162 lines
10 KiB
Plaintext
162 lines
10 KiB
Plaintext
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ARMOUR-GEDDON
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Psygnosis are fabulous arcade game designers. They've had a few clunkers, but
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more often than not, you know when you get a Psygnosis product you're getting
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your money's worth, even if it may sometimes take subsequent hospitalization
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to recover from the injuries sustained while attempting to come to terms with
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the level of difficulty these people seem to take for granted.
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Well, ARMOUR-GEDDON is not about to break the Psygnosis mold. More in the
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style of INFESTATION than any of their other releases, this one is rich in
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design but excruciating to play. Not likely to appeal to either serious flight
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sim or wargame fans, ARMOUR-GEDDON nevertheless touches that middle ground
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where action, simulation, and strategy sometimes meet. (This review is based
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on the Amiga version.)
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One starts off with another of the company's ongoing series of ray-traced
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demos, always a bit of fun to watch. The opening screens, with a wide range of
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selections, give the initial impression that there's quite alot to the game.
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In fact, there is -- if the player can survive long enough to spend some time
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with it. I guess it's time for me to finally lodge a complaint with Psygnosis,
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after a few years of being delighted with what they've had on offer. Guys,
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lighten up! It's no fun dying all the time, and even veteran arcade gamers are
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going to come away from first rounds with this one with the impression that
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the best one can do is waste oneself on the field of battle in vehicle after
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vehicle, hoping to get in a few shots on a seemingly invulnerable opponent in
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the process.
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The designers seem well aware of this potential problem, since the game
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includes a disk with four separate scenarios, as well as both a Hints page and
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an ARMOUR-GEDDON Diary walk-through to provide evidence that, in fact, at
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least a modicum of success is theoretically possible. But here's the problem:
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if I may quote a little from the manual Hints section, Press the 'WAYPOINT
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BEACON' key to activate your Waypoint Navigation. A small indicator appears
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on-screen (above your Engine Status indicator) to... --- Nik! Hang on there!
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Can't follow you, my vehicle's under attack and it just got blown sky-high!
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What were you saying?
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Well, I exaggerate a little. Let's presume this tendency in design will be
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taken for granted, and get on with the review.
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ARMOUR-GEDDON is indeed a complex, real-time strategy game, in the mold of
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things like STARGLIDER II, CARRIER COMMAND, and DARK SIDE. It integrates
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incredibly intense action with the need to do a good job of both managing
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one's resources and planning one's pattern of attack.
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The player must first go through a research and development phase, and
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allocate engineers and scientists to develop and produce a series of vehicles,
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weapons and instruments necessary to the task of defeating the opponent and
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collecting the five pieces of the Neutron Bomb. This bomb is part of the means
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available to accomplish the task of eliminating a beam cannon being aimed by
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the Ultimate Bad Guys at planet Earth.
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Six different vehicles are available in the game, and each handles quite
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distinctly and serves a specific purpose. The Hovercraft, for instance, glides
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quickly over both land and water and serves as an excellent scout craft. The
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Light Tank moves even faster and proves a formidable attack vehicle in the
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right hands (not mine, yet). The Helicopter does a nice job of simulating
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chopper performance in a rudimentary way, and can perform both tank-attack
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Base guard duty and swift ground attack. The Jet Fighter is the primary full-
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scale assault weapon, and performs magnificently (and rather oddly -- do a
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steep bank and the engine loses power, the plane slows incredibly and turns
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sharply -- puts new meaning behind the concept loses energy in turns, one of
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the things most real flight sims are faulted for not doing!). Finally, the
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Stealth Bomber and Heavy Tank both serve as object-collecting facilities; the
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Bomber also performs yeoman service dropping off fuel caches and the like for
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other units on more extended missions.
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Each vehicle needs to be developed and produced, and can be equipped with a
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host of different weapons and protection devices, as well as extra fuel
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(Training mode, which allows neither wins nor losses, basically dispenses with
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the resource management side of the game and provides lots of everything).
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Lasers, bombs of all sorts, air-to-air missiles, air-to-ground missiles,
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cloaking devices, telepods (for rapid deployment of forces to front-line
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areas, I bet the US military would like to have a few of these), all the
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vehicles, and more can be researched and put into production. The essential
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raw materials for production are consumable, and must be replenished by
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recycling recently decimated (hah! quadrimated would be more like it) enemy
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forces. Different weapons and vehicles are useful at different stages of the
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game, so some thought has to be given as to what needs prioritization. The
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number of scientists and engineers put on any particular project determines
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(in part) the rate of development and deployment, so priorities can be
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controlled by adding or removing members of the team (Stealth Bombers take
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forever to make, don't waste these like soda cans or you'll be sorry). If the
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player has overproduced units for early stages of the game which are no longer
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necessary for play later on, they can be recycled for more raw materials.
