norb wrote:
Here's an imperfect Google translation:
SWG offers an innovative game system with authentic battlefield atmosphere, good presentation and very high realism factor. We quickly realized that there were real experts on the matter with attention to detail and historical accuracy at work. Another plus is the predecessor to the newly introduced multiplayer part, which is also ideal for cooperative play as a team.
However, real-hectic, very headstrong subordinates and limited visibility given not for everyone. I want it this way: It is not here to see a game for control freaks who need the feeling of being responsible for the conduct and outcome of a battle in every detail. Also regrettable is the absence of a campaign game. However, those who own or have affinity for the topic "Sid Meier's Gettysburg" or did the earlier title of the series is expected to SWG have a field day.
Expert on the Civil War may not remember the then reluctant to minutes of Mad Games programmed tracks "Civil War: Bull Run" and "Take Command: Second Manassas War". The small independent studio emerged Norb Software Development, from parts of the old development team, has now taken the baton and presents "Scourge of War: Gettysburg," the third part of the series.
Like its predecessor "is Scourge of Gettysburg War" (SWG) is a tactical real-time simulation, which puts on the depiction of the battle and the military units of a high value on authenticity and historical accuracy. As the name implies, this time we have carried out the largest and most famous battle of the Civil War. Unlike the classic "Sid Meier's Gettysburg," the unmistakable role model for SWG, players take on not from an isometric perspective, the control of an entire army. Instead, he finds himself alternately in the role of a brigade, division or corps commander on a three-dimensional battlefield again and is part of a larger event which he can influence only within its limited powers.
Another feature of the game system is the realistic representation of the chain of command: With despatch rider I get instructions of my superiors, to be implemented successfully within a time limit. For this purpose it is necessary that I give my written orders to their own subordinates, so they finally maneuvered my subordinate regiments and throw into the fight. But it is not to say that my commands are executed on the desired way, for depending on the situation and risk officers and units able to respond at its own discretion. To increase the realism another interesting feature was integrated, the developers have "baptized headquarters in the saddle". Here I may exercise the battlefield and the events around me only from the ego perspective of the character played by me.
If you are deterred by so much sense of reality does not, however, breathe. For SWG offers seven pre-defined levels of difficulty a number of options to tweak the realism factor to their own needs. At this point the game is very user friendly. So one can, for example, abandon the despatch rider and steer each formation by hand, the intensity of the "Fog of War" to edit manually or use a freely rotatable camera, by which time the entire area can overlook.
We must re-assert that the basic idea of SWG is innovative and interesting. But what of the scale? - Well, the single player mode of the program includes eight p.m. scenarios that illustrate each phase of a three-day struggle at Gettysburg. The receiving party to the player, his rank and therefore the number of his subordinate units are, however, predetermined. The game objective is the rule is to conquer certain map points either to keep or as a defender against the enemy. It is quite possible that the requirements change depending on the situation, creating a certain dynamic is introduced into the game. As already indicated, one has to keep in mind the time factor, since each scenario is of limited duration (between 30 minutes and two hours).
Unfortunately recreate SWG offers in contrast to "Sid Meier's Gettysburg" no real campaign mode, which allows the whole battle from the perspective of each side in a chain of linked scenarios. Instead, one takes time as Confederate division commander to the field, in the next battle, however as the leader of a Union Corps. However, it is noted that some of the larger scenarios have to be activated only after the completion of smaller missions, the losses incurred are taken from the latter in each case.
Furthermore, there are five tutorials that beginners are strongly advised by the way, and one very comfortable, "sandbox" baptized Editor to create knitted Schnellgefechte. Here, the player may assemble at will his desire force, one of four excerpts of the historic battlefield and the nature of the combat (offensive, defensive encounter battle so choose) and even if he wants to follow in the footsteps of Robert E. Lee and George Meade personal contact.
In this context, an innovation compared with its predecessors is especially noteworthy: SWG offers a sophisticated multiplayer part of TCP / IP, which offers the possibility of both pre-and-created scenarios, not only against human opponents, but also cooperatively to contest in a group of comrades. A role not unlike the members of the team in co-op play different command posts in the same army. Unoccupied positions subordinate to this one quite simply a friendly AI.
Especially in multiplayer is the very consistent courier system is of great importance: About despatch rider informs one's further away fighting team mates on current events, such as enemy troop movements, plans to jointly complex maneuvers and also calls for ever on the support it for our own troops is dicey. Very nice is also the option of using his skills to determine an individual handicaps, which will include the team's strength of their own regiments modified. In this way, experience can be compensated for differences between the involved players.
