Intro Admittedly,
I'm very interested in history, and like millions of others, WW2 is too fascinating
for me not to be intrigued about. Despite my interest in it, however, I've never
been too particularly fond of war games. While I enjoyed the more mainstream hits
within the series of Panzer General and Close Combat, the Shrapnel-styled
games just didn't appeal to me. I wanted the immediacy of real-time, but with
other obligations that seemed to be more suited to the style of turn-based. After
years of bouncing back and forth - and enjoying great substitute titles like those
above and Combat Mission - I found that Blitzkrieg encompasses all
the qualities that I've been wanting all along. Gameplay:
9/10 Starting off on the outset of World War 2, players can pick up the British,
Soviet, or German campaigns. Accordingly, their missions will vary depending on
their stance in history; for instance, Germany's earlier missions will have them
at an advantage as they take Poland, and the British will have it rough going
until they get assistance from the U.S. While each offers the same kind of missions
- capturing objectives or fighting off an assault - their weaponry and style of
play makes them feel pretty unique. The developers did a great job in keeping
all the campaigns enjoyable. Missions will
start off with two briefings and then an in-game recap, so there will be no doubt
whatsoever about what needs to be done, and there's also some advice as to why
certain areas would be beneficial; it seems, unfortunately, that the in-game advice
doesn't go away or turn off, so those who need to restart - and will no doubt
be itching to go - will have to sit through a handful of already-seen menus. Along
with the briefings will be a little backstory explaining what has gone on since
the last mission and why the next one is so critical, it might even be considered
educational. Even though most missions center along capturing towns, which subsequently
means capturing supply depots to re-arm the troops and artillery, they also involve
smaller objectives like securing bridges by sniping sentries and so forth. There
are also a few that including surviving waves of enemies, and then having to repel
them back. Like the defensive missions, just about every mission in Blitzkrieg
is tough; sure, there will be a few times where a few tanks can be set on aggressive
and sent into a town, plowing everything in its path, but for the most part, those
wanting to complete the missions with as many survivors as possible will want
to allocating more than an hour to each. Similarly
to other titles, there are core units within the game that are promoted during
gameplay, based on their performance, and having them starting the next mission
is fairly important. In-between missions there are also upgraded units to pick
from; along with that option, there will be reports showing core units lost, units
promoted, and so forth. What makes Blitzkrieg so entertaining is also the
units themselves; soldiers are sprite-based and brilliantly animated, while vehicles
are 3D models that fit in perfectly. There are so many vehicles to choose from
that it would be a daunting task to research them all. As big of an interest I
have in the war, I'm far from an expert on all the machines and weapons involved.
Luckily for me, the developers have all relevant information displayed prominently
and neatly in menus, there are even pop-up boxes to indicate just what the icon
stands for; for example, a tank's menu would have icons and numbers showing side,
front, and rear armor ratings, as well as ammo and so on. Honestly, this is one
of the very few strategy games that I've actually cared about the losses I took
and did what I could to keep the causalities to a minimum. Those
thinking they'll simply reload a saved game to keep their troops alive will also
see the result of their action on the post-combat screen. After each mission,
a screen will come up to award medals, show medals won, and also rate the player
on their abilities to keep causalities to a minimum, how many times they loaded
the level, time efficiency, and even how well they operated with their given supplies. Supplies
play a much more significant role than a simple number, though. The key to continuing
on the lengthy missions is to capture supply depots and protect the warehouse,
which tends to also be the starting point of most missions. Along with small supply
stocks in towns and scattered around the map, these will be absolutely crucial
to success because every unit has an ammo count and if they run out with no supply
truck to assist them, they'll be nothing more than scouting units. Supply trucks
can also bring new men to the field to bring an artillery regiment, or a squad's
number, back up to capacity. Aside from those benefits, they can also act as a
full troop transports, but they also happen to be very weak. If a supply truck,
or any vehicle, is broken down, there'll be a handy repair truck needed to fix
it. These are crucial since they can put anti infantry and tank obstacles along
supply lines to aid in their defense, as well as repair tanks caught in an enemy's
anti tank obstacle; there's nothing worse than having the pride of the armored
division, complete with a squad of men sitting on top - which is unbelievable
cool, and a first from what I've seen in a RTS title - getting stuck in the middle
of the map because of some tiny bit breaking the tracks. This whole aspect is
