
Developer: One Games, Inc.
Publisher: Shrapnel
Games
Reviewed by Cat91
on 10/24/01
Article
Discussion Forum
First
Impressions:
Shrapnel
Games is one of my favorite publishers. This small North Carolina
independent has demonstrated a real knack over the years for finding
eclectic, well done, bug-free titles from small developers that
at first blush would never attract the big game houses. They take
aim at the grognard, the medium-to-hardcore war gamer. At least
one of its former titles, eSim's Steel
Beasts, recently hit the big time with one of the larger
game producers, but Shrapnel found that title first. Like that game,
I think we've found another sleeper hit here.
It's hard to do a good real time strategy game without ripping off
industry classics like Atomic Games' Close
Combat series, or, worse yet, the Command and Conquer
empire of Westwood Studios. The formula is all too familiar to RTS
gamers: the player mines resources, builds buildings, constructs
huge armies, and tank-rushes hapless opponents into oblivion. The
Holy Grail for RTS gamers has been to get away from that style of
play, but to do it while preserving logistics, which are an important
consideration for real life armies. For example, overrunning one's
supply lines is a bad thing: it stopped General George S. Patton's
tank rush across France in the summer of 1944 cold. Games like Microsoft's
MechCommander 2, a game for the real armchair general, are
beginning to herald a change in RTS gaming. Such titles are taking
the factories out of the mix, and are allowing the enthusiast to
send dedicated supply units into the field with the forces. Like
MC2, Remote Assault uses supply trucks to accomplish that
task. It's RA's other features that set it apart from the pack,
and make it a game deserving of a close look from war gamers.
Graphics:
I
generally expect low-end graphics from Shrapnel's designers. Games
from these guys tend to emphasize game play at the expense of
eye candy. RA follows that tradition, however, its fully-3D graphics
are a cut above what I generally expect from a small independent
developer, despite being limited to 800x600 resolution. In-game,
a toolbar at the top of the screen allows full panning of the
view camera in all aspects. The look of the game is similar to
MechCommander 2 in many ways, though players will have
to use the interface controls to pan the camera unless they have
a current generation mouse. When action gets hot and heavy, and
it does in RA, this view system can be counterintuitive and clumsy
until the gamer gets used to it. However, the game graphics look
nice: maps are full of roads, hills, and trees, and all are in
glorious 3D. Explosions are crisp and bright, as shown in the
exclusive screenshots at right. On a mid-range system, they should
run crisply and smoothly; the game does require DirectX 7 to operate.
The game is set in 2063 during a long civil war in the Southern
U.S., and the colors tend to be drab, dark, post-apocalyptic palettes
that add to the mood. The units are fully articulated: take a
look at the Multiple Launch Rocket System firing in the screenshots.
The missile racks will elevate and turn, much like actual MLRS
firing units currently in U.S. Army service. Firing rockets and
missiles looks like just that: the MLRS battery reminds me greatly
of the real thing, which I saw being tested at Fort Bragg in 1987
before its adoption. Artillery includes self-propelled 155 mm
guns that I found similar to the Paladin self-propelled howitzer,
which is also currently in Army service. Two or three of those
will lay down a suppression barrage halfway across the game map,
and if the enemy is being observed by reconnaissance vehicles,
the fire is deadly accurate. The scene looks a lot like a World
War I movie as the artillery rains down. It's not state of the
art, but it's good, and should run cleanly on a wide range of
systems.
Sound/Music:
Again,
these are middle of the road. Artillery sounds muffled: I'd have
expected a sharp "boom" rather than the "boomf" that sounds more
like a 40 mm grenade launcher than a heavy cannon. The units talk
back to you in standard RTS radio chatter, but it seems that in
2063 only men are fighting...it seems the Army of the future has
no place for women in the front lines. Machine gun chatter sounds
much better by comparison, as do helicopter sounds.
Gameplay:
This,
as usual for Shrapnel's efforts, is the high point in the game.
This one was bug-free in Windows 2000, at least for me; few other
games can stand up and say that. It ships with a large number
of training missions that are not voice-overed, but they do explain
in exhaustive detail how to operate the interface and get the
most out of your units. These include light, medium, and heavy
tanks, both rocket and cannon artillery, attack helicopters, armored
cars in reconnaissance, anti-aircraft, mortar carrier, and anti-tank
variants, and an odd all-terrain walker called a "Remote Assault
Biped." This last is a dog-legged walking robot that has anti-tank,
anti-aircraft, mortar carrier, sniper, and scout variants, and
is used similarly to infantry in other games. While not entirely
original (see the aforementioned MechCommander series),
it is interesting and fun. The ones armed with anti-tank rockets
will sneak out of forested areas and pound even the heaviest tanks
before you can get them taken out; no other units can enter forests.
The best way I've found to deal with light anti-tank rocket equipped
vehicles and walkers is to use helicopters-in the game, as only
dedicated anti-aircraft units apparently can take out helos. It's
easy to pick up the basics of unit movement and control, and one
can control single units, squads, and groups of squads with just
a few clicks of the mouse. Once the armchair commander has two
or three missions under the belt, he or she will be moving fire
teams like an old pro.
