Wednesday, November 21, 2007

Close Combat: Modern Tactics


Publisher: Matrix Games
Developer: Strategy 3 Tactics
Category: Strategy
Release Dates
Digital Download - 11/15/2007
Official Game Website




Modern Tactics Preview

Matrix Games Strategy 3 Tactics, and CSO Simtek are thrilled to announce that the latest and greatest title in the legendary Close Combat series, Close Combat: Modern Tactics, is now available for purchase via the Matrix Games Online Store. Offering the tactical real time intensity found in the original World War II Close Combat titles blended with modern weaponry and real-world as well as hypothetical conflicts, Close Combat – Modern Tactics is an exciting and innovative new addition to the Close Combat series that still holds the addicting appeal of its predecessors.


David Heath, Director of Operations at Matrix Games, said “The Close Combat series has always been among my favorite wargames, so the release of a modern take on this tried and tested gaming system is particularly exciting.”

Andrew Williams of CSO Simtek added “It’s great to finally see fans of the series on the civilian side get to take a crack at this new modern release. It’s been great working with Matrix Games as they’ve given us the support we need to make Modern Tactics cross the gap from a military training tool to a fun new consumer product!”


Close Combat: Modern Tactics combines classic top down real time tactical warfare with the excitement of multiplayer head to head gaming. Developed from the US Marines training simulation, Close Combat: Marines, you get to take command of all types of modern battlefield weaponry including Abrams tanks and Soviet-made RPGs as well as air, helicopter and artillery support. This is serious gaming at its best.

You take command of modern US forces or various opposition forces in one of 25 scenarios included with the release. Engage in combat with up to 5 players per side and participate in intense head to head battles using Modern Era weaponry and equipment on gorgeous hand-drawn maps measuring from 1km square to giant 4km x 1km maps. Fight on hypothetical battlefields ranging in style from backwoods America to the streets of Iraq and the former Soviet republics. You face all the enemy can throw at you in a series of immersive, action-packed engagements that will test your tactical abilities! Air and artillery support are on-call but the final objective can only be secured by Close Combat. You are in command!


Exciting features of Close Combat - Modern Tactics include:
  • Based on Close Combat Marines, which is used as a USMC training simulation

  • Gorgeous hand-drawn 1km square to 1x4km maps
  • Comes with 25 Modern scenarios based on real-world and hypothetical conflicts

  • Realistic soldier psychological profiles during combat

  • Mount and Dismount specialized vehicles with infantry units

  • Close air support and direct and indirect fires.

  • Ability to protect your men in buildings, bunkers, and trenches.

  • Includes specialized squads, weapons, soldier types, attack aircraft & artillery.

  • Designed to be easily moddable to provide years of additional gaming excitement.

  • Adjustable game speed scroll speed and sound volume.

  • Multiple nationalities with varying capabilities available to both sides. .. and much more

Get more information on Close Combat - Modern Tactics from its official Matrix Games webpage.


Description

Close Combat: Modern Tactics brings you classic top down real time tactical warfare with the excitement of multiplayer head to head gaming. You take command of either US or opposition forces and engage in head to head battle (with up to 5 players per side) using modern era weaponry and equipment on gorgeous hand drawn maps measuring 1km square up to giant 4km x 1km maps. Air and artillery support are on-call but the objective can only be secured by Close Combat. You are in command!


Hardware Requirements
  • Windows 98/ME/2000/XP/Vista

  • 300 Mhz Processor or faster

  • Minimum 256mb (recommended 512mb; 1 Gb for Windows Vista)

  • Video Card capable 1024 x 768 or better

  • 16-Bit DirectX 9 compatible soundcard
  • Hard disk space: 1.5 Gb
  • CD-ROM

  • DirectX 9.0c

  • Optional peripheral hardware: microphone / headset / speakers to co-ordinate with your allies via any VOIP application

BLADE STORM: The Hundred Year's War

Publisher: KOEI Corporation
Developer: Omega Force
Category: Strategy
Release Dates
N Amer - 11/07/2007
Official Game Website
Discuss This Game
Also available on: 360


BLADESTORM: The Hundred Years' War Review

KOEI is back again delivering Bladestorm: The Hundred Years’ War on the PlayStation 3 (also on the Xbox 360), which is reminiscent of their Kessen series. Assuming the role a rogue commander within a group of mercenaries, players have the choice to choose between the two sides of the war and ultimately sway victory to one side or the other.

