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The Greeks did great things for the advancement of civilization;
they were insightful philosophers, they established one of the first
real democracies and they produced some of the most imaginative
storywriters. Greeks imagined a world full of gods, heroes and terrible
monsters, providing us with a monumental source of inspiration for
all forms of modern media, including games such as Loki,
Age of Mythology
and God of
War, to name but a few. However, not all Greeks were peace-loving
thinkers - the warrior nation of the Spartans gave rise to many
battles, providing the perfect setting for a real-time strategy
game. Fate of Hellas is that RTS and was developed by the same team
as brought us Ancient
Wars: Sparta. Does this second outing fare better than the first
and does it advance the face of gaming like the Greeks advanced
civilisation? Improvements have been made, but the standard RTS
formula - build this, kill that - remains unchanged, leading to
a slightly dull gameplay experience.
The
downfall of most RTS games is dire, uninteresting stories - a number
of armies meet, they don't like each other, so they kill each other.
The story in Fate of Hellas is not far off this - the Greek states
are in conflict, the Persians are coming with a huge army and some
serious bloodshed is about to commence! To provide yet more carnage
than two armies can dish out and since Spartans versus Persians
has been done before, the developers have thrown in the Macedonians
and Egyptians as playable factions as well. All this carnage and
violence is bound to be bad for the side that always loses a war
- Mother Earth. This degradation of the Earth and battlefield is
mentioned in the two campaigns and the country where the armies
collide, Hellas, is almost given a persona of its own. I really
enjoyed this new twist on an unoriginal war theme, but it's a shame
that it wasn't taken further and has no real impact on the gameplay.
Like
the story, the gameplay offers few surprises; it's mainly traditional
RTS fare from start to finish. There are tutorials to explain the
basics, but if you have ever played Warcraft III, Age of Empires
or pretty much any RTS, all the gameplay mechanics will be instantly
familiar. You begin the game with a town centre plus some slaves
(basic builders, resource gatherers and workers). With a hub capable
of producing an endless supply of workers, you can build farms,
gold mines, stables and barracks - you'll need lots and lots of
slaves to build up a decent base and support a large enough army
to crush your foes. To support that large army you'll require plentiful
resources - food to keep warriors happy, wood so you can make weapons
for them and gold to pay them. In a break from tradition, how the
game handles food and lack of it is innovative. If you run low on
food then your troops start starving and physically losing health
- making an already difficulty game even harder!
Yes,
Fate of Hellas is hard - even with the enemy difficulty set to Easy!
This is partly to do with the fact that troops seem to die very
often - those Spartans do like to go into battle with cloaks but
not much else in the way of armour. If you have a six-pack then
it's nice to show it off, but something more practical would be
useful in this situation! A bigger part is the unrelenting artificial
intelligence of the enemies. Once a rabble of foes spots your forces,
they never give up, even moving halfway across the map to charge
after you. What's more, the enemies don't seem to be very clever
or smart when it comes to tactics. A proper commander would hide
troops in strategic positions while they build up a massive army
to crush you. Instead, the enemy sends a constant stream of annoying
little raiding parties at your base - as soon as you get near a
large enough force to consider advancing then another raiding party
arrives to decimate your men. This constant rhythm - train warriors,
a raiding party arrives and kills warriors, train replacement warriors
- gets very tedious and annoying after a while. Being unable to
make significant progress quickly, coupled with the knowledge that
at any second another raiding party will arrive, makes you less
and less likely to want to play on.
The
music and sound effects also let the game down somewhat. The music
sounds suitably ancient and changes tempo when combat is entered,
but it soon becomes repetitive and annoying to listen to at its
default volume. To try and lift the game from this depression, the
ambient sound effects - birds tweeting, workers in buildings, sheep
bleating and the lovely slosh of water as troops wade through it
- are high quality and pleasing to the ears, really making you feel
that you could be roaming the land of Hellas. The same can't be
said for the voice acting though, which provides very little immersion.
The voices of the Spartans need to be in Latin, or at least
sound like they are in Latin, instead of plain, well-spoken English.