Speaking of infantry, RA has none, and that's one of its weak
points, as is the apparent fact that machine gun-equipped vehicles
can't take on helicopters. Further, air support is limited to
helicopters alone: there is no A-10 or its equivalent in RA. This
is offset by the variety of artillery that's present and accounted
for, and with 155 mm and MLRS support, along with the mortars
equipped on lighter vehicles and walkers, close air support won't
be much missed. The missing infantry is another story. It's hard
to believe that in 2063 the military doctrine of Vertical Envelopment
with helicopter Airmobile forces or parachute infantry will be
a thing of the distant past, and that in my mind hurts RA's tactical
breadth. Also missing from the otherwise plentiful multiplayer
elements of the game is the ability to play cooperatively. For
many, this will also be missed. Finally, along with the missing
infantry is the fact that there are no mines in the game-an interesting
oversight since the game is about fighting vehicles and creative
use of minefields will act to funnel the enemy into killing zones.
MechCommander 2 is a great example of how one can use minefields
to effect.
One RTS from the past that my husband and I still play often is
Eidos Games' Warzone 2100, and it combines many of the
elements I missed in RA. Warzone is also set in the distant
future, and has an infantry unit called a "cyborg" that can be
air-transported. We play cooperatively, and it's always fun for
IceWolf to pin the enemy down in front with tanks while I air-assault
cyborgs into his rear area. I also enjoy constructing a forward
area resupply point for vertical takeoff and landing aircraft
to conduct air strikes, either for close support of IceWolf's
engaged tanks, or for strategic strikes on the enemy's factories.
Cyborg warriors can drop in and conduct Special Forces-type raids
on selected high priority targets.
However, the majority of modern day RTS gamers I've corresponded
with prefer vehicles over grunts, and for the wannabe tank general,
RA is full of the best and most often requested features in RTS
gaming. Brian Gantt, the principal designer, is himself a frustrated
RTS gamer, and designed RA with the features he missed in other
offerings topmost in his mind.
Thanks to Mr. Gantt's attention to these details, the game does
well what it intends to do. An area that consistently brings bad
press on RTS games in general is artificial intelligence. Bad
AI makes for a boring game. In RA, the computer player is a cut
above the rest. Particularly for the human player, there are several
varieties of AI she can select, from aggressive to cautious to
caution-to-the-wind, and about anything in between. Further, AI
scripts can be edited by the player in-game, and therefore provide
a nearly unlimited and customizable variety. The only weakness
in the default computer-driven AI I've seen is the computer's
reluctance to withdraw when it's under fire. The computer's units
will take an artillery battering and never move out of the free-fire
zone, and its light units will stand and fight when confronting
your tanks at short range-in the screenshots at right you can
see what happens when anti-tank walkers stand and fight medium
tanks when they're out of missiles. I'm surprised to see no mission
editor in RA: Shrapnel Games usually provides one for gamers,
and if that were present the user could rectify the faults in
the basic AI by user-tuning in the editor to suit his or her own
preferences. It would really be good to see one released with
a future update of the game-this would add immensely to its longevity.
But its faults aside, this is a very good RTS game aimed squarely
at the dedicated modern-day war gamer.
Enjoyment:
I
like this game. It makes no pretense of being all things to all
people, but Brian Gantt will tell you right up front that games
from RTS greats like Sid Meier of Gettysburg and Civilization
fame were his primary role models in the design of Remote Assault.
That shows in RA, readers. Its game play is solid and it provides
a satisfyingly bug-free, quickly-learned and fast-paced tactical
combat game for the mid-level to hardcore audience.
Multiplayer:
Not
tested. The Readme indicates the following: "Remote Assault supports
play by two people over the internet or a LAN. To play over the
internet, the side playing as the client must know the IP address
of the person playing as the host. Your IP address can be obtained
by running the winipcfg program that comes with windows. To do
this click on the start menu, select run, type in winipcfg and
hit enter. Note if you are using a dial up connection your IP
address will likely change each time you log on to your ISP. The
host can send the client their IP address by e mail or by instant
messaging such as ICQ."
Overall
Impression:
While
not as detailed as Shrapnel's offerings from luminaries such as
Patrick Proctor (of Brigade Combat Team fame), Remote Assault
is good at what it does, and provides an engaging, fun experience.
It models combined arms action very well. It's worth the $40 price
of admission. If it had a mission editor, it'd really be worth
the money. Eye candy is not everything: we've all seen poser RTS
titles that promise the moon and beautiful graphics, but in actuality
have game play that boots them to the shelf in hours. You won't
get that here. You'll play RA for awhile, if you like squad-tactical
action games.
Marketing
Efforts Towards Women:
Well,
I'd say that One Games isn't aware that women play these things.
The total lack of women's voices in the combat team radio chatter
sort of gives that away. I get that a lot. A couple of years back,
when I corresponded with Keith Zabaloui (the creator of Close
Combat), he was blown away that a woman was even interested
in his game! I got much the same reaction from Richard Arnesen
at Shrapnel when I corresponded with him regarding Steel Beasts
when it first came out.
To its credit, however, Shrapnel has realized that women are out
here playing war games and we in the WomenGamers.Com combat flight
department (all one of us *giggle*) hear from them regularly
when they get a new title. In fact, I'm looking at a couple of
others from them you'll be seeing in weeks to come. Let's hope
the news filters down to Shrapnel's development houses as time
goes on. You WomenGamers readers out there can help get women
war gamers noticed: hop over to their
site and check out the offerings. If you're into real time
strategy, give one of them a go: you won't regret it.
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