Post by Chaplain AoD on Sept 4, 2007 12:59:41 GMT
As promised, here is my review. The review of this scenario will be taken into various stages and categories. First originality.
How original is the game?
The game expands or should I say simplify the basics of the previous spawning games, which requie kills to advance to the next level.
The triggers of the scenario are directly from a previous game made in the original Empire Earth in 2002 which was Infantry Wars, believe me, look in the scenario editor for both scenarios and you will see the spawning triggers are the same.
However unlike the infantry wars as its predecessor, the resource screen which displayed kills and losses has been removed and simplified to only kills.
However, though the triggers are not original, what was original was the use of space texture in a scenario, which has not been done before, however it really really does not suit the mood, but it also heightens the loss of realism. Though one version has trees, grass and water, which makes it quite scenic.
The plot?
Um is there any plot, this scenario has none at all, heck there is not even a reason for it. All you do is kill each other and try to reach the last hero or unit (depends on the version)
Is the game easy to play?
The game is simple to learn, as well as play, however over time, simple tactics get learnt then the game reaches a stalemate. You can actually like the majority of scenarios not read the introduction and get very good at it.
With the removal of losses, you have to actually count what you have lost. But the kills
How is the games continuity?
The game after the basics are learnt as said above gets very very boring, this is due to a set process. Get on hill, stay and defend, enemy attacks, both try to kill each other, remove hill bonus and kill morale. Run away, and repeat. Ove time you get very pissed off with the game.
Is the game balanced?
Hell no, after each upgrade, slowly and surely you get more powerful. The step from Watchman (or dune patrol) to Manfred von Richtofen is huge, and unless you are doubling (or tripling) the player with this hero army, you are bound to lose.
Since the objective is at the front of the base, it is very easy to destroy the wall, especially with a hero, and with the spawn areas undefended, and easily taken, feeding is very easy, especially on the side where Purple and Green spawn, as the enemy have hill bonus which allow them easy kills.
Overall
The gaem was fun at the start, but overtime it becomes boring. It is with quite surprise that after nearly 2 years of it being made by Sniper XI is it still being played and requested, though there are scenarios which take more effort and more of a challenge out there. Thus it heightens the simplicity of the gaming community of late.
So I give it the following
Originality 1/5
Plot 0/5
Ease to play 5/5
Continuity 1/5
Balance 2/5
How original is the game?
The game expands or should I say simplify the basics of the previous spawning games, which requie kills to advance to the next level.
The triggers of the scenario are directly from a previous game made in the original Empire Earth in 2002 which was Infantry Wars, believe me, look in the scenario editor for both scenarios and you will see the spawning triggers are the same.
However unlike the infantry wars as its predecessor, the resource screen which displayed kills and losses has been removed and simplified to only kills.
However, though the triggers are not original, what was original was the use of space texture in a scenario, which has not been done before, however it really really does not suit the mood, but it also heightens the loss of realism. Though one version has trees, grass and water, which makes it quite scenic.
The plot?
Um is there any plot, this scenario has none at all, heck there is not even a reason for it. All you do is kill each other and try to reach the last hero or unit (depends on the version)
Is the game easy to play?
The game is simple to learn, as well as play, however over time, simple tactics get learnt then the game reaches a stalemate. You can actually like the majority of scenarios not read the introduction and get very good at it.
With the removal of losses, you have to actually count what you have lost. But the kills
How is the games continuity?
The game after the basics are learnt as said above gets very very boring, this is due to a set process. Get on hill, stay and defend, enemy attacks, both try to kill each other, remove hill bonus and kill morale. Run away, and repeat. Ove time you get very pissed off with the game.
Is the game balanced?
Hell no, after each upgrade, slowly and surely you get more powerful. The step from Watchman (or dune patrol) to Manfred von Richtofen is huge, and unless you are doubling (or tripling) the player with this hero army, you are bound to lose.
Since the objective is at the front of the base, it is very easy to destroy the wall, especially with a hero, and with the spawn areas undefended, and easily taken, feeding is very easy, especially on the side where Purple and Green spawn, as the enemy have hill bonus which allow them easy kills.
Overall
The gaem was fun at the start, but overtime it becomes boring. It is with quite surprise that after nearly 2 years of it being made by Sniper XI is it still being played and requested, though there are scenarios which take more effort and more of a challenge out there. Thus it heightens the simplicity of the gaming community of late.
So I give it the following
Originality 1/5
Plot 0/5
Ease to play 5/5
Continuity 1/5
Balance 2/5