With the summers biggest movie, Saving Private Ryan,
spawning a renewed interest in WWII history, Empire
Interactive has brought us their take on the greatest
invasion in the history of armed conflict: the D-Day
invasion of Normandy.
When I first looked at this game at E3 I was very impressed
with the depth of gameplay Empire was planning on bringing
us. This time we see things not faced, but rather taken for
granted in most other games, such as lost soldiers, feeding
your troops, resting them etc. These things alone set this
game apart, but gameplay is not for the faint of heart for
there are some issues that do need to be addressed in this
one.
This is a true turn based grognards game as every single
thing is left to you to decide upon, from who to bring,
what to bring, when to sleep, when to eat, to gathering
food to eat etc. Pretty involved, and indeed needs a good
deal of patience when playing, but it's a challenging game
if this is your style of play. I enjoy this game because it
has you doing more than the usual strategy title.
While not the prettiest in the graphics department, the
graphics do serve their purpose well enough. There is no
pristine scenery as in Eidos’ Commandos but this is
also not an action RTS title like Commandos. This is a pure
turn based strategy game and less time has been spent on
the graphics and more time spent on building not just a
game as much as a WWII experience.
You’ll start to feel as if you are truly part of this
Airborne unit. You'll feel the desperation of being lost,
the grief of losing one of your men and the fear of being
shot at by unseen enemies as you trek across the unfriendly
French countryside.
I must admit, though, that getting from point A to point B
can somtimes be long and boring trek. So much so that
I’ve wished this was a real-time instead of turn
based game at times for some faster gameplay. However, with
that approach you just can’t get as deep into
statistics, and indeed a turn-based style serves this game
better. But the movement speed in the initial release was
very slow and degraded the enjoyment of the game.
Thankfully a patch has just arrived and I'm now testing the
improvement.
Now let’s start from the top and see what this one
offers us. The initial start screen is a backdrop of your
base in England from which you can access all areas
you’ll need prior to embarking on your journey into
France. The HQ building is where you’ll receive your
mission briefs, the enlisted and officer barracks are from
where you’ll choose your 18 man ‘stick’.
You’ll pick up supplies from the Quartermaster, head
over to the armory to load up on ammo and draw weapons.
You’ll then trudge all this gear over to the airfield
and choose your equipment loadouts and seating
arrangements. The last step is going up into the wild blue
yonder to fly the unfriendly skies of war-torn France.
You also have the option of hitting the training grounds
from this main screen, and there you can learn the basics
of the game interface as well as play through some other
missions that are not available in regular gameplay. You
also can access all the weapons values shown in 22
different ratings in the manual including range,
encumbrance, penetration, reliability etc.
Once airborne you’ll be treated to a nice little
video of your troop carrier flying through varying degrees
of flak and each trooper disembarking from the plane. As
each trooper leaves you’ll quickly be told whether he
lands safely, is lost from group, separated from group,
landed but was injured, landed in trees, taking fire,
returning fire as well as being hit by enemy fire. You will
also receive notice of the unfortunate soul who’s
parachute just wasn’t packed quite right and is now a
permanent fixture in French soil.
Along with that you get reports of whether your equipment
bags make it safely to your drop zone. If they don’t
you’ve got a lot of pilfering and scavenging to do,
as these bags will carry the extra ammo, food, and other
supplies you’ll need to keep your troops alive and
happy. It’s not unusual to drop your men in and find
one or more men has no ammo, something that can seriously
change your tactical thinking on the ground.
Now that you’re on the ground the first order of
business, barring any intrusion by those pesky Germans,
will be to remove your chute. This can be done at the cost
of movement points or Action Points as they are known in
this game. You can literally cut the points almost in half
needed to remove the chute if your troops are carrying a
switchblade. But before removing a chute make sure your men
aren’t under fire or spotted. It’s far more
important to return fire and live to remove the chute than
to attempt to remove it and die trying.
After removing your chute the decisions start to mount up.