What exactly is the “The Hundred Years’ War”? For a quick history lesson, it began in 1337 (who knew that Internet jargon was popular prior to the ‘90’s?) and ended somewhere around 1453. Based around England attempting to take the French throne for their own, it’s a storied conflict that even includes the legendary heroine, Joan of Arc (or for those in France, Jeanne d’Arc). So it’s safe to assume that all of this turmoil between England and France would make a good backdrop for a video game, right? Actually, that’s wrong; Omega Force, the developer of Bladestorm, created a strategy game that falls below expectations.


That’s not to say that there aren’t moments of enjoyment that come out of Bladestorm, because there were moments of triumph that were euphoric. Let’s start off with the fact that players are able to align themselves with either the French or the English – this alone made it worthy to see both perspectives of the war - though, this feature is becoming a regular in many strategy video games (Kingdom Under Fire on the Xbox allowing players to be good or evil). The other enjoyable portion came in overrunning the opposition without too much exertion of force.

The game begins in a tavern where I assumed control of creating my character. The character creation is the average ho-hum affair with the choice of gender, voice, and an ugly mug to wear. The faces are all preset, so don’t expect a level of customization to the point where you could recreate your favorite celebrity. Anyways, the heart the game is through the tavern where players are able to change the settings, follow the storyline through a journal, find new mercenaries, buy equipment, talk to NPCs and level up. When I was finally ready to go hunting for a mission, I checked out the contracts that I could accept and chose the path of Joan of Arc due that I just didn’t feel right joining “The Black Prince,” otherwise known as Prince Edward of England.


Missions usually ask for players to seize control of fortresses and capture towns with your ragtag group of mercenaries. This was particularly easy, especially with the wide range of units to use on the battlefield. From elephant troops to the usual swordsmen, I was in command of a powerful set of characters that wiped out anything and everything that stood in my way. But, alas, my overall experience with Bladestorm wasn’t as epic as I had once imagined it would be. The combat just isn’t up to par with personal standards for action-strategy games.

If you look at the game case, you might get the impression that this is another Dynasty Warriors hack-n-slash title, but that’s where you’d be wrong; it’s not even as exciting as that somewhat-stagnant series. Through pressing only a few buttons, players will sit back and watch their mercenary attack on the screen only to wait for their attack meter to slowly fill back up again. Even worse, the magic involved in the game (wait, France used magic to expel England out of their land?) isn’t anywhere as fun as I had hoped it would be. The magic had no oomph to it and lacked any sense of vigor.


Bladestorm features no co-op whatsoever; not even online co-op. With Bladestorm featuring computer A.I. that aren’t the sharpest knives in the drawer (both enemy A.I. and your mercenaries), more of a challenge was needed when on the battlefield. Another problem with Bladestorm is Omega Force only allowing the player to control one troop at a time rather than all the troops on the battlefield. While I didn’t run into any difficulty problems, I am betting many will since they can’t coordinate their attacks in succession to rid themselves of pesky enemies.

On the visual side of the game, Bladestorm is aesthetic pleasing on the eyes in only one area. If you have played any other KOEI game in the past, you can expect a high amount of characters on the screen at one time. If you are on that boat though, then you should also be ready for many of the same generic units to pop up all over the battlefield as you slaughter them. On top of that, the environments are dull with barely any detail, and the draw distance is minimal. So overall, Bladestorm’s best feature is the high amount of units placed on the screen at one time, but fails to be visually pleasing anywhere else in the graphics department.


Review Scoring Details for BLADESTORM: The Hundred Years' War

Gameplay: 6.0

It’s not terribly exciting to play; the strategy elements could be beefed up to include more control over the units and co-op is a must if there’s to be a sequel to help remove the game's dullness.

Graphics: 6.1

While it may be impressive to see a lot of units on the screen at one time, it’s the rest of the game the fails to provide a next-gen experience.


Sound: 6.5

The soundtrack is decent but what’s up with the shoddy voice-acting?

Difficulty: Easy/Medium

Som will have trouble getting a handle with the controls and tactics, but veteran players will find it easy.


Concept: 7.4

KOEI moved their base of the storyline from Japan/China (Samurai Warriors / Dynasty Warriors) to Europe, but Omega Force failed miserably with the execution of Bladestorm.


Overall: 6.2

At one time, I was overly excited for Bladestorm: The Hundred Years’ War due to the strategy elements, but in the end it’s the strategy portions that bothered me most.