Thursday, September 22, 2005

[PC] Codename: Panzers - Phase Two

Despite the recent 60th anniversary celebrations of VJ Day, it can sometimes be hard to tell in the PC gaming industry that World War II has actually ended; the continual flood of titles means not only do the memories never fade, but the guns never stop firing. However, just because there are so many,it doesn't mean there aren't some great titles among them. Codename: Panzers Phase One was one of them, and this semi-sequel is another.


Semi-sequel is probably the more accurate way to describe Storm Region's game - as this recent news post shows, the company has a proper sequel under way. The best way to think of Codename: Panzers is like the Quentin Tarantino movie Kill Bill; the game is ultimately one, but split into parts to give us a more refined experience, and to allow extra development time on the second part (in this case Phase Two). So the game's style of play and engine are ultimately the same, but that doesn't mean they are completely alike. For a start, Phase One was set in Europe, while Phase Two shifts the action to Africa, which in itself has an impact on gameplay.

There have also been some improvements. Firstly, the AI has been rewritten for the multiplayer and skirmish elements, and enhanced for the single player campaign. This is complemented by a new multiplayer option called "mission mode" where human-controlled teams have to complete objectives rather than destroying each other, although this is unfortunately not a full co-op mode. The day-to-night cycles (and vice-versa) have also seen improvement. If you're playing in the day, the transition to night has a significant impact on gameplay; the fog of war is greater, the sound of enemies you can't see is more important, and headlights - which are the focus of the adjustment - are a vital strategy element. The game now allows you to extend your field of view by turning on the headlights of your vehicles. However, this also results in you being more visible to the enemy, and thus the risk is up to you. New units are also present in Phase Two, adding to the selection already on offer which have received a tweak thanks to feedback from fans. Also added to Phase Two is an editor, allowing you to create your own campaigns complete with cut-scenes (which use the in-game engine).

The game's Gepard engine has also seen an update. Cut-scenes are smoother, and lip syncing is present, but overall nothing fundamental has changed. Players of Phase One will instantly recognise the game, albeit with the complete change of scenery which is slightly more yellow now... Still, that's not necessary a bad thing; the game already sported a very competent 3D engine that makes a welcome return. The troops and vehicles are well animated (especially the way the tanks rock back and forth when firing), but it is the environment which looks particularly impressive. Aside from being packed with detail, and a providing a good sense of reality (thanks to birds, camels, and a lot of sand), the environment is also rather destructive, and you'll be impressed the first time you see your tanks tearing through trees instead of having to find a long route around them.

If you didn't know about the series previously, then you probably don't realise that Codename: Panzers Phase Two is a resource-free real-time strategy title, focusing on the action that makes the game so much fun. This is hard for those who are used to building bases and stocking up armies, but is a concept which has already gone from "innovative idea" to "used-by-everyone" in the World War II-RTS sub-genre. This is probably a problem overall with Codename: Panzers Phase Two. Even forgetting Phase One, it's hard to say that the game is truly innovative; the concepts and ideas have been used in plenty of RTS titles in recent years, and ultimately it doesn't offer an experience that feels unique. On the other hand, it is closer to the definitive experience than most other WW2 RTS titles. While it may have little new to offer, it is providing tried-and-tested concepts in a game that is refined and highly enjoyable. It's a game that will get you hooked, even without some impressive design advancement.

As expected for a WW2 title, you are able to take control of either the Allied or Axis forces across a range of Africa-based missions. They are grounded in history, but are varied and on the whole, enjoyable. When completing these a range of Partisan missions are available, with the emphasis on using the technology 'acquired' from either side. One thing it does do differently from some RTS titles (though not its predecessor) is allow you to customise your army between missions. As before you are given a number of points, and are able to choose which infantry, tanks, and other artillery you want to control, choosing units from more than one nation (for example, Russian tanks when playing as the Allies). Although this freedom is useful, it can be frustrating; sometimes your choices can actually make progress very difficult because some essential unit was not purchased for a mission you didn't know about at the time.

