sterckxe
Posts: 4605
Joined: 3/30/2004 From: Flanders Status: offline
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quote:
ORIGINAL: bluemonday Actually, I don't think Road to Moscow looked all that great. I had a very early beta. You might enjoy this then - I wrote this "review" about a year ago - - - As some of you might know I was recently offered the beta 1.10 version of this Loch Ness monster of wargaming. I promised a review so here goes : Game Concept : Detailed geographical map of Europe where units of Brigade/Div/Army level move and fight - all in real-time. You, as supreme commander literally "draw" up the battle plan(s) which get executed by your AI commanders whom you can shuffle around. A very detailed OOB + TOE and a nice choice of scenario's complete the package. Concept execution and detail : The most interesting concept is the drawing board - you literally select a portion of the battle field - which gets copied to the drawing screen where you "draw" up a battle plan. You can set primary and secondary objectives and tell your units where to move to. You then approve the "plan" which gets executed by the AI. This all sounds pretty nifty - though we could do without the separate drawing board - the problem is : it doesn't work. The reason it doesn't is because you can draw up a plan that looks good on paper only to have it botched up by the incompetent own unit AI - sounds like real life (tm) you'd think - not really - especially playing as the Germans you'd expect the battlefield commanders to be smarter than the guy sitting in Berlin but they aren't and that's where frustration sets in because you lack the means to control the action. Example : let's suppose you spot a Russian infantry army with their left flank secured by mountains/rough and a refused - but open - right flank. Let's say you have a German inf div, a mountain div and a panzer div at your disposal - what plan do you come up with ? I want the inf div to move up, make contact, make probing attacks but nothing serious and act as a screen for the panzer division to swing behind and move behind the Ruskies right flank while the mountain div infiltrates their supposedly secure left flank. A minimum amount of coordination should ensure succes in rounding up the Russians. Let's say you draw up this fail-safe plan in RtM, you sit back smugly and watch it all go terribly wrong as soon as you turn things over to the AI. The inf div will slam hard into the prepared Russian positions and take numerous casualties, the mountain unit will get lost in the mountains and the panzer division will arive in the Russians rear and decide to await further orders amidst the Russian rear echelon units. So where did it go wrong ? Well, for one thing this game oozes ambition - the entire Russian front - in realtime - in 1997-1999 on pentium 2/300 machines with 1 MB graphic cards .. Technically it couldn't have worked on the machines available back then - my 2.8 gig / GeForce 4 machine has barely enough horsepower to run it. No wonder it was reported to run in sub-realtime with every 5 minutes of game time taking 15 minutes of computer time - this would mean a 12 year continuous runtime for the entire campaign. Madness. The concept of "drawing" up a masterplan sounds good on paper - but the own unit AI is so incompetent in carrying out your plan that this game really needs more player control over the battlefield - there isn't, resulting in player frustration. You feel like the guy sitting in his Berlin bunker in 1945 moving around armies and nothing happens the way he plans it. The reason it survived so long as a "game in progress" - and a financial sink-hole - is that if you look at a screenshot and read the manual / concept docs the shear ambition takes your breath away. On paper it's the game I want to play. It's a game practically all grognards would want to play so it got financed way too long because it's so beautiful in concept people wanted it to work despite the technical and conceptual hurdles. Could it have worked ? Well, if they had limited the game to let's say a "Kanev Bridge", added more own-unit controll and had put a lot more effort in the AI they could have ended up with an "Airborne Assault". And this is really the point I wanted to make : the RtM game concept is - apart from the over-ambitious scope - virtually identical to the Airborne Assault series games. RtM is dead and buried, but if you really want to see that inf div make a probing attack to fix the Russians in place, the mountain div sneaking up on them while the Panzer div swings into their rear you'll have to wait till the guys at Panther Games turn east. - - - - Arjuna doesn't know it, but each of my posts contains a sublimal "barbarossa" message - my way of trying to influence his decisions :) Greetz, Eddy Sterckx
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