Intro German
publisher CDV delves back into American history with Related Design's latest real-time
strategy release, No Man's Land: Fight For Your Rights! However, unlike
the publishers past endeavors into America's history, the well-received American
Conquest and its expansion, No Man's Land lacks the compelling gameplay
to back up the natural interest that its historical roots will inspire.
Gameplay: 5/10 Fight
for your rights! Indeed. Many have done just that for hundreds of years on this
very soil. Whether it was the Native Americans, the Spanish, English, early Patriots,
or those settlers that tamed the Wild West, blood of all varieties has been spilled
on this land. Some reasons are honorable, others less than, so it's interesting
to see how a German developer walked such a fine line, and, for the most part,
did it well. While some of its historical aspects are questionable, as a period
gaming piece, the tale of the various parties fighting for dominance is still
interesting and a refreshing change from typical offerings. Played
out through three successive campaigns, with some have subsections, No Man's
Land does what it can to offer a little something for everyone. The game starts
off with a brief tutorial that not only gets the player acquainted with the game,
but also utilizes the Woodland Indians to springboard into the first large campaign.
Taking control of the Spanish, the player is faced with deadly and mystical aliens,
but also the English. After teaming up with a tribe of the natives, the powerful
alliance combats the Redcoats to rid the land, not only of their influence, but
also of their grip on the gold. Much like the majority of the other campaigns
and their subsection, this section of the game ends with the Natives telling the
tale and is follow-up by their own section. After
their initial campaign, the Woodland Indians, the Natives have a separate campaign
that is based on the tale of the Prairie Indians and it seemed to come out of
nowhere, which really threw off the pace of the game. This is because, after their
campaign, the game then goes to the English, which is broken down into three sub
stories: English settlers looking for religious freedom, Patriots trying to gain
independence, and settlers going out to the west. While all of this is in a chronological
order, the second Native campaign, the Prairie Indians' portion, takes place during
the last portion of the English campaign, with saloons, outlaws, etc. So, in the
middle of the grand campaign, this one and only section seems to jump ahead in
time, and then goes back to the earlier period. The whole ordeal was more distracting
and felt poorly implemented. As stated,
the English get their turn next - which is also the last and longest portion.
It's also the most varied. With the ability to play as infantrymen, dragoons,
then as militia, outlaws, and early U.S. Army soldiers. Even though this whole
section is interesting in presentation, it's around the time of Independence that
the game begins to become tiresome. It
should be noted that the campaigns can be played in any order; however, only the
main sections will be, so sub-sections, like the Patriots and Prairie Indians,
will only be unlocked after the initial campaign. The
different factions each have special attributes, but none of these really come
into play as it intentional spots in fortified towns were left open to be exploited.
Their differences are minor, but the Natives easily have the coolest abilities;
they can swim in water (diving to avoid detection by ships), travel in dense woods
where no other group can, heal themselves, and use flame arrows to bring down
buildings in a timely manner. The Spanish have a cheap light infantry (swordsmen);
moderately priced heavy infantry (pikemen); and conquistadors, which are units
with strong melee attacks and strong rifle attacks. The British have the strong
melee dragoon units, Churches to auto-heal units, cheap rifle-bearing guards and
their stronger brothers, the infantrymen, who also use their bayonets for strong
melee attacks. The Patriots have inexpensive militiamen that pack a punch when
en mass and field doctors to heal units. While
all units gain experience with each kill, some also have minor abilities of interesting;
there are some units that can pack the meat of dead animals to add to the food
resource pool and some can use horses by either mounting wild ones or being trained
with one. The horses are a high point because they are pretty cool to use, but
unless you have a unit that has the same firing speed as the outlaw, the trade-off
for speed and attack isn't worth it since positive attributes are minor and many
of the game's levels are way too confined to justify spending all the time and/or
money on mounted troops. Oddly enough, neither Indian tribe, nor any other units,
gain significant bonuses when they use horses; aside from the Prairie Indians
being able to pack and move camp, no Natives get any sort of increased speed or
attack proficiency, which seems unnatural. Most
of their differences aren't drastic, and much relies more on the execution of
