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I've never played any of the Combat Mission games before, so I didn't
have much idea of what to expect from Shock Force, the latest entry
in the series. The official website is ripe with self-hype and it's
definitely the best looking tactical war game I've seen. Looks can
be deceptive, however...
The
story is of a hypothetical war between NATO (the blues) and Syria
(the reds) that seems like it's based on the recent war with Iraq
and it evolves as you progress through the game's campaign mode.
A well-written story is often overlooked in war games, so it's nice
to see the effort put into this element. The timeframe is the near
future too, so expect to see many familiar and real world units,
such as the M2A3 Bradley.
Once
into the game, you select units, give them one of a multitude of
orders, such as move or bail out, and try to achieve objectives.
You can also string together orders, which is useful for more strategic
plays. Units automatically attack enemy units in their line of sight,
but tactics and cleverly thought out plans are vital, especially
on higher difficulty levels. There's also a neat feature of being
able to choose whether you want to fight in real-time or take turns
- I recommend sticking with the turn-based version until you know
what you're doing, as in real-time it's much more difficult to forge
plans while tank shells fly past and men scream as they die. Still,
all wars and battles are fought in real-time, so it's much more
realistic to play that way, but it's great that you're given the
choice. When in turn-based mode, there is one annoying quirk - after
you complete your turn and units have carried out their orders,
you're shown a replay of the actions from the previous turn. This
can be skipped, but starts automatically at the beginning of each
new turn - an option to turn it off would have been nice.
There
is a very steep learning curve for people such as myself, who have
never played a game in the Combat Mission series before. There's
no tutorial to take you step by step through the basics of gameplay,
so you'll need to read the 'important bits' of the 200-page manual
to get going - the developers seem very proud of the length of the
manual for some reason. As well as no tutorial, the game's interface
has no tool tips - there are no pop-up boxes to helpfully summarize
the purpose of a button, so you need a high capacity brain to remember
it all and not a somewhat leaky sieve like mine! The controls are
difficult to master too; they can be changed, but not without editing
a text file outside the game. Surely there should be an easier way?
I expect that if you've played the Combat Mission series in the
past then it's all fairly similar to what you're used to, but newcomers
will really struggle at the beginning and might stop playing because
they find it too hard. This is really unfortunate however, as the
game does get a lot better when you know what you're doing and how
to control units effectively.
It's
not just a high-powered brain that you need to play, though; your
computer needs to be up to spec as well. The minimum requirements
can be found hidden away on the official website - they are not
too demanding, but a bit optimistic. I surpass them all but the
game is still jerky on low settings. It's my graphics card that
lets the side down and causes the problem I think. It's still above
the stated minimum, but quite old now. Any PC bought recently will
have no problem in running the game on maximum settings. The game
looks pretty good even at low settings, although there are a few
problems with clipping, where units move into one another. Despite
clipping problems, units are well animated; men run naturally without
jerkiness, hatches on vehicles open, tank turrets turn and wheels
spin when they should.
Units are given impressive amounts of detail too. One of the best
features of the game is the feeling of weight that each unit has.
A 40-ton tank feels like a 40-ton tank as it rumbles along, and
it can't turn on the spot. Vehicles build up momentum as they move,
spraying up dust in the process, and when a tank fires a shell,
it recoils realistically from the blast. The wonderful sound effects
reinforce the feeling of combat too; if you put the camera close
to vehicles, you can hear the hum of the engine and roar of the
turning wheels. Bullets twang off armour plating. If destroyed,
the vehicle's smouldering wreckage burns, creating pillars of black
smoke. The men inside scream and the fires crackle, while soldiers
bark orders to the rest of their squad and explosions from wayward
shells throw up dust as they impact the ground, causing the camera
to shake if positioned too close. It's all very gritty and warlike.
It's a shame that the buildings mostly look the same though; they're
all just rectangular boxes, or combinations of rectangular boxes.
It's a nice feature that you can order troops to go to a particular
floor or to sit on the roof, but I would have liked some more variation
in building design.