Let us now play mechanics and control to more closely! We navigate and command the units of our command of a three-piece interface at the bottom of the screen. The toolbars seem quite tidy and allow easy access to all relevant data in the course of battle, such as weather, time of day, visibility or statistics for each selected unit. In addition, it can be seen whether my men currently receive benefits area, experienced by neighboring regiments and officers present for support, or are in distress, have stalled because no line of sight contact with the target objective are threatened by the enemy in the flank and more.
Very practical, the possibility of the order of battle of their own army is display in tabular form, as required by the status of a special association to get down to the individual regiment and thus to provide an overview on the fly on the big picture. Special mention should be made at any time callable map, which interestingly is modeled on an original map of the area around Gettysburg from 1858. On her next to the location of the played character, the objectives and the current game - via live update to update all the time - the movement of own and enemy troops visible display. The card also works as a Jump Map, so that I can center the camera by clicking on a particular locality or unit.
Provided the appropriate degree of realism is enabled, provides additional menu to create Courier News an important game control terms of this screen can be easily authentic-looking, sitting up with time, date and signature bearing despatches, with three types of messages are distinguished: mere information, instructions to subordinates or the support requirements that we may at subordinate officers or sent to superiors. To write the article, there is a kind of modular, select the player from the fairly straightforward pre-sets and can insert the appropriate names and geographical names.
In the event, finally, that an association is to receive direct instructions, we access the command menu. Here you will find everything you need to manage the units at the tactical level. So you can regiments, but also entire divisions have, in different formations (line, shooting line, column, etc. march), determine the orientation (pan), or specify the movement of troops so that only the existing roads are used. There are also special commands for the various military branches. Artillery is to burn, for example, in a position to extensive Rundgeschosse or shrapnel and canister at short range. In contrast, only cavalry the opportunity to spy the enemy, to act as a cover and shield their own lines.
In addition, commands are available that help rather the general behavior of the units will be adjusted: advance, assault, delaying defense, slow retreat, and others. These general tactical commands determine therefore whether the entity concerned takes an offensive or defensive attitude. Some commands in this category can be given but only the commanding officer, with his personal character takes effect on the success or failure of the operation. It is seen not a bad idea to keep the game offered information on experience, management style and leadership of their own subordinates in the eye. Who wants, but must pass through the appropriate command option in the menu just a subordinate commander, which may then be particularly opportune when the values of the officer in any case are not very promising.
Real thing, but sometimes frustrating, is the relatively high autonomy of the units in combat. And this applies not only to the highest degree of realism! Is an association involved only once in combat, he takes his fate into their own hands, so that orders are often delayed, be only partially or not at worst, executed. Here one gets in view of the operations on the battlefield, sometimes to the astonishment, and I often asked myself the question in the test, what the hell did my boys now.
However, other behavioral problems can be observed now and then. It happened once before, that regiments get in the way, ignore each other but as far as possible and stubbornly maintain their formation, and to finally march with their comrades through, as they were out of air. Enemy units, however, not averse to walking past column in front of the mouths of my rifles, while some of the other generals tend to inspect all the kindness in my lines up close. - Apart from this, however, we might find that the AI acts of the game overall passable and to make for interesting situations on the battlefield know.
SWG does not reach, although the visual splendor of a "total war" or other popular mainstream titles, but it can convince a serious conflict simulation with very respectable presentation. Thus forming the 3D environment the scene with its topographical features to not only historically true, but is also quite nice to look at. In contrast, the also very detailed layout units consist of two-dimensional sprites, which has the advantage that even with several thousand soldiers on-screen performance to some extent remain stable - and this even on a (newer) PC, the middle class, provided that a some useful graphics card. The masses of uniformed, horses and artillery batteries are a bit awkward animated, but it is fun to witness the hustle and bustle on the battlefield. Especially in the close-up comes to atmosphere, and it is believed almost to have the smoke of battle in the nose. The sound is not less consistent, but the sound effects seem a little weak for my taste sometimes.
At this point I would like to reassure those who have developed a phobia of some 3D environments with freely positionable perspective and continuous zoom: the camera is to master the keyboard and mouse with relative ease. Very helpful in this regard is the option via a button in the menu bar at any time return to the perspective of his alter ego. - On the other hand I will not conceal that one can get quite complex, with increasing problems with the survey. If a brigade or a handy dressing with a few regiments is, so is a division or a corps, including artillery and Versorgungstroß a considerable force, whose management is in real time despite the bustle guidance, a not entirely stress-free affair.
Finally, a brief word to the distribution of the game: If the predecessor offered, on Paradox Interactive on the German market, SWG is currently only obtainable as a download from the site of the developer. Interested parties simply download the demo version and purchase if necessary an activation code that unlocks all the features and scenarios of the game.
Positive
* Interesting multiplayer mode
* Realistic battles
* Haunting atmosphere
* Handy interface
Negative
* No campaign game
* Problems with the table in big battles
* Players sometimes just a spectator