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Turn-based strategy games - they're a bit of an odd bunch, aren't
they! They're kind of like real-time strategy games, only more chilled
out; everyone still has to shoot each other in the face, but hey,
relax, there's no rush, because you each get to take turns. But
where did all the good turn-based games go? It was such a once-thriving
sub-genre and yet so rare to find these days. Going by Massive Assault
Network 2, I'd have to assume that turn based strategy games went
nowhere, as unbeknownst to me the out-of-the-blue surprisingly enjoyable
Massive Assault that surfaced a year or two ago has actually thrived
into a full blown series of its own.
Massive
Assault Network 2 is the fourth game to bare the Massive Assault
name (well, technically third, as the sequel to Massive Assault
tried to distance itself from the series with the name Domination).
Surprisingly for a game this far on in a series, not a whole lot
has changed since the franchise's first outing; you're still fighting
as either the Free Nations Union or Phantom League, you still have
to battle to gain control of a number of futuristic planets and
it all still looks as good (although time has it done it no favours)
as it did a few years back. It's practically the same game - but
there are differences, as this version focuses on online battles
with other players rather than leaving you at the mercy of Massive
Assault's ruthlessly efficient AI (which does still makes an appearance).
For
those fresh to the series, allow me to elaborate. Picking one of
the two opposing sides, your objectives are simple - train armies,
claim territory and crush the enemy. Maps vary in size and are separated
by small territories containing capital cities that generate the
game's one and only resource - cash. Capture a city and you gain
its income and thus the ability to expand your military presence.
The more units you can build, the more territories you can claim
and ultimately the sheer might of your armies will eventually overwhelm
the enemy and force him to submit. Easier said than done.
On
the face of it, this is a fairly simplistic game. Light units are
weak, big units are strong, you get to build a small variety of
land, sea and air vehicles as you traverse a number of different
terrain types and there are none of those fancy features you'll
no doubt be used to from most modern strategy games, such as hero
units, experience points and upgrades. There's even a complete disregard
for any kind of base building or management - yet despite all of
this, Massive Assault Network 2 can be brutally hard. This is because
of the turn-based system; you may think that getting to take turns
trading blows with your counterpart will be a walk in the park,
but allow me to crush that assumption and say that it's anything
but. Charging in and blasting anything in sight might seem like
the quickest way to victory, but this isn't a tank rush type of
game; send out your units in an attempt to subdue your enemy without
first sitting back and taking stock of the situation and you've
as good as handed your opponent the victory.
There
are three main turn phases to contend with; a combat phase in which
you muster your forces and strike against the other player's units,
a recruitment phase in which you use whatever income you've gathered
from your territories to buy new units, and a disclose phase, this
latter one perhaps being the most important. Prior to the start
of each game, both players are given control of a set number of
territories or 'Secret Allies' as they are referred to, which randomly
generate on the map and neither player gets to see the locations
of his rival's territories. Furthermore, the resources gathered
in these territories can't be used until their locations have been
revealed. Why does any of this matter? Well, because as soon as
one of your allies is disclosed, the other player immediately knows
that territory's location in relation to his own and if it's close
enough he may very well bide his time until you leave it vulnerable,
then disclose one of his own while striking at yours. It can work
both ways though, and while you may be at a slight disadvantage
if you reveal territories early on, you don't have to reveal all
of their locations in one go, meaning that you can use these underhand
tactics too.
Territories
themselves are the key component to victory; without them you'll
not have enough cash to build a sufficient army but you can't simply
roll in at your leisure and take them on a whim. Most territories
are neutral, so if anyone invades them the defence of that country
immediately falls into the hands of the other player, getting that
city's full resource limit in one go to build a defence force. Depending
on the size of each settlement, the amount of cash it produces can
vary. Smaller colonies could generate nothing more than $1 million,
while the larger ones, if you're lucky, could give you up to $3
million, but this still limits your ability to build certain types
of units. Cash is generated per turn, so while enough is produced
to give you the required sum of money to train up a sizeable attack
force, if it's the heavy units you crave then you're going to have
a skip a turn and save up.
