After an incredibly long gestation period, Activision laid
all the nay-sayers to rest with their release of Mechwarrior
2. Not only did the game have a solid design, the actual
gameplay had many little touches that just "felt" right. This
intuitive feel made the game easy to get into, yet with
action and control like a simulator.
Unfortunately, as with so many games that get a little too
popular, the games stagnated for awhile. Almost every game
Activision released after Mechwarrior 2 followed its
formula rather rigidly. Even Interstate 76 - despite it's
groovy 70's revival - was really little more than
Mechwarrior 2 on wheels. Also disturbing was the revelation
that the graphics engine being used was falling far behind
the times. It was time for something new.
Enter Battlezone. With the introduction of a single new
game, Activision sends us a clear reminder that when it
comes to fictional vehicle combat games, they're the ones
to beat. Battlezone is one of those rare games that takes
the best parts of their previous Mechwarrior-style games
and puts it all together into a truly functional whole.
Fortunately, it doesn't even stop there.
While Interstate '76 may have cashed in on the funkiness of
the 70's in an alternate history, BattleZone uses the
ambience of NASA's lunar missions as a backdrop for the
alternate reality storyline they use. The premise is that
in the early 50's, an alien metal of incredible
technological potential is found, and the "space race" is
merely a guise to cover the secret hot side to the Cold
War. Your goal is to gain control of the deposits of this
bio-metal across the solar system, but primarily to unlock
the secrets of the technology behind it.
Toward that end, America fights an entire secret war
against the Soviet Union over the metal and the clues to
it's technology. While the "big picture" has little to do
with the missions at first, it creates a foundation for
understanding why we're fighting the Soviets (here known as
the CCA) across space and become progressively more
important as one gets further into the game.
So what exactly is Battlezone? The short version is that
it's a blend of "Mechwarrior" and "Command and Conquer".
Mechwarrior fans will recognize much of the interface, both
in the key commands and in the linear mission-based
gameplay.
On the other hand, the game offers a
surprisingly streamlined interface that allows you to order
other units for construction, resource gathering, defense,
combat and so on. Essentially it's like playing a real-time
strategy game from inside one of your units. Ever wonder
what leading your own tank rush would feel like? Now you
can find out just that and more.
Starting with a "Recycler" unit as your centerpiece, you
can build a complete base with structures that serve all
manner of functions from maintenance to construction,
defense to production. Choosing where you want to build is
very simple. A colored square representing the required
area to build your structure will be projected onto the
terrain wherever your crosshairs are, letting you know if
that location has suitable terrain or whether or not it is
sufficiently close to a power source to function.
Each combat vehicle in the game comes with a set of
hardpoints dedicated to different kinds of equipment, and
new weapons or supplies can be "catapulted" to your
location even if it's in a forward assembly area far from
your base. You can even catapult Nav Beacons to strategic
locations to act as waypoint markers so you can send units
to far off places without having to be there yourself. The
design team has really done a remarkable job of finding
ways to give you control over your forces even while you're
piloting a vehicle or simply running around in your
spacesuit.
What's more interesting is that unlike most other vehicle
combat games, you can hop or eject out of your vehicle and
run around in an armored space suit. Outside, you can scout
from difficult terrain, change vehicles, attack light
units, or even play sniper. If you should choose to act as
sniper, your character will hold the rifle up to the
screen, where you can peer through the thermal scope and
spot the heat signatures of enemy pilots in their vehicles.
In this infantry mode you have three shots. If you can kill
the enemy pilot in the first shot, his vehicle will
automatically power down, and you can freely commandeer it
for your own side. Should your first shot miss, you will
immediately attract the hostile attention of that unit. You
had better score with the next shots or pray you can get
into another vehicle before one of his shots hits you,
because almost anything fired at you can kill you in one
hit. This part of the game is reminiscent of 7th Level's
G-Nome, but it's much more balanced and refined. The
missions are divided among two campaigns and a short series
of training missions. The training missions do a pretty
good job of getting players gradually up to speed.
Likewise, the American campaign starts out fairly simple
and gradually ramps up the level of challenge. The Soviet
campaign is designed for advanced players who have probably
already finished the American campaign.
The missions themselves are a little odd. Sometimes the
missions appear to be the RTS-style "gather resources,
build up your base, and raid the enemy base" but most of
the time the missions are more Mechwarrior-style, where you
have to accomplish certain goals that may have little to do
with destroying the enemy base. In some missions, you're
also under a time constraint, but it isn't always obvious
whether you're being timed or not. At least it is very easy
to call up a summary of your mission objectives without
interrupting gameplay.
Unfortunately, the campaign of canned missions offers
little replayability, especially for sim fans who are
accustomed to dynamic campaigns or at least the
availability of mission editors. This is really surprising
when you consider that even Heavy Gear had at least a
primitive attempt at creating a dynamic campaign - it would
have been a real plus to see more effort in that direction.
As it is, the player's only real outlet for playing
different missions after finishing the existing campaigns
would be to participate in the multiplayer games.
I've mentioned the feel of the game before, but it really
deserves further mention here because it's done so well.
The maneuvering model feels very realistic. Naturally, we
can't compare how realistic the driving model of a
hovertank is against its real world counterpart, but it
still follows a set of properties which we understand
instinctively because they act on us every day.
For example, inertia modeled in 6 degrees of motion helps
create the feeling of a large flying mass. The antigravity
effect feels a lot like the repulsion effect when you try
to push two magnets of the same polarity together, making
it difficult but possible to scrape the bottom of your
hull. Likewise, it's very difficult to provide enough lift
to jump much higher than the nominal hovering height unless
you go ballistic.
The graphics engine is built for Direct3D support and
software rendering, and is considerably more efficient than
Activision's previous attempts at graphics engines for
their games. Out of the box, the accelerated graphics are
very good, with many options to adjust graphics for taste
and frame rate, but it falls short of being spectacular,
with limited visible distance, texture detail, and
resolution.
However, there is an enhanced graphics patch that fixes
some AI foibles and helps address all these issues (which
should be available by the time you read this). By editing
the render.cfg file, players can alter the viewable
distance, go to higher resolutions, and activate access to
large textures (meant for Voodoo2 or AGP 3d card owners)
that improve the graphics with spectacular explosions, dust
roostertails from the hover-vehicles, and a more
sophisticated look overall.
Overall, Battlezone is a truly remarkable game that has a
wide potential to appeal to nearly every type of gamer.
Action gamers, real-time strategy buffs, Mechwarrior fans,
and yes, even simulation fans should find Battlezone to be
an entertaining alternative to their normal gaming diet.
The lack of a dynamic campaign or even so much as a mission
editor is certainly a letdown for simulation fans, but for
those who are not swayed by that, Battlezone remains a
tremendously entertaining game that truly validates the
concept of mixing strategy and first-person action.
RATINGS
- Core Rating: 40
- Gameplay: 90
- Graphics: 80
- Sound: 70
- Intelligence/AI: 70
- Interface: 95
- Fun Factor: 90
- Learning Curve: 2 hours
- Overall: 85