So I have had a busy but fun weekend. If you hadn’t guessed from the previous post/various twitter and facebook messages, I went down to Leek in Staffordshire to try out an airsoft field called Anzio Camp. This post has most of the information on the site but there are a few things I want to add. I had a really good time on site, with good games and running around doing cool stuff. I went with another TSU member and on the first day we were rolling around in Hawaiians which quite a few people complemented us on. Additionally, I finally adjusted my vest so I wasn’t in constant pain while wearing it.
I also rolled both days only using my ICS M16 w/ M203. Overall it worked okay. The AEG had some serious issues mainly focusing on the hop unit. I had to repair the gearbox before I went as there was a major airseal problem. Ended up finding some parts missing from the gearbox so they got replaced before the weekend. Ended up with the FPS firing around 320 so well within limits. However, day before it was firing at 280 so need to check to see what is going on there. However, it kept double/triple feeding and when fired the hop seemed to change with every shot. I tried adjusting but sadly it just wouldn’t work. Luckily the CQB nature of the site meant when I was inside the buildings the hop didn’t matter and I got a good few kills with it.
Star of the weekend though was the M203. Now I spent part of my holiday sat down with my Dad working on my shells to try and make them work perfectly. So I was a little annoyed to get to the site and find three not filling with gas. However, loaded up the rest (including The Russian Buster) and used them to good effect. I got quite a few kills but as usual with my airsoft style it was more about support. Those shells are loud in an enclosed space and so are especially useful in scaring enemies out of hiding holes – at one point four guys ran out of a building and straight into a cross fire after I emptied a madbull shell right behind them. Also I’ve noticed players take ricochets from M203 shells when they don’t need to, probably because they don’t fancy the next one being stuck in their face.
Overall, a great weekend. In between the two days of airsoft I also had an evening chilling out in Manchester playing Halo Reach and button mashing in Tekken. However, I did end up collapsing in the bath when I got back.
The Steam Summer Sales also came and went rooting through my wallet. Unlike previous years, I didn’t grab any huge packs of games instead just picking up a few games I really wanted. Many of the purchases were just to pick up DLC packs I was missing, such as the faction packs for Shogun 2 and the complete set for Saint’s Row 3. The last set was really disappointing which is a shame based on the main game. On top of that, I filled my grand strategy itch with Crusader Knights 2, my real time tactics with Men of War Assault Squad and Men of War: Vietnam, my assassinating with Hitman: Blood Money and squad tactics with Jagged Alliance: Back In Action. All of these were quite cheap so I haven’t spent anywhere near as much as I have previously. I’ve played a little bit of all of them but overall I’m really enjoying Jagged Alliance. It feels just like the old ones but luckily isn’t quite as unintuitive.
Finally a bit of news. I’m going to be working for another two weeks at M&P starting next week on a piece of project work for them. Then after that it is the Salerno weekend and a few weeks later I’ll be back up to Middlesbrough for the start of my final year.
This report was written based on experiences gained during the Open Day on the 21/07/12 and the Veterans Day on the 22/06/12. This was my first visit to the site.
Origin: Old Army training camp
Operator at time of writing: First and Only Airsoft
Style: FIBUA (Fighting in Built Up Areas) Mixture of CQB inside the buildings and woodland style fighting in the area surrounding them.
Gates open – 08.00
Safety Brief – 09.30
Games Start – 10.00
End of player – 16.00 to 16.30 depending on weather/sunset time
Easy driven access – good set of roads nearby. Postcode is for the campsite opposite but the site is clearly marked with a huge banner and sign outside. The sign in area is literally 2 feet from the main gate, getting players to sign in straight away in a place separate from the safe zone. The safe zone is just around the corner. It’s size does vary depending on the number of players.
The core is a large shed, large enough for nearly every car on site to park in. This is also where the shop, portaloo and food is placed. It is a covered area but there is no seating or benches so the boot of cars are used for storing of kit. The area can be expanded to include two slightly smaller sheds and the square in front of them. Area is separated from the playing zone by a mesh curtain that effectively stop fire. Only worry would be some idiot firing in an arc over the curtain maliciously but I can see that player being in for a world of hurt.
First and Only take safety very seriously. Full face is recommended and taking off eye protection in game would lead to you instantly being asked to leave the site. All guns must be chronoed at the start of the day – being caught with a hot gun by a random chrono check is an instant boot off the site.
FPS limits are (all using .2s):
AEGs – ~325 preferred, 349 max
Semi fixed DMR’s – 400
Bolt Action rifles – 500
Briefing, Site Rule Set
All players must attend the main safety briefing and initial game brief. Briefing is done by one of the experienced marshals. Very comprehensive covering everything, especially useful on Open Days with new players.
At ranges below 15 feet, semi must be used. This applies primarily when moving in and around the buildings but also when firing upon the door ways.
Most games on the Open Day use a “Medic, Regen” rule (first death can be mediced, second death straight to regen).
Medic Rule – standard type. Medic must be in contact for a slow 10 seconds to revive. If he has to engage an enemy, then he must let go of the player and then start again from 1 once safe. If the player is hit while being mediced, both players take the hit.
Like all F&O sites, the Bang rule is not used. Instead, players can be asked to surrender or risk a close range shot to somewhere important. Rubber Knives must be able to bend 180 and have no sharp points to them. When getting a knife kill, you have to tap both the front and back of the target player. They will then take the hit and quietly walk away.
Pyro must be TLSfx branded and MK5 or below. BFGs are allowed but only up to 9mm. In terms of gameplay, if a pyro is used in a room it kills everyone. Outside, anything that goes bang has a 5m kill distance.
Like all sites, no blind firing, cheat calling or physical fighting.
Its obvious that the site has been in use for a while – most of the buildings have had nearly all the dangerous obstacles (rubble, glass and extruding metal) removed. At no point while fighting in the buildings did I have any worry about my safety unlike at some other sites. Its easy and safe to climb out of the various windows each building is filled with. There are still several room blocked off due to them being filled with crap. However most of these rooms are normally store cupboards and so are of limited gameplay use anyway so them being cut off is no great loss. All the buildings have multiple access points apart from the windows so its hard to be trapped in a room and unable to escape, especially on the ground floor. It also makes holding a room quite a vulnerable prospect as the huge number of entry points makes you liable to being hit from all angles
At time of visiting (mid Summer) the site is very overgrown leading to many of the buildings being very easy to get up by creeping through the huge bushes. In particular, the embassy is very easy to get to within pyro distance of the larger rooms, which are most commonly used as command points during the large games. Thanks to the rain, the area up near the assault course contained a rather large bog while other grassy areas turned to mud later on.
Overall the site’s terrain is a great combinations of CQB and Woodland, something that is quite rare in the North of England.
Open Day Missions and Gameplay
The Open Day is similar to a skirmish day at any other site apart from different terrain. To tie the different games together, there is a plot line often related to recent events such as the events in Syria. I found this really good as it adds an interesting narrative to the game. This plotline also affects each game – for example one mission required one team to capture objectives. When their opponents managed to hold onto the vast majority of them, the next mission was to get into the opposing base and blow it up in order to deny them to the enemy. There was a nice variety of games from simple deathmatch style up too longer objective based games. The terrain took a while to learn but by the end of the day I had a good sense about the layout. There seemed to be very few chokepoints that players could not outflank and so there was none of the meat grinder effect you can get on other sites
Vets Day Missions and Gameplay
Veterans Days are designed for more experienced players and it was a much more relaxed day then the Open Day. The players had a greater impact choosing which missions were played and much like the Open Day had an ongoing story, this time about Mercs. The first major change is the fact that some missions started with conditions in place such as the two sides not being at war and one trying to trap and kill the other team in a single engagement. This may not be everyone’s cup of tea so there are plenty of standard games which are also impacted by the story line.
I am the guy in the red Hawaiian you catch glimpses off
Recommendations for Teesside Airsoft Club
Anzio Camp is an excellent site offering a unique FIBUA fighting experience in the North of England. It is just about on the edge of what can easily be done in a weekend from Middlesbrough and is well worth the trip. Potentially, we could stay the night at a nearby youth hostel if the drive felt unable to do it in a single day. If taking the club as a whole, it would be best to visit on the Saturday for the Open Day due to its more skirmish style of the games. However, the Veteran’s Days could be worth a visit by the more experienced players as it presents an almost weekender style experience as well as being a much more relaxed day.
When it comes to writing stuff on this blog I try to keep it vaguely on target, focusing on games or my life and not on the random things I’m thinking about that day. I also like to keep it up to a certain standard and length. This keeps up the quality but does mean writing stuff requires me to sit down and write stuff for literally hours on one article. This is a pain when I just want to write something short or post something about some code.
So I’m going to be writing some more on Tumblr which will be kept separate from my blog. Tumblr will update more than the blog but all the posts will probably be lower quality. I may do a weekly composite post on here from the last weeks entries but I will have to see.
Morality is something games really struggle with at the moment. They seem to really focus down on being binary: good or bad, positive or negative. Jaeger’s Spec Ops: The Line throws this idea out the window as it presents you with choices no man should have to pick from. All this takes place inside of a story that makes me want to put this game up on a pedestal as a truly adult game.
On first appearance, the story in Spec Ops appears to be heavily formulaic. You play as Captain Walker, the leader of a Delta Squad sent into a sandstorm-locked Dubai to find out what has happened to a US Army unit led by a Colonel Konrad. However, the longer they stay there, the more they realise they have kicked over a hornet’s nest and they must struggle to finish their mission.
If the Colonel’s name has set alarm bells ringing, it’s for good reason. The game owes a lot to Apocalypse Now and the novel The Heart of Darkness in terms of both the plot direction and the game’s tone. There is also a lot of Vietnam references, from some of the characters’ clothes (think lax soldiers wearing non-uniform clothing), up to the music blaring out around the desert thanks to the Radioman.
Your two squad mates are some of the best characters I’ve played with for a while. Like everything else in this game, Lugo and Adams start off being your stereotypical classic “time to bro down” frat boys you would expect from a modern military game. Lugo is the fast-talking joker, while Adams sounds like he is about to say he is getting too old for this stuff. However, as things pile up and deeds are done, they start to change into much more cynical characters.
The writing is fantastic. Everything from the overarching plot beats to the individual squad mates dialog gels together perfectly. In fact, even the loading screen tips are great. One simply asks “How many Americans have you killed today?”. It forms a horrifying picture of what happens when everything just breaks down and man is put to the test.
The writers must have had some serious balls to make some of the decisions they made about what to include. Throughout the game, you will pass areas filled with some terrible images of humanity in action. I went into this game fully knowing that it was going to throw the usual piles of corpses at you, but this game takes it to the point where I actually felt physically ill at what was going on.
Playing your way into hell
This is compounded by the multiple moral decisions you have to make as you progress through the ruins of Dubai. Unlike other games which boast about their decisions, the decisions in Spec Ops are not black and white. Each of them are gut wrenching to perform; in particular, a late game decision I made purely without thinking and then had to pause the game just to calm down afterwards. They make perfectly clear that no matter what you do in the game, no one is coming out clean; every character in the game is just drifting down the river to oblivion.
Of course, this is a game not a movie and you must play though something. Spec Ops is a standard military third-person shooter. You take cover a lot, as in some sections drifting out from behind a wall will lead to almost instant death. You can carry two guns at a time but luckily all of them feel nice and powerful, with the upper end (such as the AA12 or the static machine guns) literally ripping people to shreds in a spray of pink mist and cries from their companions.
This works both ways though; the late game appearance of a heavy trooper in a bomb-proof suit carrying an AA12 will often lead to a horrible messy end for Walker. Most weapons also have a secondary function such as a silencer or burst fire, which does make the SCAR-H one of the best weapons due to its grenade launcher.
There is a nice variation in terms of bad guys, primarily down to the weapon choice but also in terms of behaviour, such as with the heavies or the elites. Some of the best scenes take place featuring the close combat specialists. Guys in vests, often with mohawks, come screaming towards you with knife out and if they aren’t taken down quickly it’s an instant death for you.
Luckily, you can go on the mêlée offensive on the other bad guys, including some executions which grab you some precious, precious ammo. These escalate in brutality as the game goes on; another way for the developers to show the situation deteriorating.
The squad command system is a mixed bag. It’s all mapped to a single button (RB for the Xbox 360) and it’s up to the game to determine what happens. At long range, it’s Lugo with a sniper rifle; close quarters, Lugo and Adams pull out grenades and get up close and personal. There are a few other circumstances where pressing attack causes the squad to go silent in order to take out patrolling guards. Using the attack button focuses up your squad but does leave them a little vulnerable to being flanked by the bad guys. I really wish it allowed you to order your squad to an exact location, such as in Rainbow Six Vegas. Nonetheless, it does do the job required.
I do need to mention the AI. Most of the time it works very well, with the baddies using squad tactics and flanking you, while your squad is pretty good at moving effectively despite the crazy stuff you do. However, there are a few occasions where your buddies do get in the way or manage to get themselves both downed at precisely the wrong place.
Finally, the difficulty. I played it through on the hardest difficulty out of the box (a harder one labelled FUBAR is unlocked after completing the campaign), and found it challenging, with there being a nice difficulty spike right in the final few levels. The checkpoint system is a little too far apart for many encounters, often forcing you to re-watch cutscenes over and over again. The achievements are also pretty easy; they are all single-player focused and can be quickly completed. In fact, the entire game is quite short, but the story more than makes up for it.
Dubai – jewel of the desert
Unfortunately, the graphics in Spec Ops don’t quite match up to what the rest of the game provides. Texture pop-in is rampant (as it is in most Unreal Engine 3 games), I had a couple of graphics glitches while playing and a lot of the assets such as textures and models seemed unusually low quality. I’m also not a fan of the fact that the game features gibbing. It would be ok if it was realistic, but when it’s just heads disappearing after headshots and bodies turning into red objects when hit by explosives, it seems at odds with the rest of the game’s tone.
However, the game does a great job in its environmental details. Large portions of the game take place on the tops of Dubai’s many skyscrapers, and the views are breath-taking. When the sandstorms come rolling in while fighting on the top of some of the most striking buildings in the world, it looks like hell is descending around you.
I do need to write a warning though. There is a very effective scene later on that relies on the use of strobing (as in blacking out the screen then re-lighting it very fast), to get the full effect. I’m not usually affected by this but even I found it painful after a while.
Charlie still don’t surf
The team at Jaeger have made some pretty good choices when it comes to the audio side of things. Although the voice acting from Nolan North does make Walker sound like Nathan Drake after a really bad day to begin with, he helps to embody the character as the game goes on and is a really good fit.
The other voice actors in the game also help to make the story as good as it is. I don’t think I’d find Konrad nearly as terrifying if it wasn’t Bruce Boxleitner’s voice spouting down the microphone. Your team’s voices are fantastic and their dialog feels like something just out of Generation Kill. Finally for the voice work, the Radio Man is excellent. I won’t say much more, but he’s truly a great character, thanks primarily to his voice.
As I mentioned before, there is a very strong Vietnam vibe and this comes through in the background music. A large number of the classics such as “Hush” by Deep Purple are in the game and all of them are used at key moments to really put an edge on the action. The rest of music is also Vietnam tinged, with a real ‘70’s sound to the electric guitars and basses that make up the most of the incidental. I really hope they release a soundtrack CD, because it’s pretty good.
The sound effects also do a good job in helping the gameplay. They are not the best I’ve ever heard but they do a pretty good job. Guns sound hefty enough, although much of the ambient sounds are pretty repetitive. I am happy to say there is a good variety in the shouts the enemies use, but you will hear a few lines repeated.
It’s pretty lonely in here…
The multiplayer in Spec Ops sounds tempting but unfortunately it isn’t very good. My main problem with it is that it makes the game look even worse in an attempt to defeat some horrific lag, which doesn’t even work. The few games I go into were almost unplayable.
It’s a shame though; there are a ton more weapons in the multiplayer and a deep levelling system that’s on par with other shooters out now. Customisation is fun, but good luck finding enough people to play this. Luckily for achievement fans, none of the achievements require multiplayer.
Would you cross the line?
Spec Ops: The Line is a truly excellent game. The graphics are patchy, it’s quite short and the multiplayer shouldn’t exist, but the story, music and the general feel makes it a classic-to-be. Games have started to reach a point where the stories they tell don’t have to be focused on glorifying the player and making them a paragon of virtue.
Much like its inspiration Apocalypse Now, Spec Ops is not an experience you take part in to feel happy or relax. You play it to experience a message told in a unique way by making full use of its 18+ age rating, among other things. It begs the question, how far across the line in the sand would you go?
To be honest, being condemned to a penal battalion during World War 2 sounds like one of the worst ways to spend the war. Forced onto the enemy guns, armed only with what you can find, it does make for some impressive stories.
Unfortunately playing Men of War: Condemned Heroes, the latest in the real-time tactics series from Best Way, is an experience a little too close to being in a penal battalion: not very much fun at all.
Something involving Russians doing… bad things?
As you might be able to guess from the brief introduction above, Condemned Heroes is all about you taking on the role of various member of a penal battalion. You proceed to fight through a series of missions set during World War 2, fighting the Germans tooth and nail and scavenging equipment you need to use. However, there is next to no character development. It’s hard to even remember the lead’s name and I really didn’t care what happened to the units under your command. For a much smaller scale game than the rest of the Men of War series, I expect to have a little more interest in keeping my squad alive.
Not one step back! This is a hard thing to do thanks to the game’s brutal difficulty. I had real trouble even passing the first mission, thanks to the game not actually telling me which of the swarm of units on the field I actually controlled. Not to mention my team’s AI being unable to fight any more effectively than the rest of the woodland around them. In fact, I’m pretty sure a tree I hit with a grenade caused more damage than the rest of the Russian army.
The fundamentals of the gameplay such as the scavenging for ammo, the realistic damage model for the vehicles and the sheer amount of military kit to play with are still great. However, this is because they are exactly the same as in all the other World War 2 Men of War games. You still have to micromanage your forces in the same way, choosing the correct tool at a time and every so often stopping to repair a damaged tank after you thought it was really cool to drive through a wall.
Vistas of the Volga The Men of War engine isn’t getting any younger and it is really starting to show. Animations are stilted, infantry models seem very low resolution and the game has problems running even on a high-end machine. As long as you don’t look too closely, it does look acceptable, but the effect is ruined as soon as you notice something.
The interface design, especially the main menus, is exactly the same as the original game with a new skin over it. This gives the feel of just being a re-skinned version of the main game with fewer features.
World War 2 sounds like the ‘80’s, apparently For a very long time, the sound effects and voice acting of Men of War was a little joke between myself and a couple of friends who also played the game. It was really low quality, like from a B-Movie starring actors with terrible accents. Unfortunately, this hasn’t improved for the latest game and this time it isn’t funny. It’s just annoying.
There also appears to be only two background music tracks. These are really grating, especially when you realise each mission is going to take you around an hour to complete with the music looping again and again. You are not going to be playing this game for the sound.
No friends in the Penal Legions There may be an option for multiplayer on the game’s main menu but it might as well not be there. Co-op would make the game easier but there is basically no one playing the game, and when I did find a match, it failed to connect after multiple goes. The system is broken and due to the lack of interest I can’t see it being fixed any time soon.
A true death sentence Overall, I really didn’t like Condemned Heroes. In fact, I came very close to hating every single minute of it. It fails to improve the series in any way at all, only providing players with a few more missions that really lack the spark the main game provided.
There also isn’t very much to do. For the same price as this, you can go and grab the far better Men of War: Assault Squad that will keep bringing you back thanks to an excellent set of missions, co-operative and competitive multiplayer that actually work, and access to all the different armies Best Way have created. I can’t even recommend this to veterans of the Men of War series. In fact, even the Vietnam game (lacking multiplayer and being hard as nails) is more enjoyable than this rubbish. Just don’t.
Pirates of the Caribbean has a lot to answer for. As soon as you mention anything about pirates dealing with the supernatural, it’s swiftly drowned out by people moaning about the second, third and fourth films. Piranha Bytes, makers of the Gothic games and Risen, have jumped into this area with a sequel to Risen. As it turns out, it’s actually a pretty good take on the whole ’supernatural pirates’ theme.
Supernatural monsters? Check. Buckles to be swashed? Check. In Risen 2: Dark Waters, you play as The Nameless Hero who is trying to recover after the events of the first game by drowning himself in bottle after bottle of rum. However, the reappearance of a friend from the first game sends you off on a quest to go hunt down the big supernatural baddy Mara, who is raising the titans of the earth to bring about the end days. It begins with you being kicked out of the Inquisition so you can go undercover. The plot later on becomes less focused, allowing you to attack multiple objectives at once, which gives you a nice choice of what to tackle.
I actually really enjoyed the plot (something vital for a singleplayer RPG) and was caught up in it, laughing at some of the lines and loving some of the set pieces. However, it isn’t top of the range; some of the writing can be a little off, especially with some of the very English swearing patterns.
The game writing is good for another reason: it feels like a game about pirates rather than just a fantasy RPG with some parrots stuck on top. You’ll spend your time taking part in drinking contests, digging for treasure, robbing tombs and fighting swashbuckling sword fights in every situation possible.
I also enjoyed many of the characters. When you start to build up a crew, the character interaction is very Mass Effect-esque, with each one having their own take on the current events and locations as well as giving you pointers if you need them. These are told rather well, as opposed to them simply telling you your quest objectives.
Now, what this strange motion you make with your foot? A kick you say? The meat of the game is focused on you adventuring around several expansive areas completing quests in order to advance the game. It actually feels very much like a singleplayer MMO in terms of its controls scheme. As said before, Risen 2 has shed the fantasy of the original, and so the areas you’ll be traipsing around range from colonial style forts and towns to pirate hideaways and ancient native temples.
You don’t choose a class when you start; instead you earn Glory that can be spent to upgrade individual stats such as Cunning or skill with blades. This leads to a rather free form approach to upgrading, and allows you to upgrade exactly how you want. Personally, I have no truck with voodoo so I didn’t put a single point into it. Luckily I didn’t feel like I needed it at any point during the game. In contrast though, skills such as Cunning seemed to me to always provide the easiest way to any objective.
In addition to your stats you also need to gain talents. They are bought from skill trainers and range from things such as learning how to kick (a skill most master in early childhood but not for our hero), to more complex feats such as improving your voodoo or mastering critical strikes and the like. Each skill is vital for some purpose and it makes sense to buy them all as fast as possible; sword damage doesn’t matter if you can’t power attack with it. Early in the game, you really struggle to find enough cash to pay for many of these talents.
In fact, the early game is ridiculously hard. It was in fact a little off-putting and almost turned me the entire game. Part of this comes from a terrible combat system. It feels incredibly floaty when you’re fighting, yet also punishes you horribly if even for a moment you lose concentration. In addition, all the basic sword fighting tricks such as parrying or power attacking are locked, meaning your first sword fight is going to be a pain in the backside.
There is some nice variety among the weapons, especially once you’ve unlocked the musket which handily bridges the gap between melee and ranged. It also kinda breaks the game though; once levelled up the musket becomes a deathstick, easily capable of downing everyone and everything. There are also one or two boss battles, but these are rather easy to play through. In fact, I downed the first boss when he was 10 feet away from me and before he landed a single blow.
I actually really like the pace the game doles out new ideas and equipment. At no point did it feel like I’d had a whole bunch of new stuff just piled onto me. You also have plenty of time to explore each area and it makes it very obvious when you’re about to leave, so you don’t go boating off to another island until you know you’ve finished off. There is also plenty of gear and weapons to go out and buy; although, you soon realise each island has a best item in each category and the rest are cheaper alternatives.
Just like being in the Caribbean The graphics of Risen 2 are a little bit hit and miss. Outdoor scenes look really good, with the sunlight streaming through leaves in the jungle scene or reflecting off the cobbles in the various towns. In fact, I do like the designs for the areas and there are some very pretty views that are now sitting in my screenshot folder. Unfortunately, character animations are exceptionally wooden which can be a little off putting; especially when your character does the exact same hand gesture after almost every line in every conversation. It’s just a little thing but it’s really obvious after you play through the entire game. The game also crashed a few times during play, so save often.
Which brings me onto another point. Unlike other games which clean up any autosaves and quicksaves, Risen 2 creates a new file EVERY time. This can lead to some quite impressively-sized save game folders which is a massive pain.
Worth singing a sea shanty about Sound is actually one of Risen’s glories. It has an excellent score that ties into the gameplay perfectly. It reaches a fever pitch during the plot points, but the incidental music while wandering around the town is still pretty good. As mentioned before, the voice acting is great and really fitting for the settings, apart from one or two actors who use the same voice for everyone.
The treasure under the ‘X’ Overall, I really enjoyed Risen 2. It was a game I really got into, wrapping myself in its story and world while avoiding the little niggles the technology brought up. Overall I think the game is great way to spend your time. However, at the moment it costs about £40 off the UK Steam store, which is a little unreasonable in my opinion.
In the frozen wastes of the Arctic Circle, a flight of JSF’s fly over the icy wastes. They are heading towards a target sitting just off the coast of Norway. Getting in range, they deploy their air-to-surface weapons before heading for home. The missiles arc, hitting the target and sending it sky-high.
The report box on your screen reads: ‘fishing trawler destroyed’.
Welcome to Naval War: Artic Circle; a game about intelligence, simulation and blowing up innocent fishermen.
In the dark future, there is only resource war Naval War is set in the near future, at a time when resources are running low and the situation is heating up. Russian and Scandinavian ships come to blows over fishing rights and demands for fuel, whilst diplomats sit round the table arguing over tolls and tariffs. Into this situation, NATO starts a naval exercise in the North Sea, a threat Russia doesn’t take lightly. As you expect, it soon turns into an all-out naval war with each country bringing its full might.
It’s an exceedingly plausible setting and none of the mission’s individual stories are far-fetched; it doesn’t quite reach Tom Clancy scale madness. In between the missions, there are some rather nicely drawn conversations, with each speaker’s portrait popping up. They have a sense of humour to them, quoting Bad Boys 2 among other things, something I really wasn’t expecting when I started playing.
There are two single-player campaigns (one from each of the sides) which play through the same events but from the two viewpoints. These missions nicely ramp up, starting with a small selection of units in a small area and ending up with full scale, combined arms warfare across the entire North Sea area. There are also several symmetrical single missions designed for multiplayer play, but that can be played through by a single player. It would be nice if the game included a mission editor but by the sound of it, the developers are already making an editor they plan to release which may tie into the Steam Workshop.
Welcome to the Danger Zone If you hadn’t realised by the publisher Paradox Interactive, Naval War is a realistic simulation. In this case, it’s of combined air/surface warfare, granting you access to units ranging from motor torpedo boats up to aircraft carriers, and from tiny UAVs up to huge four-engine bombers. From these various realistic weapons of war you need to deploy them at the right time, balancing fuel and ammo concerns and choosing just when to deploy all the sensors at your disposal. It sounds terrifying, but it’s actually really slick and intuitive to get into.
In all the missions, you are granted a selection of units. You don’t have to bother with the production or resources gathering, so it’s only down to you to direct your units to where they need to go. Time is soon a resource you need to deal with, especially as switching loadouts on airborne units can take up to an hour in the game (although you can speed up gameplay to get past long waits). You can also adjust nearly everything about how a unit behaves, from how it deals with spotted enemies to how fast and at what altitude it flies.
I mentioned in the introduction about bombing fishing boats, and it illustrates that your greatest weapon in Naval War is information. When you find units via radar or sonar, they appear as unidentified contacts until you get closer or eyes onto it. Most missions include objectives to not shoot down civilian targets, and so it is vital to properly identify before launching your defences. It’s especially tense when you know that somewhere out there is a submarine and your legion of sonar buoys just aren’t doing the job.
Now the slow pace of the game does bring a slight problem. Missions can last several hours and a mistake at any point can ruin your game. Another problem is a few bugs, such as only being able to launch Tomahawk missiles in one great go rather than individual, and the game’s design causing your firewall to block communication between the menu and the actual game.
Best stay in the War Room.. If you’re coming to this game for an amazing visual experience, you’ll find it lacking. Most of the game is played in a 2D outline view, a bit like Defcon with coloured outlines floating across the map. You can toggle up a 3d camera that primarily tracks the selected unit but it doesn’t look fantastic. The unit models are great, with a lot of work having gone into the texturing, but the world is plain with no 3D graphics for towns or forests. It can make it difficult simply working out where you are in 3D mode, making it more of a vanity feature.
However, I found the UI to be really nice and clear, making it exceptionally easy to use. I actually found it really intuitive, able to orchestrate operations within a few minutes of starting to play.
No shouting, explosions or loud music Naval War is a little quiet though. It’s all about muted warfare, with a little ambient background music and the occasional sound effect. They do the job of making you feel like you’re in a war room, moving pieces around a map. I recommend you put your own music on while playing.
The Naval Captains went in two by two… Naval War supports multiplayer and it has the potential to be great fun. However, there are two problems. The first is that the community is very quiet; there are the occasional games but most of them are private or only show up once filled. The other thing is just the sheer length of the missions, which make them a little awkward to play with another person. Another thing is that the missions are all one on one; one player plays NATO, and the other the Russians.
Objective achieved: review written Overall, Naval War Arctic Circle is a great simulation game. It will appeal to people with memories of the early ‘90’s game Harpoon, as well as anyone who’s looking for a game they can sit and play while catching up with a TV series in the background. Its well worth the price, so pick it up and fight over some fish.
Gamers nowadays don’t like being punished for their stupidity. We have become used to having our hands held with frequent checkpoints and autosaves aplenty. We can stand up to a few games wanting to tear us apart, such as Dark Souls, but we are a little bit too quick to say “this game’s too hard”, and call for a toning down. Wargame: European Escalation, the latest from Eugen who made 2010’s RUSE, is such a terrifying game. It’s happy to dish out the punishment when you fail to control your forces perfectly, and gives you little opportunity to put right mistakes; and you know what? I really enjoy it.
Looks like this Cold War… just went hot Wargame is set in the most dangerous days of the Cold War, the ‘70’s and ‘80’s, when the briefest confrontation within Europe may have led to all-out war between the two superpowers and their allies. It looks at four different hotspots, ranging from a Polish rebellion in the ‘70’s causing a collapse that NATO takes advantage of; to an example during the 1980’s, when the USSR runs through the Fulda Gap in order to direct attention away from the economic trouble they are in.
Each scenario plays out in a separate operation, which progresses through about five missions each. These mission have a great deal of variety and as they play out, news tickers and mission briefings constantly tell you what is going on elsewhere in the campaign. The story feels well-written, as if it was a good piece of alternative history. It doesn’t get anywhere near the heights of World in Conflict’s bonkers storyline, but acts as a good backdrop to all your wargaming.
Wargaming has never been so fun! The meat of Wargame is all based around the battlefields of northern Europe. These huge expanses of terrain are filled with villages, woods and small hills, providing plenty of opportunities for cover, chokepoints and deathtraps.
The key thing to remember is that Wargame is a realistic game. No matter what units you buy, you have to make sure that you keep them supplied and repaired via FOBs or supply vehicles. You should also be gathering plenty of intel on your opponents. Line of sight plays an important role; especially when enemy units dig into the woods and towns.
As you play you earn command stars, either via levelling up in multiplayer or by achieving objectives during the campaign. These command stars are used to unlock more units for both modes. I personally really like this; it makes you seriously think which units you want while also giving you the choice, rather than just unlocking units that are pointless while saving the best to last. The star values are also very well thought out. The Apache gunship and the Challenger 1 main battle tank (both arriving towards the end of the time period) are around 6 to 8 stars each, which is more than what most levels give you as a reward. These massive point sinks cost tons of points and command stars, but are well worth it if used effectively.
Once you’ve unlocked a unit, you must then add it to a deck. You can choose units from any of the four nations associated with the two sides, so NATO commanders can call upon West German AA units, British tanks, French infantry and American helicopters all in the same force. This allows you to patch over the holes in a nation’s forces, such as weak tanks or a lack of mobile AA, giving you the chance to prevent a much more balanced force.In fact, that is really the moral of the game in general. Units are designed for a specific role, so can’t be used via an attack move to roam around the map killing everything with ease. The Apache can wreck any ground unit, but without recon support, long-range SAM systems will down it before they are even spotted. Infantry can hold out for a very long time if dug into the woods, able to take out main battle tanks as long as they stay hidden.
I have some issues with the game, though. The single-player does rely a little too much on spawning units behind you in order to keep you on your toes, which can be complete rubbish when you’ve managed to clear out the entire map and suddenly a tank force pops out of nowhere. The single-player operations also keep unit counts between missions, which is a pretty cool feature unless you mess up horribly in the first mission of a set. This factors into a huge difficulty spike at the end of the Russian operation, which severely limits you in your unit choices, before throwing you into a mission filled with the most enemy units you’ve seen. In addition, some tactics make certain units next to pointless.
The rocket’s red glare Graphically, Wargame doesn’t quite blow the boat out of the water on first impression. It looks rather tame and overly clean, not at all suiting the realistic war theme. However, Eugen are using an improved version of the IrisZoom engine (last used in RUSE) which does some quite incredible stuff. The maps are huge; several kilometres square and packed full of trees, hedges, buildings and other scene setters. In addition to this, the game also renders hundreds of tanks, helicopters and infantry in a single mission, providing some truly huge battles. The units also look great up close when you zoom all the way in. Overall, the battles look fantastic.
The mission briefings and menus are also pretty good. There is a nice combination of stock footage from the period and maps covered in arrows. The UI is a little blocky, and I’d have much preferred it if you could minimise the UI to watch the mayhem going on in front of you. Nonetheless, the game looks better than most overall.
The very distant rumble of artillery Wargame is very muted in terms of sound. Nothing really stands out, which kind of suits the game’s perspective; you’re viewing from a command point on high and so everything should be a little muted. The music is pretty forgettable and just serves to sit in the background; it doesn’t react very much to what is going on in the game.
Effects are pretty good, with some punchy explosions helping to set the mood. I do quite like some of the voice acting, as troops speak their national language which gives a nice touch of authenticity. The British and American dialog is okay to listen to, but the SAS units in particular have some classic lines as they run around the map hiding in cover.
Run around with your very own NATO It is very obvious that from the start that Wargame is primarily a multiplayer game. This is especially apparent when you look at the command stars, as the vast majority are unlocked via multiplayer online. There is a well-rounded feature set for the online mode, with up to 4v4 players and two different styles of gameplay; most points after a certain time or first team to a certain point score.
Server hosts have a huge number of controls over the various settings for a match, and there is a nifty feature allowing uneven team games to still be competitive by splitting the overall team deployment points among everyone. On the whole, most games were lag-free and fun to play. It is lacking AI for multi-player games, but the developers have said it should be available soon.
Are you ready to escalate?There are some issues, though. The ranked multiplayer scene is pretty quiet so it can be next to impossible to find an automatch opponent; you can pretty much ignore that button. The greater issue is one of learning, as there is no multiplayer tutorial and the game isn’t very forthcoming with hints and tips about picking units during deployment, or other aspects of gameplay. This was a problem in the beta as well, and led to much of the first week’s games being filled with player wondering what to do. This inexperience also allows players to use spamming style tactics to great effect. The biggest problem with Wargame’s multiplayer is that people are idiots.
Overall, Wargame: European Escalation is a great game packed with depth. If you are willing to put your time into it and be patient with learning your way around its various oddities, it is a great little RTS. The unit unlocking will take a long to do and the developers are very hands-on with post release support. I label this a must buy for any PC gamer wanting to venture back to the Cold War, and who isn’t above learning a few good tactics.