With
such restrictions, new tactics have to be employed; the smaller,
weaker units become an integral part of your army during the early
stages of battle. The jeeps, for instance, are criminally weak,
move one space per turn and cause so little damage that they barely
register. During the opening stages of a battle, however, they can
be purchased en masse and used to punch holes through the enemy
lines or block a territory's border to prevent invasion. They're
cheap enough so that if you loose one it doesn't really impact your
progress. As the bout continues, the reliance upon bigger weapons
increases; there are tanks and artillery that are slightly more
expensive but can move further and cause more damage, but the good
stuff such as the two-legged walkers and devastating missile launching
artillery costs more, not just in resources but in value to the
enemy, as when those weapons enter the battlefield they become prime
targets.
Then
there are the special weapons - heavy duty units that cost an absolute
fortune but can greatly tip the scales of power in your favour,
the Phantom League's Bullfrog being a prime example, a giant mechanised
robot that's expensive and slow but one of the only units capable
of shooting twice in one turn. Its power also makes it a prize target
for the enemy, who'll likely throw everything he has at it. Strength
of force alone isn't often enough to win a game though; with this
being an online turn-based game you have to learn to anticipate
the other player's move. You always have to be aware of a number
of things, such as the distance between you and your enemy's units.
Here you have to make guesses as to what the other player might
do should you attempt to attack certain targets. You could move
in your tank close enough to kill the enemy's artillery, but could
that unit then be attacked by a currently out of range walker during
his next turn phase?
Victory
isn't easy to come by either - whether it's against the difficult
AI bots or other players who have more than enough experience with
the other games in this series to know how the gameplay works, losing
will become a common occurrence. This isn't without its share of
rewards though; defeat becomes a learning experience and it's not
until you've had another player use a specific tactic against you
that you begin to realise where you went wrong, and why you lost
those territories and those units. This isn't a game
that gets too frustrating, as there's always a compulsion to continue
even after defeat, taking those new strategies you've just learnt
and trying them out on your next opponent.
Being
built for online gaming there's extra incentive to do well, with
ranks to climb up, medals to gain and a leaderboard to get your
name on, and with new maps downloaded there're always plenty of
opportunities offered to practice and perfect the tricks you pick
up as you progress. Variety isn't Massive Assault Network 2's strong
point though; four games into the series and it's still using the
same game mode, near enough the same units and the same dated graphics
- some new features wouldn't have gone amiss! This isn't too much
of a problem though - while it does little new, it does it so well
that it's compulsive enough to stick around regardless, but the
difficulty is a little uninviting for those few who've yet to experience
any of the Massive Assault titles.
Even
after getting to grips with some aspects of the game, it can be
extremely difficult to dig yourself out of the holes you might find
yourself stuck in. Occasionally matches can become very one-sided;
one player may gain the upper hand early on and as soon as they
roll out the big units it can be extremely difficult trying to gain
an equal footing. This is compounded by the fact that, being a turn
based game, it can take a fair while for some matches to end, particularly
on the larger maps. It's not all doom and gloom though - the community
is friendly and always willing to help those who are new to the
series, while the browser does make the act of choosing a game a
doddle, even allowing you to postpone games mid way through and
pick them up later on, meaning you could have several games on the
go, so even long matches don't have to feel like an unnecessary
drag.
Unforgiving
difficulty and lack of any real improvements to the series' tried
and tested formula aside, Massive Assault Network 2 is an immensely
enjoyable experience. It might lack most of the niceties you find
in today's strategy games - it looks old and some of the ideas feel
dated - but it's an addictive game with bags of charm and a friendly
community at its heart. In an age of fast-paced real-time strategy
games, its slower pace may make it look a little out of place, but
there's more opportunities offered up here to utilise challenging
new strategies than most strategy games have shown in years and
for that it's at least worth a look.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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