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Only one will succeed.
Dynamix, a
division of Sierra, has released their latest chapter in their ongoing mecha
saga based on the Starsiege Universe, Cyberstorm2:Corporate Wars. Being
a big fan of the genre, most notably Battletech and having played and enjoyed
the original Mission Force Cyberstorm I've been wondering if
C2 would outdo the original.
My first impressions were based on what I saw
at E3, and I was impressed with the game interface,
and still am. It's deep and covers pretty much all angles of asset
management and research. In this the game is flawless. Once you get into
gameplay, however, you may be disappointed.
Having several modes of play is
a huge bullet to bite and Dynamix seems to have done their best trying
to satisfy all aspects of a strat game by having real-time, turn-based
and simultaneous turn-based. But in this game their best just doesn't seem
to cut it, as real-time is a real letdown and can make even the most savvy
gamer frustrated with the computer controlled corporations complete upper
hand.
Turn based is fraught with the same problems as is real-time, your
being outnumbered and facing much stronger opposition than you can possibly
field in the first few missions. You must attempt to mine as much as possible
and hope you are not faced with opposition.
Corporate Wars
As the title
states you are in charge of a Corporation in the 31st century in the Typhoeus
System. Each Corporation is battling for supremecy in the system and control
of the "jumpgae" that controls travel to the other side of the galaxy.
There are a total of eight Corporations to choose from, each having its
distinct advantages and disadvantages, such as better starting tech levels,
better intel, more cash. It's up to you to decide which Corp to represent. This way Dynamix/Sierra have given gamers a improved
replayability. The missions are both scripted and random and you will see
similar missions occurring over time.
The command
interface is excellent giving you complete control over everything in your
inventory. You create Bioderms, DNA clones who will fight your battles
for you. You can either manufacture ones from prototypes already created
or engineer your own, you may even receive some for successful missions
accomplished.
The vehicle facility is where you build and customize your
HERCs and you are limited by your Tech level as to what you may build and
how you outfit them. Research is essential to gaining higher Tech
levels, from which you can build the bigger and meaner vehicles and HERCs.
You can also customize your base defenses, link and unlink derms to your
HERCs and other vehicles, and choose missions all from one simple interface.
Here the game has been rather well thought out and designed.
You even receive
e-mail notifications from your Corp HQ and from within your facility about
new discoveries and news events as well as being warned of probing attacks
and the like. One thing I enjoyed with the e-mail system is that they've
even included SPAM in your e-mails to keep things humorous. (yes, you CAN
turn off the SPAM in Preferences if you don't want any).
Vehicle manufacturing
is something that will take new players to the Cyberstorm Universe a little
time to pick up, and you will have to pay close attention to where your
mission is taking you. As some vehicles and HERCs will be great for only
certain terrains and worlds. Those who played the original CS1 will enjoy
much of the same in terms of HERCs and even more new variants as well including
some Cybrid vehicles, the enemies you faced in CS1. All areas of design
of these vehicles is included so as to allow the player maximum flexibility
in creating the HERC or vehicle of his desire.
We've covered the interface, now let's examine gameplay. While the first CS game
was completely turn-based, Dynamix decided at the players behest after CS1 to add real-time play as well as turn-based. While noble and proper in its reasoning (it's a good show when a company listens to player feedback) it's seriously lacking in employment. It's almost as if the real-time and turn based modes fought for control through the entire design
process.
A game developed to be as in depth as this one is in the prep
and management phases should not be overshadowed with poor gameplay, whether RT or TB. But I think the reason behind this is that Dynamix was trying to please both groups and in doing so, did a halfway job of each. From poor pathfinding to HERC pilots that won't follow your orders to having to manage the entire battle at times, to the actual
individual fire orders, this one can be downright frustrating.
Click to continue . . .
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How Does It Play?
Upon choosing
a mission I am sent out into the mission area I chose and the first thing
I notice is the very sparse graphics. This is unfortunately the one area
where Dynamix pretty much stayed the course of CS1, no real change in graphics.
In todays gaming environment where players have come to expect top notch graphics, CS2 falls short. Not to be kept down by lack of eye candy, I went about my mission to see how well it played. I ordered my team of 3 HERCs (I was playing as CUC the most economically bountiful Corp to
start with) to move out and attempt to patrol for a Mining area. About
a minute or two into the mission I received a message that enemy contact
was made. I then ordered my 3 HERCs to engage the anti-grav vehicle only
to find them not so willing to follow orders.
One HERC moved ahead
of the contact until he just sat there and I had to manually point and
click on the enemy until he engaged. I had my preferences set to auto-fire
at best target and he STILL needed me to fire for him. The other two seemed
a bit more obedient and fired on the enemy only to miss a majority
of their shots. After I had him down to about 75% strength I was fired
upon by the rest of the advancing HERC patrol, 5 in all! Needless to say
it was only a matter of another minute or two before I was seeing my 3
HERC squad reduced to scrap.
Ok, I guess I have to try this one
again. Again I tried and again and again only to see similar results each
time. I've found that you are continually facing a superior enemy force
whose tonnage and firepower is far more greater than your own. I like a challenge but this is a serious play balance issue when
after 2, 3 or even 4 missions you are getting wiped out. Even CUC's
starting funds of 300k will dwindle quickly from building
new vehicles, derms and keeping base defenses up.
What Does It All Mean?
After trying
numerous times in RT mode I decided to move over to TB and see what the
game held there. Again I was treated to similar results, much to my dismay.
After spending time building HERCs, defenses and derms you can lose interest
quickly through sheer frustration. Meeting a superior force on the battlefield
is one thing if you didn't bring along enough firepower of your own. But
being limited to 2 or 3 HERCs of your own and having to face
not only a numerically superior enemy but a far higher tonnage than your own is too much.
This game should have followed the route of CS1
and been TB only. Adding to the frustration, the manual is packed with armor and weapons tables but severely lacking in gameplay tactics and tips. At a mere 70
pages this manual is missing a lot of important information. For example, there is no mention anywhere of a way to check what your movement points
would be to move from one point to another. (I've checked into it and found
you can find this out by pressing the F4 key and clicking on the point
you wish to travel to).
Neither is shield facing covered in the manual, but again
I've found that it's accomplished by pressing F8 and then the area of the
HERC you wish to boost shields up. Pathfinding, as I've mentioned before,
is poor, as is firing as a team where you'll see slow response and mostly inaccurate firing.
One way around being outnumbered is to turn off the Forced Combat option
in preferences, where you shouldn't be attacked right off the get-go. Unfortunately
as good as this idea is it is not implemented properly and
even with enemy aggressiveness turned all the way down you will find yourself decimated rather quickly. While some people may find this a complete and
utter challenge I find it a grand annoyance. I love a challenge as does
everyone else, but I feel the gamer should be brought into the game a bit more slowly so he can acclimate himself to the combat style and be able
to build resources.
For the more hard-core grognards this may be a game
to beat around until you get it right, but for your average gamer as well as the hard core crowd its dissatisfying. Couple the poor play balancing with the fact that this game is
going head to head with Microprose's newest mecha release Mech Commander and I think fear this game won't fare so well.
COMBATSIM RATING:
Core Rating :90
Gameplay : 60
Graphics : 50
Sound : 50
Intelligence/Ai : 50
User Interface/Mission Planner : 90
Fun Factor : 50
Learning Curve : 8-10 hours
Overall Rating : 63
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