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War games are one of the rare forms
of media that can take events involving huge social issues and put
forth both sides without a hint of controversy. Such games are often
a sanitized version of war: you have your hexagons, your icons,
and plenty of stats, by way of their boardgame heritage. The genre
has been relatively clear of problems as a result of this very tradition:
by presenting a conflict as just that, with little emphasis on graphical
violence, and more on the tactical prowess of the person behind
the keyboard. For those who eat it up, that is all they need. The
rest of us, however, boot the games, tilt our head to the side,
slightly squint our eyes, and proceed to get lost amidst a sea of
stats and solid-colored icons.
Much like Close Combat, Sid
Meier's Gettysburg! is a hybrid title of sorts. It doesn't come
across as
a war game in the strictest sense, nor does it seem like anything
else on the market. Because of its unique approach, it becomes immediately
accessible to those who could never become engaged in the seminal
classics of the genre, like The Operational Art of War, or,
even to a newcomer-friendly title like Panzer General. Most
people certainly get the point of the games, and understand what
they have to do, but that magical click that goes on between that
certain special game and the gamer is rarer in a genre that seems
to pride itself on sticking to its traditions. A title like Gettysburg!
opens the genre up to gamers, acting like a mattress one would fall
onto before slamming into the concrete. There is less emphasis on
stats, with a graphical appeal - which today's gamers might not
appreciate - that hides much of the more arcane aspects of conflict
(trajectory and the like), by relegating them to lines of various
colors. It isn't that non-wargamers are bowled over by eye candy;
it is just that those without an intimate knowledge of the technology
or events are given an easier indication of what is going on by
a simpler method. That is how Gettysburg! and the few war
titles to really hit it with those who aren't familiar with the
genre really make their mark: they take all the complexities and
condense them into easy-to-understand, and sometimes non-conventional,
methods.
What makes Gettysburg! so special
is that it really isn't like any other title on the market, save
for its follow-up, Antietam! With full-motion video of re-enactors
sitting around a camp, a narrator tells the tale of the chosen side
while their particular battle hymn plays in the background, setting
the appropriate mood for a period piece title. After selecting a
side, the difficulty is decided upon by picking commanders and their
associated historical tendencies (a general like Grant is aggressive
and is harder, whereas a McClellan would be easier) as well as the
player's preferred fighting style, which include head-on charge,
flanking, or a mixture of both.
In combat, a simple set of icons lets
the player rotate their chosen unit, and have them march in double
line, battle order, or in skirmish formation. Commanders allow for
multiple units to be selected at once and can mass move them with
a quicker maneuver formation or in the fast by-road formation. The
issues are ordered in a unique, and somewhat tricky, method of dragging
an icon to where the unit is to go then deselecting that unit. Once
engaged, lines indicate if a shot is good, as well as who and how
many of the enemies have a good shot at your own units. If the men
inch towards each other closely enough, there is always the charge
command to gamble lives against breaking enemy morale. Artillery
plays a background role as support units that can deter an enemy
movement into a particular area or slow down a massive assault.
Getting everything set up appropriately is tricky at first, but
once the battle commences, there is little else like it.

Mission objectives are told with a
laid-out map and hands directing where to go, complete with vocal
commands done all gentlemanly-like. On the battlefield there are
key locations that give whoever holds them victory points. When
time runs out, the side with the most spots held wins. With some
of the battlefields being absolutely huge, and NPC commanders duking
it out all around you, something as simple as a wheat field or school
building becomes of paramount importance as they either give precious
victory points or suddenly become the site of a huge engagement
after both sides fortuitously stumble upon each other, gradually
moving reinforcements to the area. With rifle fire crackling all
around, artillery shells pounding the ground, troops screaming,
commanders yelling
orders, and reinforcements marching in, the idea of being entrenched
in a fight akin to a slugfest is conveyed surprisingly well. Once
armies meet, both sides strengthen flanks, use reinforcements to
plug in gaps, and retreat when necessary. While most games focus
on the strategic aspect of war, Gettysburg! focuses on the
tactical side, yet on a slightly larger scale. That is really what
makes the game so interesting: you are controlling quite a bit of
what is going on in a battle, what seems like micromanagement, but
because of how the game controls, it never feels that way. Small
battles end up being somewhat like Chess in that it's the player
trying to guess not only what his opponent's forces are going to
do next, but what his unseen forces are also going to do. The tried-and-true
rule of mass rushing that is still successful in most strategy games
doesn't work here. Making preparations for a retreat or sending
a huge chunk of reinforcements to flank an enemy and leaving the
center weaker isn't out of the question here, yet it would be in
other more resource-heavy strategy titles.
This was also one of the last games
to use FMV in its efforts to achieve a sense of immersion, and does
so successfully, which goes towards one of its greatest characteristics:
it never breaks character. Everything from the selection menu to
the battle selection and the objectives is done in the time period
with the language, music, and mannerisms of that era. Difficulty
is chosen by commander, objectives are done by arms in uniform and
hands pointing out where to go and what is of importance, with spoken
dialogue, and even the menus have that toned, earthy look to them.
It might have had a large budget, but it feels like a labor of love.
I really wish they would have expanded on this with some more releases
set in the Napoleonic Wars or the American Revolutionary War. With
Firaxis getting back to Sid Meier's older releases, with the new
Pirates! and Civilization 4, I really hope they take
the time to revisit this style of game. For those who can find it,
there is a Sid Meier's Civil War Collection that features
Gettysburg!, Antietam!, and South Mountain Scenarios
for about ten bucks. Unfortunately, even with the Windows XP patch,
it rarely works in that OS. So if you have a ME or 98 system sitting
around, do not hesitate to pick this up this gem.

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