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Blitzkrieg: Burning Horizon
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Developer: Nival Interactive Publisher: CDV
Genre: Real-Time Strategy Players: 1 Similar To: Blitzkrieg Rating:
Teen Published: 07 :21 : 04 Reviewed By: Ryan
Newman Overall: 6.5 = Fair
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Req.: P3 450Mhz, 64MB RAM, 16MB video card Reviewed On: P4 2.5
GHz, 512 Meg RAM, ATI Radeon 9800 Pro
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Blitzkrieg was as much a puzzle title
as it was a strategy. It was clear that there were certain things that the developers
wanted the player to do to complete objectives, but they also allowed a little
room so that some imagination could be utilized. I likened it to playing with
G.I. Joes as a kid: half the fun is the anticipation of the big battle; in this
case, putting units in place, making sure supplies are adequate, grouping them
up, and then assaulting. Normally the initial assault would fail, but during subsequent
tries the player would learn how the computer was set up and reload to try again.
Each time the computer would change to meet the player's new tactics, but only
slightly, allowing for a pattern to emerge for the player to follow to victory.
While I knew that wasn't the best way to design a game, the mechanics won me over
- the way artillery, mechanized units, infantry, and air played such integral
and intertwining roles, I couldn't help but love it. Now comes the standalone
expansion, Burning Horizon, which is a bit of a step back from the two-year-old
Blitzkrieg.
Following the career of one Erwin "Desert Fox" Rommel,
players will take to Africa and engage the British in some of histories most famous
encounters. Of course, his career will span much more than his fights with The
Desert Rats, but I'm not sure how much farther players will get because of the
game's difficulty. There are six chapters in all, with each containing missions
that can take hours to complete. There are also over 50 new units, as well as
new missions taking place in the Pacific Theater that are found in the custom
mission options.
Unlike most strategy games,
Burning Horizon tries to go with a decidedly more realistic approach. There
is no harvesting or building, only allocating resources from supply depots, warehouses,
and trucks to soldiers, vehicles, and artillery. Since the units' unique attributes
aren't emphasized as much here as they are in other titles, only historical arms
buffs will get a kick out of the new weapon additions - although a few are fun
to use, most | | |
gamers
will just bulk the weapons into categories of what their shells can pierce and
how far they can fire. So the fun of setting up for an engagement is still there,
moving trucks into appropriate spots, having repair vehicles place tank obstacles,
sighting enemy movement with recon planes and so forth.
But the
small amount of breathing room that Blitzkrieg offered is almost completely
absent in Burning Horizon. The player can't really use their imagination;
anytime they are feeling a little feisty, the computer will quickly put them in
check with deadly accurate artillery fire and tanks that are superior to what
is in Rommel's possession. Since the German artillery units can't penetrate the
armor of most of the enemy's tanks, reciprocal volleys won't intimidate them nearly
as much as theirs yours. In fact, the lack of freedom is evident in quite a few
maps that are nothing more than each side having their own side and a wasteland
separating the two.
With each mission briefing giving historical detail
of the upcoming fight, I'm aware that some of these battles would be a dead heat
and armchair generals can't just send in a few units to blow stuff up. But the
game becomes increasingly tedious as the missions go on, with the sniper gaining
prominence as the single most important unit in the game. Since enemy artillery
restricts movements so heavily, snipers are normally sent in near or behind enemy
lines to shoot supply trucks (which also re-supply mounted weapons with troops
to man them) and then pick off the artillery and AA gun crews. Since the sniper
has to crawl to avoid detection, that means that lengthy missions (of which consist
of about 90% of the game) are made even longer.
The sniper really gains
their exalted status because of poor A.I. and pathfinding. While enemy artillery
can nail a single tank within two shots across half the map, a squad of infantry
can think of nothing else to do but duck once their comrades start getting picked
off; I would think that if someone's head was shot those standing by would run
behind a tank or jump in a trench. The artillery can also attack almost unchallenged
because the aircraft allotted to the player aren't the brightest units; a single
AA gun can take out 4 planes because none of them bother to shoot the crew. Instead,
the planes will go ahead and blow up the squad standing in the middle of nowhere
that poses zero threat to them, or just go out of their way to stumble upon an
AA gun and ignore it too. Pathfinding becomes an issue whenever a supply or repair
truck, for whatever reason, decides to do a massive loop around the unit they
need to get to, getting shot in the process. I'm not clear as to whether or not
this is suppose to be because of slight hills or ridges in the terrain that I
just can't make out or what, but I literally lost missions because units would
get jumbled together or walk around a piece of land that looked nearly identical
to everything else around it.
As such, winning missions basically boils
down to these steps: 1.) Send in sniper 1a.) Take out supply trucks 1b.) Take
out gun crews 2.) Send in dive bombers 2a.) Repeat (2) as long as necessary 3.)
Send in tanks with anti-tank guns on their flanks. The 4th step is failing, which
I would say is optional but isn't really because it will happen, with 4a being
to save and reload as much as needed.
Not all missions that follow are
as rigid, though most are, and some are pretty refreshing: One such mission involves
using fake tanks to scare the enemy while another requires retreating from an
endless onslaught of British troops in a narrow pass. The Pacific Theater missions
are all generally fun to play -- them Japanese are a tenacious bunch -- and provide
a nice change of pace. But, while these new missions and units bring some freshness
to the series, the absence of any graphical tweaks or sound improvement makes
the game feel like a giant mod. Even so, the polygon units still look great and
the extra bass really makes bombarding a town feel like you're gettin' it done.
Surprisingly, I crashed a few times to the desktop. In a game as time
intensive as this, I don't think I need to elaborate on how annoying it was to
be on the brink of victory and lose it all - moral of the story: save frequently.
And why I find this surprising is because I don't recall ever experience a crash
in the original. More difficult, linear, and buggy, not so much what I want more
of.
Overall: 6.5/10 In
terms of quantity, Blitzkrieg: Burning Horizon is a healthy expansion.
With over 50 new units, Rommel's career to play through and a dozen or so missions
in the Pacific Theater, there is plenty to enjoy. However, I loved the original,
but found this one to go even more in the direction of a puzzle title, with strictly
defined steps on what to do and what not to do. By sapping even more imagination
away from what little there was in the original, Burning Horizon often
comes off as an exercise in frustration more than anything else - and a buggy
one to boot. If you haven't tried Blitzkrieg yet, then pick up the original;
if you already have it, the $29.95 would go nicely towards Desert Rats vs Afrika
Korps or Codename: Panzers Phase One. [
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