There
are a few oddities though - enemy jeeps seem to have no drivers
or other men inside, yet they can still shoot and drive around the
map. Naturally, war can be a bit harmful to the environment, so
constant artillery fire leaves craters. However, there isn't any
terrain deformation at all, but you do get a circle of scorched
earth, which is better than nothing. Like the ground, units are
also not deformable - shards of armour and metal do not fall off
vehicles when they are hit, which is disappointing. The only objects
that can be broken are buildings; repeated fire on the wall of a
building makes it crack and mysteriously vanish, exposing the occupants.
The
levels look pretty, containing some plants and sandbags for decoration.
You'll have to zoom in to see these though, as the game hides them
to keep performance up. The most disappointing graphic is the one
used for the edge of the map; you would expect some kind of border
to limit movement and the basic map to just continue into the distance.
The reality is that the map just stops! If you zoom out far enough,
it looks like the map is hovering in mid-air. A sandy graphic is
used to hide this problem, but it does not blend in with the map
and so does not work. Obviously, units cannot fall off into oblivion,
but this does destroy much of the realism that the game tries to
create.
Another
problem is the AI. In a single player battle you choose to control
either the Syrians or NATO (but some missions are restricted to
playing as NATO only). Each side has their own unique objectives
- for example, to take control of a certain area. Unfortunately,
I have never seen the AI push forward and try to do things other
than kill all my units or wait for a draw (which happens after a
set number of turns). Enemy units just lie in wait for my men to
get close enough, then open fire. The AI never does anything to
take me by surprise, such as sending troops round behind mine and
flanking my position. It's not just the enemy AI that's the problem
though; units don't react as they should. If you issue a move order,
the unit moves approximately to where you told it to go, but if
the unit then spots enemy units or comes under fire, it doesn't
change course, return fire or dash to the first bit of cover it
can find - it just continues on its merry way, as ordered. Another
example is when you call in an artillery bombardment on a group
of men. What will the men do when a shell lands near their back
row, killing two of their number? Will the screams of the dying
men prompt them to take action? No - they just sit there waiting,
for the next bomb to drop!
Shock
Force is all about realism of war. You are briefed before each mission
with your objectives, the weather conditions (which do affect combat)
and a basic plan of action. You can study two-dimensional plans
of the area before getting stuck into the action. Some of the maps
are quite large and, thankfully, the camera allows you to zoom out
very far to get an aerial view of the battlefield. You can zoom
so far that units are represented by small symbols and buildings
are no more than coloured rectangles - good for planning, not so
good for fighting. A minimap would have been helpful, but sadly
you're not given one. To further this feeling of realism, each unit
or man in a squad has a sort of identity. They each have a set amount
of ammo, they have different weapons, they won't always go to the
exact spot you ordered them to and they even have small inventories,
which can contain extra ammo or other special equipment. Each unit
has its own line of sight and on higher difficulties will need to
spot an enemy or be radioed the enemy's location before they can
shoot at it. This eliminates the problem I like to call 'Borg spotting'
(as in the Borg from Star Trek), where once a unit has been spotted
it's automatically known to every other unit on the battlefield,
independent of how far away they are.
In
terms of lifespan, Shock Force is not left wanting. If the large
campaign isn't enough, there are many single battles to play through
as either side or with a friend in multiplayer. There's a random
battle generator too, which works remarkably well, plus a scenario
editor that lets you create almost any battle you like. You can
set objectives for each side and you can even write an AI script
to change enemy behaviour! It's complicated though, so you'll have
to return to that 200-page manual if you want to take advantage
of this feature.
Combat
Mission: Shock Force comes as something of a disappointment. It's
by no means a bad game, but it's not all that it should be. It looks
and sounds great, but the lack of a tutorial is a major letdown,
as the game is just too complex not to have one. Even the first
few missions of the campaign are quite difficult and don't ease
you into the game as they should. The simplistic AI also hurts the
gameplay in the campaign mode too. Those of you who have played
the Combat Mission series before will probably lap it up, but newcomers
will need a lot of patience to persevere and get the most out of
what is a good, but not great, strategy game.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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