Gregor_SSG
Posts: 681
Joined: 3/6/2003 Status: offline
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quote:
ORIGINAL: apoll Hi. Thought I'd post my impressions of this game....see if you agree. Firstly, it is really good to see a game about carriers in WW2 being published; there are simply not enough of them for this fascinating subject. So I for one, rushed to buy this thing when it came out...almost out of principle - but mainly because I am interested in the subject and remember the first SSG carriers game with which I had hours of fun. First thing to say is I like the interface...clean and easy to use...I think I saw the adjective 'polished' used to describe it somewhere and I'd agree with this. What about gameplay? Well....its ok...and the AI seems robust enough to give me a run for my money most of the time - altyhough I defeated the Japenese at Wake pretty easily I have to say...surprisingly so - given the rep of this AI I had been reading around the place. Beginner's luck? Maybe - although Coral Sea also seemed a bit easy to find and sink the first US carrier. Hmmm. You know...despite the very good things about this game, I can't help thinking if it is all a bit too.....simple? Too easy to launch strikes. Too easy to find the enemy. Too easy to sink the enemy when you find them - acknowledging the innacuracies of some reports (this is well done and relicates reality...the 'fog of war'). A couple of button clicks, and wham...a full strike is on its way. I would've liked to to have been able to dictate the numbers of bombers on each strike..held some back....armed them with different weapons...fuelled them...spotted them....recovered them. I would've liked involvement in the plotting of the strike...in the formation of the fleet...the granularity of search patterns and the types of aircraft doing the searching. In short, I want to be 'more involved' in the game. This creates more suspension of disbelief and buy in from the player...hence, more enjoyment. Well...to me it does. While still engaging, it seems all one has to do is sail to spot, search, find enemy, launch strike...hope for best. That's it. Seems a bit abstract to me...and hence, not soo enjoyable as I remember the original one to be (that may be a fualt of my memory...not reality!) Also..I wonder about the replay value of this game. Once you've played a side...well it seems to me that's really it. All the mystery and doubt seems answered...you know from where the enemy will come...you know how many carriers etc. With so few scenarios, I wonder why a campaign type arrangement was not implemented here? Much more fun that a series of disjointed, abstract and isolated scanerios. What do people think? Am I too harsh? Off the mark? Got a point? Grateful views, apoll If you had hours of fun with the first SSG carrier game then you should like this game as they are at their core the same game, with the same level of detail. I would ask, why you feel the need to make some the detailed decisions that you ask for. Armament, for instance - wouldn't you just end up making the dive bombers carry the biggest bomb they could and the torpedo bombers carry a torp if they could and bombs if they couldn't. That's what the computer does, so why make the player invest time and effort to get the same result? Similarly, with not sending a whole squadron on a strike. Even if you have only one carrier, there's usually two squadrons of dive bombers that can be sent to different targets if you need to, and if you have more than one carrier then you have even more flexibility. So why put extra complexity in, if it will be rarely or never used? As for the mechanical details of arming fueling planes, this again sounds like something you might like control over, but you probably don't. The real fun and decision making is where to send what, not pumping gas into the planes. You should probably also count the number of US carriers in the Philippine Sea scenario before you wish for manual control over this procedure. That's an awful lot of unexciting mouse-clicking that you'd be letting yourself in for. I would say, keep playing, especially the larger scenarios, and concentrate on the vital decisions that are at the heart of Carriers at War. As you'll see from the other posts on the forum, a lot of people are finding it an intensely exciting game. Gregor
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