On top of the missions there's the usual skirmish mode - which also allows you to build your own armies - with online and LAN play available with three different game types (Team Match, Domination, and a Multiplayer Mission). There are also two editors on offer: the general Level Editor, and the In-Game Animation Editor. The two can be used in combination to create your own missions, with the range of options in the former combining with the film-making ability of the later. They are great inclusions, but are likely to pass the average player, particularly the more complicated Animation Editor. The Level Editor, however, will allow novices to produce some interesting multiplayer maps, but a lot of time needs to be dedicated to achieve worthwhile single-player levels. We hope this inclusion by Stormregion will see the community produce some great new content which will keep you going until Phase Three.

Reviewed by Matt Bailey.

From: All About Games.

[PC] Chariots of War

Chariots of War is a follow up to Slitherine's previous title, the little-known, Legion. That game, like its successor, was a 2D turn-based strategy game, which plays well at first, before you realise that it possesses little to no depth. It may sound like a bitter start, but this hit me after I had been playing for a few hours. I was initially rather hooked -- playing it for over 2 hours without realising how the time had gone by. However, upon loading the game up the next day, I became shortly disappointed. The reason? For the 1023rd time, I was viewing the same boring non-interactive battle sequence, watching my troops seemingly randomly win or lose. After a few hours, it felt like I had not got anywhere, and my determination to actually complete just one campaign had seriously depleted.


The main aim of the game seems to be, quite simply, to conquer as much as possible. Yes, there is basic troop recruitment, and building creation in your cities, but you can forget politics, economics, city micromanagement as, unlike many other turn-based strategy games (fingers all pointing towards the Civilization series), they do not feature here. This makes the game rather shallow, and is part of the reason why I lost interest midway through playing. However, there is an improvement in the field of city development over Legion, and that is the use of the months. This the name given to the turns (providing a proper concept of time, also seen in the dates used in the game), and with building and training taking x amount of months, rather than occurring just in certain seasons as in Legion, development can proceed rather more rapidly, providing more enjoyment than its predecessor.

After completing the tutorial exercise, you are presented with a range of campaigns to choose from, including the main one; "The Grand Campaign". Choosing this allows you to select one of a very large selection of Middle Eastern civilisations (including various Egyptian groups) to take control of. Although this seems initially very impressive, you will soon be disappointed to discover that there are very little differences between each race, apart from the obvious cultural and appearance. Four of the other five campaigns see events happening in specific areas of the overall game world, but unfortunately don�t provide any specific scenarios. The last of the six is a variation on the original Grand Campaign. No matter what campaign you choose, you are always presented with some great maps which feature small amounts of resources, as well as terrain that has an effect when fighting with certain troop types.

As said earlier, the game revolves largely around attacking your enemies -- with no opportunity to win without conflict. However, there is some necessary trading in order to obtain enough materials, or enough food, etc. The trading screen isn't brilliant, but it's workable for its basic purpose. What is rather surprising is that, despite the obvious push for conflict, that the game does not include more options for battling. When meeting your opponent in the battle screen, you are presented with a scout's view of your opponent's forces and formation; the degree of accuracy of which varies each time, and you are given a worded warning about the degree of coverage the scout could provide. From this you can then choose the formation your own troops, and apply one of the preset basic tactics; which are mostly ineffective due to the style of the fighting that takes place and the narrow battlefield. The most annoying part is that once the battle commences, you are given no options like the brilliant Total War RTS games, and thus can play no intervening part in the ensuing conflict.

The graphics are, quite frankly, rather dated. The engine has been updated in this sequel, allowing for the higher resolution of 1024x768, but still things look very basic in their 2D form. The overall world does not fair too bad, but the characters themselves, especially in combat, do look rather unimpressive.


Reviewed by Matt Bailey.

From: All About Games.

Friday, September 16, 2005

Pimp My Console

Tom's Hardware Guide: Tired of having the same console as everyone else? Here is a step by step guide to make your gaming rig your own...

1. Custom Skin
2. Customized Controllers
3. Case Modding

  • PS2 Case Mods
  • Xbox Case Mods
  • Gamecube Case Mods
  • DS Case Mods


Link: Pimp My Console.