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This isn't just your average, everyday assault - oh no, this is
a full-blown galactic assault. It's an assault of such a
magnitude that it has managed to distance itself from the Massive
Assault moniker that usually gets attached to Wargaming.net's
turn-based strategy gaming epics. However, Galactic Assault: Prisoner
of Power is an entirely different beast of a game, a game with its
own sets of rules and warring futuristic armies, a game far grander
in scope and scale - a game that's more, well, galactic.
It's
also a game that's giddy with schoolboy excitement at its science
fiction plot involving futuristic warring armies fighting for control
of a distant planet, based upon a book written by popular Russian
authors Arkady and Boris Strugatsky. Whether or not the book itself
is any good I couldn't tell you, as I had never even heard of the
authors before starting the game, let alone know anything of the
story that provides its inspiration - but it would have been nice
had Galactic Assault given me some indication of its quality. As
it stands, the tale is rather half-heartedly narrated, as though
it is quoting passages from the book itself - appropriate I guess,
but you're never told anything remotely interesting and the things
you are told fail to draw you into the game world.
There's
very little back story given to you about any of the four playable
factions and even less is revealed about their reasons for fighting
each other in the first place. Instead there's a lot of pointless
filler, introductions to characters you'll never meet and soon forget
about and only a smidgen of any sort of build up to the missions
you are about to undertake. It's not a big problem, as science fiction
orientated strategy games are hardly known for their Shakespearian
theatrics, but for a game that prides itself on the fact that it
uses a popular science fiction story as its basis, you'd expect
a bit more effort to be put into working it into the game.
The
story does have its uses though, in providing reason enough for
four distinctive factions to fight one another. Well I say distinctive,
but while the post-apocalyptic Barbarians use an assortment of strange
and interesting units that range from fireball-spewing tanks to
bizarre gorilla-like creatures, the other three fall back on rather
conventional designs, your standard line up of tanks, artillery
and the like. They do each come with their own specialised units
though, unique, destructive and very expensive - still, some more
variety in the way each unit behaves as well as looks would have
made the 'other three' factions a little more interesting.
As
to the messy business of war, it's a familiar experience to Wargaming's
other turn-based series Massive Assault. Each faction gets their
own campaign and each follows a rather linear sequence of missions
that see you cleansing the battlefields of the enemy, or capturing
their base. As this is a turn-based game, there are two turn phases
to contend with - the main combat phase, in which everything kicks
off and you must decide who moves where and what targets they need
to engage, and the recruitment phase, where new units can be bought
and damaged ones can be repaired. It's not a giant leap from the
Massive Assault series, but there are some noticeable differences
in the formula here.
First
is Galactic Assault's leaning towards more conventional real-time
strategy games by introducing basic elements of base building. And
that's basic at it's most extreme, as you often start each level
with a command centre where buildings such as vehicle depots can
be constructed to allow the recruitment of various units. That's
really as complex as it gets, as depots are often already attached
to a base before you even begin, so there's no minor micromanagement
nightmares to contend with during combat - only the threat of a
mission loss should you allow the enemy to waltz in and capture
your base. There's a strict limit on the cash given to you to actually
build units too, as well as the number of units you're actually
allowed to build, so there can be no reliance on massive armies
of heavy armour to crush the enemy here.
Another
welcome difference that Galactic Assault manages to pull over Massive
Assault comes with its armies. Whereas MA struggled to make its
two factions unique in terms of the hardware they use against one
another, there's a nice range of vehicles available to you in GA.
Well, okay, a lot of them do end up looking alike; scout vehicles
on one side for example might move and act exactly the same as another
on the enemy side, except they might have a twin turret instead
of a single, but with four armies each utilising everything from
infantry to armour through to artillery and air support, there's
an impressive array of units at your disposal and a multitude of
different tactics for you to employ to ensure that their full potential
is utilised, rather than wasted on half-baked rushing strategies.
Did
I say rushing? I think I did, an odd choice of wording considering
that even when ramping up the speed of the game threefold, it can
be an extremely slow experience. This is surely one of the reasons
that turn-based games are viewed with disdain by some, yet there's
something endearing about the methodical nature of turn-based games,
where every move you make has to be considered beforehand and every
action you take can have differing and sometimes drastic consequences.
Galactic
Assault is as much about your ability to keep your own army alive,
as well as inflicting the maximum amount of damage on the enemy,
but there are always obstacles in your way - specifically the point
system lying at the game's core, where every action undertaken by
every unit, be it moving or firing, costs a point. Run out of points
and you'll have to wait until the next turn. It becomes especially
tricky when you factor in things such as the type of terrain you
have to navigate across; units can move a great distance on roads
but are limited in speed over a desert and hills chew up points
for anyone moving up them while allowing huge defensive bonuses
when stood at their peak, with the added inclusion of a day and
night cycle can also limit your viewing distance. It's a constant
challenge trying to balance everything, but getting it right reaps
its own rewards - particularly when you manage to wrestle a victory
with minimal losses.
And
yet although a solid enough turn-based game, there are a few constant
irritants that still manage to spoil things. There's a certain feeling,
for instance, that the game tends to make things a little easy for
you. The whole thing is linear to the point where you'll only ever
have one course of action to take, maps aren't large enough for
you to experiment with different tactics and the overly helpful
mission briefings at the beginning of each level that tell you exactly
what you should do and how to do it, often making it feel as though
you're simply following instructions rather than being given the
chance to take your own path. There are also what suspiciously seem
like scripted sequences that tend to give you an unfair advantage;
instances where the enemy could quite easily drive you to defeat,
yet will often halt an advance and allow you the time to catch up
and miraculously turn a near defeat into a victory. The AI also
seems a little dense; one instance sees you attacking a frontline
defence of infantry who stand and take the punishment, while their
reinforcements simply stand and wait behind. Although this might
make the game more accessible to beginners, it's a bit of an annoyance
to those looking for a real challenge.
The
graphical and sound quality also don't break any new ground; this
isn't a game that sets any new benchmarks in relation to how it
looks, with a colourful if sometimes featureless array of environments
and some basic troop animations, while the sound fulfils all the
stereotypical sci-fi noises and explosions, complete with unenthusiastic
voice acting. This is hardly a massive loss considering that Galactic
Assault has obviously not benefited from the mega budgets of most
mainstream games though, and while lacking in real visual and audio
flair, the presentation is pleasing enough.
The
real problem with Galactic Assault: Prisoner of Power doesn't lie
with its handholding and linearity; it's with its reluctance to
really push any boundaries. What's been done here has been done
plenty of times throughout Wargaming's own Massive Assault series,
and although the new features in Galactic Assault are welcome additions,
it's not a giant leap ahead. What is here though is enjoyable turn-based
action, undemanding fun that entertains but probably not for very
long.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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