As leader you must choose where on earth, at least in
France, you are. By opening your tactical combat map at the
bottom right of your screen you can eye the area and deduce
where you are in relation to your proposed objective point
by matching up the playscreen you are in with the overall
map.
Sometimes you will land right on target and will know where
you are and which way you need to head. Other times
you’ll have to patrol until you come across something
that looks familiar to get your bearings. It’s not a
very hard thing to do to find your bearings, but if you
don’t pay attention you could easily find yourself
heading away from your objective instead of towards it.
While the prospect of roaming a hostile environment to get
to your objective may not seem much fun, you should note
this is what it was like for the men of the 101st
“Screaming Eagles”. They were dropped at night
pretty much blindly and were forced to trudge their way to
the objective blindly as well. This may not appeal to every
gamer out there but if you’re into a more realistic
recreation of what this operation entailed through the eyes
of a paratrooper, this one does it rather well.
The command interface is accessed through a simple right
click and gives you all your movement modes and stances. It
also gives options like moving your men off the map singly
or as a group, administering first aid, readying weapons,
clearing jams etc.
Movement is where I felt things could have been made a bit
easier for the gamer, as it can become a bit tedious to
move each man individually off the map. The group move that
comes in this game doesn’t seem to work as well as it
should and can frustrate you while trying to get it to
work.
But then again, this IS a turn based game and each man
lands at a different point on the map. So what could be a
clear area for one trooper can just as easily be a hot area
for another. Group movement through a map is represented
properly, although still a bit clumsy.
I must point out there is a neat little thing you can use
here to make your job a bit more manageable called
Auto-Walk. Using this you can pick a spot on the map you
want your man to walk to and once he finishes his move hit
F9 instead of end turn. This will continue his walk until
he reaches the spot you’ve designated, simplifying
the micromanagement of movement. This will be interrupted
if he spots an enemy, is fired upon or sees an equipment
bag lying on the ground.
You’ll also need to note each individual soldiers
differences through his stats screen when you’ve
clicked on him. Not all soldiers are equal and each has not
only different characteristics but unique attributes and
encumbrance abilities as well. Health, hunger and morale
are all noted here and you need to watch them as they all
effect the individual soldiers morale.
Morale is checked through many different thing such as line
of sight of friendly troops, presence of enemy troops, the
death of squad members while in a soldier's line of sight,
etc. Morale is based upon these factors as well as an
individuals leadership rating, so each soldier is
definitely unique.
When you decide to step off on foot to move out, your
movement radius is shown through colored dots, each
depending on the type of movement selected. You can go
further by running than you can walking or crawling but
depending on the situation you face you’ll need to
decide which is more appropriate. Bear in mind that for
every action you take there is an Action Point cost and if
you suspect enemy to be lurking around the corner
you’ll want to keep some action points saved for
actions you may need to take if contact with the enemy is
made during that turn.
If you are seen by the enemy the colored dots will be
replaced by eye icons of varying colors depicting the
action points you’ll have left once you reach each
point. As with the regular colored dots showing your
movement radius, the colors are blue, yellow and red. Blue
tells you how far you can move your troop and still have
enough AP’s left for an aimed shot. Yellow shows how
far he can travel and still let off a snap shot from the
hip. Red means he can basically do very little once he
reaches his destination.
Once you’ve made contact with the enemy, it’s
standard turn based fare. You fire… he fires, etc.
You also have the options of close combat and searching an
enemy after you’ve taken him down.
Things can get pretty interesting once you’ve gotten
yourself in a firefight and you must think each move
through, as by choosing one course of action you can leave
yourself open to an attack from another position. This is
where the game becomes much like a chess match, a deadly
one at that!
Line of sight is something you’ll need to learn as
you go, since there is no LOS fan shown onscreen to let you
fully see your troopers facing. It would have been a great
help for something like this in a turn based game so you
could better set up overlapping fields of fire for
patrolling, ambushing etc.