something I really enjoyed; the unseen process of supporting units added a whole
new dimension of strategy and really added a lot to the entire experience. I
would be remiss in my reviewing duties if I didn't mention the two guiltiest pleasures
about Blitzkrieg: artillery and air support. Rarely does a game treat artillery
as robust as Blitzkrieg. A sniper on the ground spotting troops can mean
a world of pain when 3 units are set to pound the ground, complete with trees
exploding and houses eventually crumbling into rubble. One of the problems I did
find with the game was that the enemy's accuracy with their artillery was unreal;
when they do fire, circle triangles indicate where they're firing from, but it
would take my troops at least twice as long to kill them, even with a spotter,
than them just shooting wildly in my general direction. Equally entertaining to
use is the air support; with this option, players can call in bombing runs, paratrooper
reinforcements, recon planes, fighters, and dive bombers, and all are dependent
on good weather. Air superiority is absolutely crucial here since a bombing run
- not only awesome to see - is devastating in that it can completely crush a small
village. Dive bombers can also wreak havoc on unsupported armor and recon planes
can actually make your stomach knot up, because once that plane spots just one
troop, the enemy will let loose with artillery. Even though recon planes tended
to be taken down, when I would call fighters to clear an area, they seemed to
go to the worst places that tended to be near AA guns and away from the actual
enemy fighters. However, despite their small quirks, everyone who used and saw
both of these fell in love with them, and with good reason. Blitzkrieg
isn't perfect though: there are some pathfinding troubles; troops won't always
follow a command the first time; units won't always fire at the most opportune
time, and, as a result, basically stroll into their death; the tendency to have
to play a map over and over, with it rarely changing anything, means a lot of
it will feel like trial-and-error; and, with the already mentioned problems. Despite
these shortcomings, I still found this to be one of the most exhilarating and
exciting releases this year, and I can say with all confidence that it will definitely
be on my harddrive for a very long time.
Graphics:
9/10 I've read complaints about the sprites and the drab colors, but I loved
those. In fact, aside from it being difficult to spot a friendly troop or the
minor 'eh' here and there, I enjoyed nearly everything about the graphics. I was
fascinated by just about everything, and so was anyone else who saw it in action.
Watching artillery troops take a shell out of the box and load it in, seeing a
soldier fall back bloody from a sniper's bullet, tanks popping their turret after
being hit at the right spot, and seeing a town devastated by artillery and bombings
were all just parts of what made the game feel like it was truly representing
a real war. Sound: 8.5/10
The music is good, but the sound effects are great.
Hearing a shell rip through a batch of trees or the gargling of blood when a troop
falls, it's crisp and clean. When assaulting a city, the sounds of flak filling
the sky, AT guns letting loose and explosions all around, it gets the heart pumping.
The voice bits are limited to troop responses, but even those where done well,
but even those where done well with each side having their own language spoken.
Control: 7.5/10 I had heard
that the Sudden Strike series might be something I would want to try, but
I found the demo of II to be way too slow. Maybe it's from lack of time with it,
or my imagination, but I found Blitzkrieg much more enjoyable because it
felt like the speed of troop movement had been increased; possibly because the
maps are smaller, for as large as they are, I do recall Sudden Strike having
massive levels. Regardless, most of the controls are handled well. The time when
a soldier will register a command and not respond can get annoying, especially
when it holds up a multi-plan attack, and seeing a treasured unit not stop to
fire can break a heart, but hopefully those issues will be addressed in a patch.
Other things, like entrenching units behind sandbags, are incredibly easy. Considering
all of what goes on, and the frequency of it all, the irregular problems weren't
that much of a hindrance. Overall:
8.5/10 An hour of setting up can end with a battle lasting 3 minutes, much
like those GI Joe war sessions from the days of yore. It's the preparation and
planning that I so much enjoyed, as well as the quick thinking to turn a failed
attack into a salvageable success. The problems with Blitzkrieg are typical
of the genre, but not every game in the genre does so much here or does it so
well. Even though some missions made me want to claw the glass off my monitor,
when I completed a particularly difficult mission, I actually felt like I accomplished
something: I fought house-to-house with my troops, I had my paratroopers capture
a mortar so they could smoke entrenched troops to blind them from the upcoming
assault, and I stretched every last drop out of every resource. The fights were
brutal; sometimes quick and sometimes painfully slow, but I couldn't help but
enjoy it all. This won't be for everyone, but for those who can find a way to
savor the missions and attempt to not rush through them, they'll truly find something
special. [
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