the traits. Since the levels tend to have limited resources, these semi-special
traits simply need to be only barely exploited in the areas that are intentionally
left open. Much in the same way that WestWood's last Dune strategy title had an
A.I. that was intent on sending lines of units to go on the offensive, but leave
an entire section of their base open to attack, so goes the same method in No
Man's Land - only this computer sends more on the attack. Due to towers being
able to hold long-range units and cannons, most of the attacks simply need to
be coordinate to take them out first, then have the units brace for the rush of
infantry and enraged townspeople. Many times, though, there really is little strategy
needed, other than sending nicely timed waves of units to break down defenses. Each
side also has hero units, who have nifty abilities that can help to turn the tide
of battle. Whether it is summoning animal spirits that can enchant surrounding
troops, to being able to deliver demolition charges, or enabling taxation to collect
gold at a faster rate, many of these are crucial to survival, with their death
bringing the defeat for that mission. For some reason, a hero will have an ability
in one mission, but they won't in the next - this is pretty annoying as it turns
a crucial unit from an asset into a liability. The
levels are predominantly conquering types, but there are small breaks here and
there; one that I particularly enjoyed was as the Prairie Indians, packing my
camp up and moving it along, stalking a herd of buffalo and collecting a set amount
of meat. More often than not, missions can easily go over an hour, so there's
plenty here to keep interested parties amused. For those wanting a little naval
warfare, there's even a few levels that have the Spanish chasing down the infamous
Drake and his band of ruffians; for the most part, naval combat consists of outnumbering
the opponent, and getting them before they make it back to their - auto-healing
- harbors. The variety is minor when compared to the amount of levels there are,
and some are just boring. While I did
enjoy some of No Man's Land - after all, period piece real-time strategy
games set in this era aren't common; and the story is fun, along with some of
the missions (including a very Alamo-esque one) are a blast - there was much of
it that just didn't work. One of the more notorious problems I had was with formations.
Those damn, damn formations. As the Spanish, English, Patriots, and Settlers,
troops can be ordered into a number of formations that range from columns, lines,
encircle, etc. - it's just a shame that all of these are completely useless. Attempting
to rapidly deploy troops with the column formation will make them completely confused
in a semi-enclosed space, to the point where they come to a dead stop, and they
will even get stuck in the onr or two tight spots in an otherwise wide open area.
Line formation, which one would assume would be a great boost to attack damage
when using rifle-bearing soldiers, is made pointless since the early units break
formation whenever the first shot is fired, and their usefulness with later, more
disciplined troops, is nonexistent. There are also stances for troops to take,
which are only slightly more useful than formations. After a while it seems as
though offensive and defensive positions just slowly degenerate and the results
are either over-zealous troops or lazy slobs who don't feel like moving, even
when they are being shot. The latter is particularly true whenever they are set
to defend a territory that is suppose to go as far as their eyesight, some troops
will go beyond it, and others will stand there and get shot as an enemy is a hair's
width outside of the defense radius. What should be key elements for troop
movement deployment turn out looking alright, but just implode on itself the second
anything happens. Other annoyances are
when a structure's description will say it produces a unit, but there is no option
to produce anything - I'm not sure if the developers did this intentionally or
if some things were just never implemented. There are also a lot of technical
flaws, like pathfinding problems (not involving formations), commands not being
recognized, random slowdown, and several other nuisances.
One
thing that No Man's Land has going for it is a healthy multiplayer component.
And, there is a skirmish mode, but to access it requires the player going to Local
Area Network, creating a game, and then they will see the ability to assign game
types and computer opponents. Multiplayer includes deathmatch, king of the hill,
capture the flag modes, stalking elite units, and also two that focus on the railroad;
one has players racing to see who can build a railroad first, with another being
a railroad competition that has only one building and the other trying to stop
them (they aren't all that different, really). A main component of online play
are the counter-upgrades - and, while being mentioned in some portions of the
single-player campaign, they are never used (which I consider a significant oversight).