But overall, the use of LOS is managed well once you get
familiar with it. It’s one of those situations where
you develop a feel for it after playing a few times, and
you learn how buildings and terrain work in LOS.
My biggest complaint by far was the movement speed. While
using the auto-walk feature I mentioned previously, moving
from one point to another was agonizingly slow. And going
through 6, 8 or even all 18 troopers (if they all survive
the landing) was a long and boring affair. Animation speeds
were like molasses , so slow that at times I set auto-walk
on and left the room to come back 5 minutes later - and
they were still walking!
There is no need for this slowdown, especially since the
graphics are not very high end. Thankfully the patch has
arrived and I am currently testing it.
There are some nifty features in 101st that may discourage
some players initially. The first combat engagement I was
in I became dumbfounded by a lone German soldier who
knocked off two of my men without me being able to see him.
This was due both to my needing to learn the feel of the
LOS in the game, as well as the reality that in war you
don’t always see who’s shooting at you!
I think we’ve become accustomed as gamers to always
seeing our enemies, leaving out the chaos that combat is
fraught with. This is something 10st does well. It adds to
both challenge and realism. Once I searched house to house
I narrowed his hiding spot to a single building, I gathered
my remaining men to seek vengeance. Leading in with
pineapples I fragged the place good and followed up with a
couple of troopers carrying Garands. I was met inside by
the crumpled figure of our German sniper, so I did the
proper thing and searched his body for intel and goodies
and moved on.
You’ll need to move all of your men and cover sectors
of fire as you would on a real life patrol, and
here’s where the LOS fan could have been helpful.
Always try to keep your movements to the blue dots,
allowing your men enough action points to return fire with
aimed shots (especially your machine gunners when contact
looks imminent.)
Maintaining an allocation for action points available is
critical in a danger area, because when you or the enemy
moves you will be afforded the chance for opportunity fire.
You’ll need at least 2 action points to take
opportunity fire on a newly seen enemy. If you don’t
have it he can get the drop on you and there may not be a
second chance for your trooper.
Initiative is also taken into account in 101st. Based on
each soldiers initiative ratings at the beginning of each
turn, all moves will be made in the order from highest to
lowest. Your troops and the enemy troops initiatives change
with each turn in combat, depending on the factors they are
faced with on their turn.
Let me explain this by taking an example from the manual.
If one of your men hears a German soldier scream from a
wound inflicted, your soldiers initiative will go up, while
a German soldier who is next to the wounded German takes a
drop in his initiative. He’s seen or heard his buddy
take a piece of lead in the leg and is starting to worry
that the next round may have his name on it. Meanwhile the
shooter is more than happy to hear the enemy scream so he
gets motivated. Now you get an idea of how this works.
101st Airborne is a good game if you like a long turn based
game. A mission can take as little as 45 minutes if you
drop right in on the unaccommodating Germans or as long as
a few hours if you need to move long distances. This time
should be decreased with the patch, but it will still take
you some time to move and rest your troops across the maps.
Be aware this is not an eye dazzling game the likes of
which we’ve gotten used to lately. Eidos has spoiled
us with their kick ass game Commandos in the looks
department for WWII games (not to mention Lara Croft
ain’t too hard on the ol’ cyber eyes either)
and 101 has none of those dazzling landscapes or soldiers.
Instead Empire has opted to bring us a game with some very
good depth and enjoyment against a stark and dreary
landscape, something I feel fits with the theme of the game
pretty well. If you watched Saving Private Ryan and felt
compelled to know what it was like to be in the D-Day
invasion, check this title out it just might suit your
taste.
COMBATSIM.COM RATING : 80
Core Rating : 80 (Involved Strat Game)
Gameplay : 85
Graphics : 65
Sound : 65
Intelligence/AI : 80
User Interface/Mission Planner : 80
Fun Factor : 85 (once you get used to speed)
Learning Curve (in hours) : 4-6 hours
Overall Rating : 80