Intro "Another
World War II game," I complained as I opened my package of games to review
and glanced upon Nival Interactive's newest title, Silent Storm. I was
already a grizzled veteran of many virtual battlefields, having defeated the Nazis
everywhere from Normandy beach to their secret underground bunkers full of zombie
Nazis to the Pacific Islands and Japan, home of the Japanese Nazis. But this is
hardly the typical World War II title. Silent Storm is a turn-based strategy
game focusing on tactics and RPG-style character development among your small,
6-person team of Axis or Allies specialists as they shoot, stab, and blow up buildings,
enemies, and various other objects across multiple nations and scores of missions.
Gameplay: 8/10 I
remember the exact moment I fell in love with Silent Storm: of my 6 person
team, my scout had been prematurely spotted and slaughtered via a hail of heavy
machine gun fire, and my sniper suffered several gunshot wounds and was forced
to retreat to cover and bandage her wounds. With two guys out of the fight and
an unrelenting building full of Nazis yet to make their move, I stopped and took
inventory. I had a soldier fully loaded out with a rifle, a heavy machine gun
capable of ripping apart brick walls, a rocket launcher, and a tiny fortune of
grenades. My two engineers were moved into position along the windowless side
of the building, ready to pick off any Nazi foolish enough to come charging out
of the front door. And my grenadier was crouched below a window looking into the
front side of Haus Nazi. The situation looked bleak and hopeless - from what I
could hear and see, there were roughly 10-12 Nazis barricaded in the house guarding
the documents I needed to fulfill my objective and they weren't rushing outside
after me, but rather waiting for me to infiltrate the house. But
I had other ideas. I ordered my lone soldier to dash to the front corner of the
house by my engineers where he pulled out his machine gun and punched a hole in
the wall big enough for my engineers to do some damage. I then started pouring
enough TNT and C-4 charges into the house to get two unsuspecting enemy soldiers
and make a good portion of the wall come crashing down (EVERYTHING can not only
sustain damage, but be destroyed as well). My grenadier, meanwhile, stood up,
looked in the window, saw 4 Nazis, and started pouring grenades through the window.
After a couple rounds of sustaining heavy explosions (with the aid of a rocket
launcher), the 3 story house came down, trapping and killing any remaining Nazis
that were unlucky enough to still be in the house. However, I was frantic: Where
were the documents I needed to fulfill my objective? Upon entering the remainder
of what used to be the front doorway, there they were, nicely placed atop a large
pile of rubble that used to call itself a stairway. A small, lone tear crept down
my cheek, and I smiled, because I was in love. In
Silent Storm, gamers control a 6-person crack team of either Axis of Allies
specialists as they are sent on various missions across several nations to help
win the war. There's not much of a story to be told here (we all know what happened
in WWII), and what story there is, unravels via vague notes and documents found
scattered around each level. Finding these documents is usually the objective
or one of the objectives of each mission and, once found, they will open up a
new location for your troops to go do the same thing over again. Also scattered
around each countryside are random encounters in which your team is pitted against
some random number of enemies on a random map, making for a, you guessed it, random
experience. These encounters are also how the game's more interesting weapons
are found and help level your characters up to ease the transition into the later
levels. From the outset of the game,
you are given the choice of who to place in your party from scouts, soldiers,
engineers, grenadiers, snipers, and medics. Although every character class can
use almost every weapon, certain classes use certain weapon classes more proficiently
than others. For instance, while my scout may wield a katana with deadly grace,
he can't lob a grenade with the same precision as my grenadier. And while my engineers
can take long-range pot shots at the enemy with decent accuracy, my sniper can
pick a body part, target it, and hit it, causing all kinds of neat status ailments.
Once a party is chosen, players can
then check out their armory and equip their team. As the party advances, the choices
offered by the armory get better. Allies have access to unlimited ammo for all
the Allies weaponry and vice-versa is true for the Axis nations. Additionally,
more weaponry (and accompanying ammo) can be salvaged from fallen enemies, but
without the advantage of having the ammo automatically spawn at your base. