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Tanks, again! Widely used during the Second World War, they were
still fairly new to the battlefield, which is perhaps why so many
different variations of these steel beasts where created. Light
tanks, tank destroyers, flame tanks, artillery, anti-air… you name
it, it was probably built and used in battle. Something that Phase
One did very well was to provide you with as many of these tanks
as you could possibly use and Codename: Panzers - Phase Two does
the same in giving you that luxury, even though it doesn't boast
any substantial changes from its predecessor.
As
with the original, Phase Two offers three single player campaigns
as well as multiplayer and skirmish options. In single player you
get the chance the play as the Axis, Allies and Partisan forces,
each with their own tanks and weapons, their own goals and a story
that isn't really interesting enough to follow to the end. While
Phase One stuck you in a cosy European setting, this sequel dumps
you in the harsher, more barren terrain of Africa and while Phase
Two may lack built up towns and lush countryside, its open environments
make for some awesome tank battles.
The
campaign structure is, as with much of the game, unchanged. Each
mission has at least one main objective, a few optional secondary
objectives and a couple of hidden goals that you have to discover
and complete on your own. This makes for a nicely varied game and
as before there's no resource management, so the units you are given
control over are the only ones you're getting for that mission.
While you may lack the ability to create new vehicles, you aren't
completely without the ability to increase your stockpile.
Tanks
can't just be destroyed and left as rubble on the battlefield; they
can be damaged, captured and repaired. While it may be easier to
simply overwhelm enemy tanks and destroy them, the more resourceful
will utilise the more underused of their arsenal, such as flame
throwing tanks, to burn out enemy tank crews, leaving an empty vehicle
ready for capture. This especially comes in useful when the enemy
outnumbers your forces and where the procuring of new units isn't
so much as option as it is a necessity to survive.
Yet
the game also has an RPG style levelling system, a fairly simplistic
one; the more kills your units get, the higher the rank they gain,
improving viewing distance, accuracy and power. As the game progresses,
you come to form a bond with your tanks as they gain higher ranks,
becoming even more powerful. Suddenly you start to look at ways
you can get your units though each level with the minimum of casualties,
avoiding needless sacrifices, thus avoiding the prospect of having
to call in replacements and lose those precious perks you worked
so hard to gain in through previous missions.
Another
one of Phase One's features that thankfully makes a return in Phase
Two is the prestige system. While it has no resource management,
prestige points do work kind of like resources. They are gained
through successful completion of objectives, which is why you tend
to find yourself working to complete every objective in each level.
The more of these points you get, the more vehicles and infantry
you can buy between missions. This is a simple but brilliant system
that rewards your hard work with a shopping list of some of the
most varied units of any World War II game.
The
system has limits though, as you would expect. While it may seem
a good idea to buy the biggest, most powerful tanks, these tend
to cost the most, as well as suffering the usual disadvantages,
such as slow movement and prolonged reload times. Spending prestige
points is all about balance; small tanks are faster and carry more
ammo but can't take on heavy armour alone, artillery can fire long
distances and devastate huge areas but is vulnerable at close range,
while you also have to make sure you have enough support units in
tow. Trucks carry infantry and cannons, while repair and ammo vehicles
ensure tanks can continue fighting through to the end of the mission.
Even infantry, while not as effective on the battlefield as tanks
and generally underused, also have to be considered every time it
comes to spending more prestige points. After all, you can't very
well commandeer abandoned vehicles when you have no one to take
control of them.
As
for new features, Phase Two now comes with a day and night cycle
for each level. While seemingly a small addition, it does add some
slight tactical advantages on the field. Each vehicle now has headlights,
hardly exciting but they are important in nighttime missions, as
visibility is reduced and enemies become more difficult to spot.
Turning these headlights on improves this but also runs the risk
of having your units spotted by enemy forces. Thankfully, this also
works in your favour, as when the enemy switches their headlights
on, they show up on the map, giving you a rough idea of their location
and enough time to plan an ambush. Skirmish and Multiplayer modes
are also present and make use of this new feature, which should
keep the game's lifespan high; aside from this new feature, however,
there's not an awful lot that's new in this sequel.
The
graphics are practically the same with just a few tweaks here and
there. It still looks pleasing but perhaps not as much as it did
a year ago; zooming up for closer inspection reveals how blocky
some of the in-game models are. That said, it still boasts some
incredible detail, like the shaking of tanks after being hit by
shells, wires from telegraph poles blowing in the wind and the new
nighttime settings even showcase some impressive new lighting effects.
Sadly, the sound is a different matter and while the game gets the
loud bangs and crashes right, the voice acting is often unbearable
to listen to, with the usual stereotyping and unconvincing accents.
This is a small gripe however, as voice acting only comes into play
during the cut scenes, which are hardly attention grabbing.
Perhaps
one of Phase Two's biggest downfalls is it's lack of any real new
features. Only a year on from its predecessor, there's little that
been altered, including the tutorial, which aside from the setting
and an introduction to nighttime combat is an exact copy of the
first game. While this may disappoint some who were expecting to
see something new from the series, Phase Two retains the original's
strengths, providing a fun, lightweight, no-nonsense strategy game.
While
lacking innovation and too close to the original to feel like more
than a big expansion pack, Codename: Panzers - Phase Two is still
an enjoyable strategy game and still boasts one of the most impressive
tank rosters around. It's still challenging for fans of the original,
while easy enough for newcomers to get in and get playing. With
the added Skirmish, Multiplayer and massive single player campaigns,
it's one that'll keep you occupied for a while to come, or a least
until Phase Three is unleashed, which will hopefully be more of
an evolution than an update.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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