122 lines
7.0 KiB
Plaintext
122 lines
7.0 KiB
Plaintext
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WAR IN MIDDLE EARTH
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This is the first Tolkien-based game I've ever liked; the first one to really
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capture the feel of the LORD OF THE RINGS books themselves. I wonder why it's
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taken so long to reproduce the Tolkien magic in a computer game...?
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WAR IN MIDDLE EARTH is essentially a war/strategy type game, but it's not that
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easy to classify. It's actually a combination of war/strategy, animated
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adventure, and CRPG all rolled into one. This review is based on the IBM-PC
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version of the game; Commodore 64/128 version notes follow.
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You begin the game as Frodo Baggins, just leaving Hobbiton in the company of
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Sam and Pippin. The evil forces of the Dark Lord Sauron are on the move and dark
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strangers have been asking after "Mr. Baggins" in the Shire. Your goals are to:
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mobilize the nations of the West, the men of Dale, Gondor, and Rohan, the Elves
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of Lorien and Mirkwood, and the dwarves of Erebor and the Iron Hills (by finding
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objects of power and presenting them to their kings); evade or triumph over the
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forces of evil (Orcs, Nazgul, etc.); and keep the One Ring o Power out of
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Sauron's hands by destroying it in the maw of Mt. Doom. In addition to Sauron's
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forces, you must deal with those of the renegade Wizard Saruman who wants to
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control Middle Earth for his own purposes.
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The game plays on three levels: First is a full, overhead map view of Middle
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Earth with good forces shown as blue dots, evil in red, and neutral in green.
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Second is the campaign level on which all commands are given. This is a much
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more detailed map of Middle Earth in which characters are shown as figures and
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armies as colorful badges. Since this view is magnified, you only see part of
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Middle Earth at one time, but the map scrolls as you move the screen pointer to
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the edge of the screen. Lastly is the close-up level in which you can see all
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the characters in detailed full animation against digitized backgrounds. This is
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where characters talk to each other, obtain objects, and engage in combat.
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Control can be by mouse, joystick, or keyboard and is easy and intuitive. You
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simply click on screen icons or type their first letter to activate them. For
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example, by typing "S" (for Status display) or by clicking on the icon of the
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Eye, you can gaze into Galadriel's Mirror, the magic pool in Lorien, where you
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can see what forces are on the move and where they are headed.
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The graphics are lovely, the feel of the game is very involving, and the
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strategy is challenging. Most of the game takes place on the campaign level
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where you decide whom to ally with, whom to fight, and where to move your
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forces. One game can be saved and restored from disk, so you can stop play an
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resume where you left off during the last session.
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I had two problems with WAR IN MIDDLE EARTH. The first was that I had to slow
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my fast IBM machine down to 6 Mhz or the game speed was too fast even on the
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slowest speed setting. Probably as I get better at playing, I'll be able to play
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at the faster speeds, but I found controlling all the options at my disposal
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difficult at the higher speeds. The second is that if you play the IBM version
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from hard disk, you can only play from your C: drive as the game is hard-coded
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for drive C:. I was forced to play from floppies (my C: drive is full!) -- which
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wasn't too bad, because once you're on a particular level everything is loaded
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in memory and there's only a short delay loading new graphics when you zoom in
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for encounters.
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At the time of this writing, WAR IN MIDDLE EARTH is available for the IBM,
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Amiga, Atari ST, and Apple II GS. The game is not copy-protected and can be
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copied easily, but at a certain point after you've played a little way in, the
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game asks you to enter the map coordinates of a location from the large
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parchment map of Middle Earth that comes in the game package before allowing you
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to proceed further.
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COMMODORE 64/128 VERSION NOTES
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The C64/128 version of WAR IN MIDDLE EARTH is substantially different from the
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Amiga version (which I played first), and has been redesigned to focus almost
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exclusively on its wargame aspects. The game is copy protected, but you can
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format a blank disk to save your position.
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There is now a combat mode with generic animated icons for the combatants that
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can be manually and tactically controlled during encounters. Other new features
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include 15 levels of difficulty and still portraits of group leader (which can
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be accessed from the second of the two disks that come with the game) with brief
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descriptions.
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In the Commodore version, you must find three Palantiri rather than one; each
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reveals a third of the enemy forces. And the story of the game now begins after
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the hobbits have reached Rivendell, not in the Shire. Another change is that you
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have control of all the friendly forces immediately; you don't need to offer
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them a found object to obtain their help.
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There is still a map of Middle Earth, but now there's also a cursor icon: a
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gauntleted hand. You can point the icon (by using the joystick) at an area of
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the map, and bring up the Campaign Map. The Campaign Map provides more details
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of the geography, and displays shield icons for friendly units. A unit can be
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either a single character or a body of troops.
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Eliminated are objects such as rings, scepters, armor, weapons, and potions.
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Also missing are all the wonderful, digitized animated graphics. But that was to
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be expected; the C64/128 couldn't have handled them.
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The emphasis of the game is on the battles, not the adventure. For example,
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changing statistics are kept for each unit -- Energy, Determination,
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Steadfastness, Virtue, Bravery, Strength, and Allegiance -- as in other
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wargames. Units can be given destination orders and told to follow another unit
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or join it.
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The overall strategy and tactics of MIDDLE EARTH vary according to the level
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being played. If you want to walk in Frodo Baggins's footsteps, you can choose
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to make the same decisions as were made in the book; however, success is not
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assured. Sauron's plan of war is flexible and changes subtly each time the game
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is played.
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You can skip the battle screens and get the results of the battle, but if your
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Ring Bearer was involved, he stands a chance of being killed. You can manually
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control your forces and move your troops into formations, or you can pick whom
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you want to individually attack. The Ring Bearer can put on the ring and become
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invisible, but this also draws the supernatural forces to attack him.
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As with most wargames, the battles take some time to load and play. You'll also
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have to be willing to spend a lot of time searching for the various good forces
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in the game, and giving them destination orders.
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The C64/128 version -- as a wargame -- is much superior to the Amiga version.
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Yet, I personally prefer the Amiga version's graphics, sound, and adventure/CRPG
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elements.
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WAR IN MIDDLE EARTH is published by the Virgin Mastertronic Group and
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distributed by Melbourne House.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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