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Running out of any of the basic raw materials halts production of any item
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that needs it.
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One can easily just stay underground for awhile, watch the beam cannon
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increase in energy as it readies for fire, and happily construct away. This
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won't win ARMOUR-GEDDON, though; time and attention must be paid almost
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immediately to a number of different factors. For one thing, the components of
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the Neutron Bomb need to be located as quickly as possible, so effective
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attack plans can be implemented. For another, power lines to the beam cannon
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can be destroyed by hitting them at certain points, thus reducing energy to
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the cannon. Attack units must thus be routed regularly to key points to keep
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the pressure on this aspect of the game. Enemy units must be scouted out to
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determine their location, likelihood of counter-attack, and strength. Finally,
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putting together one's own successful attack in a series of phases will
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require some careful analysis and implementation; ideally, once familiar
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enough with the design, the player can start up a combination of different
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vehicles for a multi-unit attack. This is not for the faint-of-heart, though,
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and at least for this reviewer, proved extremely difficult to implement at all
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successfully (I could have used another two hands, minimum).
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The intelligence map available in the game updates regularly to display all
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discovered units; it will also indicate the positions of the player's craft.
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It can be used to plot out waypoints for each vehicle, which help guide the
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player towards the right targets. One thing that seems missing in the design
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and which would have made it immensely more successful is the ability to set a
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vehicle on true auto-pilot. Vehicles can be left running while the player
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jumps into others, but they don't automatically follow the waypoint plotted
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into the navigation system, and will not initiate an attack on their own. Left
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to its own devices, for instance, a tank or hovercraft will just run in the
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direction the player was last going until it's out of fuel. Psygnosis
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obviously started to plan some work on this aspect of ARMOUR-GEDDON, as the
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aircraft, at least, will fly to a waypoint and circle there until the player
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returns (or until they're shot down).
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The enemy units' artificial intelligence is interesting enough to provide for
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some variety in the game. I found that sometimes, when I took too long to
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initiate an attack, I'd launch to the surface only to find scads of enemy
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helicopters, hovercraft, and other nasties just waiting to pummel me into
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scattered polygons. Attacking defense units before deploying one of the
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heavier, slower vehicles to pick up supplies or a portion of Neutron Bomb will
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limit retaliatory activity during the transport phase. Wiping out an airstrip
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will reduce air attacks over one's own Base.
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ARMOUR-GEDDON comes with some beautiful graphics and animations. Unlike most
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of the IBM conversions that have been showing for the Amiga lately, this
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solid-fill design runs smoothly and quickly on a stock A500. There are lots of
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flight-sim-style outside and internal views, which won't be of much use until
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the player is really in control of the game, as the time it takes to figure
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out which direction you're looking in is often all the time an enemy
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helicopter needs to send you in all directions at once. There are night-time
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situations, which are even more deucedly difficult (though the player can just
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sit things out and wait for daylight), especially when it comes to returning
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to base and getting a vehicle back underground. During the war, flashes of
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light light up the skies and horizons, making (again, especially at night) for
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a real fireworks display.
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The game comes on three disks (two are needed for play, the third contains the
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four extra scenarios), and also features a multi-player option via direct
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serial link. Control is primarily via the joystick, though the mouse is used
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well for various option selections when not rushing around at full panic in a
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vehicle. The sound effects are all wonderful; ARMOUR-GEDDON features some of
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the best engine sounds to show in a vehicle simulation game, and they go a
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long ways to helping provide credibility for the performance of each vehicle.
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I would have liked to see ARMOUR-GEDDON show up as something less of a hybrid.
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With some work it could have been much more of a simulator-style air combat
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game, in the mold of FLIGHT OF THE INTRUDER. Or, going in a different
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direction, it could have been more of a Battlemechs-style game, tossing
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realism out the window for strenuous, fantasy electronic battlefield play. But
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the game falls somewhere outside such desires, and requires the player's
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adjustment to the terms of engagement it imposes. If one is willing to make
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such adjustments (and to survive the initially brutal beatings), there's
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plenty on offer to work with. I just wish my hovercrafts were a little
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hardier.
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