These are attacks that do more than simply harm an enemy's army, they can hurt
their entire society; some counter-upgrades include slowing down an enemy's population
growth rate (chastity belt) and slowly draining away an enemy's buildings' hitpoints
(termites). Unfortunately, the technical and design flaws of the single player
do carry over in multiplayer, so it's rarely as fun as it could be. There's
no doubt that Related Designs has a good game in here somewhere, but it's just
hidden under piles of entangled features and annoying hang-ups. Due to the only
real strategy requiring resource management, the core of the game plays out like
a standard real-time strategy title, but this one just happens to get bonus marks
for the settings and story. Replacing the game world with aliens or anything else
and my interest would've faded much quicker, which doesn't speak overly positive
of it as a whole. History buffs will get a kick out of it, but most people will
be too annoyed by its slow pace and various faults. Although, I do want to commend
Related Designs for not taking the American route and making it overly politically
correct; while slavery is not in the game, the developers didn't shy away from
referring to Indians as savages, Europeans as evil whites, and English as damned
limeys - little touches that actually do add to authenticity.
Graphics: 8/10 With good textures and solid designs, these units and
the world they inhabit are interesting and pretty good looking. They aren't WarCraft
III quality, but they definitely suit the time periods and even have a little
character. The same can be said about the buildings with their solid architecture
and detail, as well as the environment with random animals running around and
foliage that actually looks good. A great touch where the effects and animations;
artillery units will push their cannons back into place after recoil knocks them
back and little puffs of white gunpowder will follow a sequence of an English
infantryman re-packing his rifle. The sheer number of 3D units that will be on
the screen at the same time may slow down some systems, so be warned.
Sound: 5/10 The soundtrack is decent,
with tunes appropriate for their factions; although, there's nothing really stirring
here, which is disappointing since all settings are ripe for some musical grandeur.
The sound effects are appropriate, although shots of guns will dominate just about
everything else, but there's also something constantly satisfying with the sound
of an arrow falling down onto its target.
With much of the aural aspect
being of fairly decent quality, and some initially strong narrative moments, one
would expect the in-game voice-overs to be pretty good. And that, dear readers,
is what I will refer to as an assumption at its worst. Most of No Man's Land seems
like a very serious affair with the appropriate amount of respect shown to history
and the various peoples represented - but! But then, out of nowhere, a Patriot
militiaman's single comment completely shattered the little world that the game
had built around me. Once selected for an action, the militiaman describes, "I'm
so excited! I just can't hide it!" - What the..? It's like the developers
wouldn't think people would notice, or mind, having their little soldiers magically
transported to the 1980s. There are little tidbits here and there like that, but
that example is so flagrant that it came off as such a disappointment that someone
would intentionally break the ambience that everything else worked so hard to
create. This should also go to show that, even though Blizzard can put jokes in
their games actually be funny, it's not always wise to follow suit - especially
if you aren't funny. Control:
4/10 The controls are truly a trial. Not just a trial, but a test of one's
fortitude. For not only will the formations drive some close to insanity, and
the consist stupid actions that will require monitoring of units, but also for
the fact that No Man's Land has one of the slowest means of scrolling I
have ever encountered. I adjusted the sliders every way possible, tried the game
with and without - mouse - hardware acceleration, and everything under the sun.
Nothing helped. Cursor and screen movement was always slow, with constant over/under
compensation. As one would expect, this makes unit selection a real pain. After
a few hours of playing, a poor game that has decent controls will feel like something
revolutionary. Overall: 4.5/10
There's certainly some interesting feature in No Man's Land. The time
periods are interesting, the story is told well, and the different factions are
represented well enough; but, the core of its gameplay wouldn't warrant that high
of a score even if its faults weren't so apparent. However, factoring in the poor
humor, laggy controls, questionable A.I., features that are either poorly implemented
(or possibly not implemented at all), and a general lack of actual strategy being
needed, and there's a strong case against it. When
patched up, this could easily be a fantastic game, but as it is now, it's a technically
flawed title that stumbles over its own potential.
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