It's
not all bad though; the controls are actually well thought out,
apart from the fiddly camera rotation controls. The camera can only
be rotated horizontally, which simplifies things, but you have to
hold the control key and then hold the middle mouse button and then
move the mouse to do it - remembering this in the heat of battle
is difficult. What isn't difficult is zooming in to almost ground
level to get a closer view of the action or zooming out to a standard
isometric RTS view, very similar to Warcraft III - without the Orcs,
that is!
The
similarity to Warcraft III reaches its most obvious in the almost
identical interface at the bottom of the screen. The orders that
selected units can perform are neatly arranged in a grid on the
right, with an animated portrait of the unit's face towards the
centre and a minimap on the left. With all the similarity, you might
start to think that Fate of Hellas is a Warcraft III total conversion
- but one look at the maps the game is played on will tell you otherwise.
Graphically, the game is stunning - trees shudder and leaves fall
to the ground as slaves chop them down, footsteps from marching
troops remain for a time, reeds sway in the wind and arrows actually
stick in soldier's bodies! Even buildings are magically brought
to life; shipyards can be seen constructing mammoth ships and warriors
visibly practice their combat skills inside archery ranges. Despite
looking cool, an army will do its best to destroy all the buildings
owned by an opposing faction in order to defeat that faction. To
destroy buildings, troops throw lit torches - with amazingly realistic
looking fire - gradually burning them to the ground, a welcome change
from the usual repetitive whacking of other RTS games!
Another
welcome change from the norm is the concept of weapon collection.
Key to this idea is the fact that enemy soldiers drop their weapons
and shields when they die. These discarded weapons can be collected
by your slaves and taken back to your town centre for later use.
The next time you click on a barracks you will be able to design
a new unit type in the remarkably easy and quick to use unit designer,
which allows you to outfit the new unit type with the scavenged
weapons instead of having to spend resources making them! Weapon
collection and unit design appears like a superb idea, but there
are some problems, the biggest being that collected weapons are
finite in number - once you train troops and exhaust the supply
you cannot train any more of that kind of troop, yet there is nothing
to tell you you've run out. Trying to train a soldier with no more
available weapons just does nothing - no warning signs, no errors,
nothing! No meaningful feedback will just leave the player confused
and they may even think the game has broken - it had me fooled for
a while!
A
benefit coupled with the weapon collection idea is the other troop
customisation features. When enemy soldiers die they don't just
drop their weapons; many soldiers are mounted on horses, steer chariots
or push siege engines such as catapults around. Occasionally a lucky
shot from one of your men will knock an enemy right off his horse.
Without any desire for battle, the rider-less horse wanders around,
munching the tasty grass below. A horse with no one watching it
is fair game for all and you can actually steal it for your own
men, improving their combat skills. I've never seen any other game
were horse rustling plays a role! The same is true for chariots
- kill the driver, climb aboard and hare off into the distance -
who said war was fair?
War
may not be fair, but you've certainly got plenty of it here. As
mentioned before, there are four playable factions - the Persians,
the Egyptians, the Spartans and the Macedonians. Each faction is
entirely unique and requires their own playing strategy; for example,
the Persians need a lot of gold mines early on but their troops
are stronger, the Spartans can build up large armies of lightly
armoured warriors quickly and usually draw first blood. There will
be a lot of blood as well - the Spartans and the Macedonians each
get their own medium-length campaign, lasting for ages considering
the game's difficulty. What may not prove as popular or as long
lasting is the multiplayer - it's network play only so the game
cannot be played over the Internet, which is a great shame. Another
disappointment is that there aren't many multiplayer maps available
- the release of a map editor would be a great benefit.
Fate
of Hellas is a decidedly average real-time strategy. There are a
few twists and new ideas but they rarely work well. In fact, the
entire game is plagued by problems, not always recognising right-clicks
and issues with troops finding their way around the map are just
two that come to mind. However, if you can ignore all of this and
block out the music then you are left with a reasonably enjoyable
and very eye pleasing generic RTS - just don't be surprised when
the déjà vu kicks in!
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
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