
character models was one of the biggest downfalls of the game.
How could you decide what troops to send into battle if you
didn’t know who or what they were! Not everything about the
graphics were bad. Before starting your first campaign you
have to decide what army you want to be: Russian, German, or
Allied. The intros to all three operations were incredible.
They mixed in live action war footage and computer generated
work. Needless to say this idea was genius. It gave the
feeling that you were watching a news reel at the movies
during the 40’s. A big thumbs up to Nival Interactive for
this, as well as all the cut sequences.
Gameplay:
Unfortunately for Blitzkrieg, the gameplay
is a nightmare. It could be because Nival is
inexperienced in games or that they are not accustomed to
American gaming. Whichever one it was they could use a lot of
help in this department. When I started my first actual
mission in the game I was disappointed about the size of the
troops, seeing as that they were the size of a pencil tip.
Then I found out that the couldn’t last long against, well. .
. anything. If there were a line of entrenched enemy troops
down the road my soldiers would be mincemeat. Just about one
or two shots from anything would lay waste to my entire
platoon. Even worse than that was the fact that I couldn’t see
what was attacking me. Enemy fire was even smaller than the
troops, and if you couldn’t see it right when they start
attacking; game over. The blast from a 42 caliber machine gun
was so small I had to search for it. By then I was already
dead and the ‘fog of war’ had covered up everything I was
looking for. After that I tried moving in my artillery to
dispatch of the machine gun nest. That didn’t work either
because by the time I got close enough with my cargo truck it
would blow it to bits along with the armament team. So by the
time I had a slight clue as to where the shooting was coming
from half my troops were dead, my cargo trucks were destroyed,
and I had no way to move my artillery around. To add more fuel
to the fire, you only get what you see when the level starts.
You start with 100 soldiers, you only have 100 soldiers. It
may sound like a lot but when they are getting mowed down
faster than you can move the mouse; it doesn’t fly over very
well.
Another factor that Nival factored
in was ammunition. Troops and tanks run out of ammo. So they
have to be re-supplied every once in awhile. This would be
fine if I could get a chance to do it! I would send out a
truck to load them up on ammo but it would blow up. So I would
try to send the troops or tanks back from the line so I would
be safe. This didn’t work because tanks can be damaged so that
the tread needs to be repaired and it can’t move. Even if I
could re-supply a unit, it would take forever. So you’re left
with: a) hoping the enemy will retreat, b) send up a suicidal
repair truck, or c) leave your tank. This gets insanely
frustrating because you are losing your troops and you can’t
even get more. The only way you get reinforcements is that the
computer gives them to you. You get a couple dozen troops
(AKA: cannon fodder) and a few tanks, which are your only hope
of punching through anything. After a few tries with each
army, this got old; very old.
To top it all off, the enemy seems to always have the upper
hand in dealing with the fog of war. Before I can even see if
there are any troops in a specific
spot the already are launching mortars and shooting at me. So
to summarize a basic attack: I would gather up and assign
troops a hotkey to make them easier to maneuver. Then I would
pick some tanks for the main assault. Once I had them far
enough from the front line I would take a mortar team and put
them behind everything. Finally I would attack. The tanks
would move up so that they took most of the damage. The troops
would move in to attack the trench full of enemies while a
mortar team assembled behind the chaos. Thirty seconds later I
would be short a whole mess of soldiers, two tanks and a
mortar team, all of them dead. If I tried to fall back
everything would be destroyed during the evacuation. Sounds
like fun doesn’t it? Try that for an hour and you’ll be ready
to pull your hair out.
The units that were the best were the flying units. Regardless
of army, they were well worth using. You can choose from
reconnaissance flights, bombing raids, ground attack,
paratroopers, and fighter planes. Once you call a plane they
fly out, do their mission and then leave the map. Once you
call an air unit, you have to wait a minute or two until they
can be called again. I was most impressed with the Soviet
bomber. It was massive. It was loud, white and beast like. It
took up the entire screen and was so impressive that the music
was droned out by its enormous engines. It swaggered over the
strike zone, and dropped its payload: a devastating attack of
fiery destruction. Needless to say I think it’s the coolest
unit in the game. Currently I am running a 17
inch monitor, and I had a hard time fitting the wingspan of
this behemoth on the screen, it’s that big. Be warned, make
sure you use your air forces wisely; they could be cancelled
at any time due to inclement weather.
One factor that I liked was the different types of formations
your troops could be in. You could make them sneak, defend,
attack, march, or set it on automatic. This option makes troop
management a bit easier, but they still get swamped. There is
another option to make your troops ambush the enemy. They hide
wherever you place them until an enemy goes until they attack.
This I found helpful at time when I was not being destroyed by
mortars and hidden machine guns. You can also have your troops
hide in houses or enemy trenches to defend against any
attacks. This is a good way to hide your resources until you
think of a plan of attack. Trees and buildings are also good
places to hide, but Nival created the map to be totally
destructible, so trees can be blown up to uncover your tanks.
To make the game more realistic, and more interactive, Nival
utilized both the German and Russian languages. During
debrief, maps are labeled in German or Russian and even the
troops speak in the language. This was cool because it showed
that Nival has gone the extra mile
to incorporate more reality into the game. On the other hand I
constantly wondered what they were saying. Did they say that
they would attack the target or is it too far away? Also I
know that the Allies said funny things if you clicked on them
enough, so what were the Germans saying? I was thinking that
they could have had it all in English but have heavy accented
voices for the troops. Also in the name of reality, Blitzkrieg
uses historically accurate battles along with fictitious
battles. I enjoyed that they went the extra mile to add in
some historical content to the game. Nival also included
historical background as to what the armies were doing, and
the forces that they used (i.e.: 4,000 tanks, 10,000 troops,
800 airplanes, etc. . .). It just made the concept of the game
that much better. There was also a whole catalogue of all the
units that the militaries used during the war. Each unit had a
graphic and a thorough historical background of the unit. For
example the allied P-51 Mustang fighter plane. It was a
radically advanced plane with an enormous engine and even
bigger potential. It revolutionized the art of war. Along with
this there are explanations of all the different tanks and
mortars in the game. It is very informative and has plenty of
knowledge about things you probably would have never known.
As you progress through the game, you gain experience to earn
more units and weapons. As you become a better commander you
ascend in rank and better weapons become available. Before
marching off to the fields of war you have a chance to tailor
your army. You can switch in and out artillery and armoured
vehicles to make your war an efficient one. While upgrading
there is a description of the unit that tells you what it does
and if it is better or worse than the enemies. This option
forces you to decide on what to use for the days attack.
The intentions for this were grand, but
it’s a shame that Nival hasn’t gone
about this the right way. Only if
the map was enlarged, the character units were changed so that
you could see them, and allow the gamer to develop his own
army, instead of giving it to him. With the wave of new
exciting games growing stronger and stronger every pasting
moment, there is no margin of error for small game companies
to make mistakes.
They run the risk of getting
swamped. Just take a look at the latest computer gaming
magazine and the amount of awesome looking games is
staggering. Ride the wave, don’t get caught in it.
Sound:
Blitzkrieg’s sound was nothing special, it was good but it
wouldn’t knock your socks off. It had traditional “war genre”
music with a horn section and some war drums, which were
pretty cool. Seeing as that drums are one of my favorite
instruments, the pounding sound of war drums set the tone for
the beginning of the game. Regrettably it couldn’t follow up.
The music added some climax to the conflict, but the horrible
gameplay overshadowed much of the game. Blitzkrieg’s sound
effects were pretty average. It sounded like the battle was
far away, and ordinary; you weren’t thrown into the battle
with bullets flying past your head and mortars blasting
craters inches from your foxholes.
Fun Factor:
Blitzkrieg was not that much fun for me, to be honest. I
started out thinking that I would like it but the “fun”
quickly went down in a fiery crash. After playing all three
sides for a couple of hours I found that I was reaching for
the eject button on my CD drive. I suppose if the game was
fixed it would be an excellent addition to the RTS Empire.
Overall:
I wish there was something I could say about Blitzkrieg, and
that it’s the definitive RTS on the market, but it isn’t. The
experience of me previewing a game was excellent and I am glad
that I played it to know what type of game it is. Despite all
the aspects of a game, if the gameplay is no good, the game is
no good. The part that I liked the most was the concept. A
World War II Real Time Strategy with three sides of the war.
However, I painfully give Blitzkrieg two and a half planets,
for poor gameplay and an inadequate map; two major pieces in a
Real Time Strategy. The future of this game
is looking grim unless Nival does something to fix these
problems. If Nival could fix the size of the map, the size and
skins of the character models, and the gameplay issues that I
stated earlier, Blitzkrieg would most definitely be worth
spending your money on. Otherwise if this game isn't fixed by
the time it comes out, it faces certain doom.
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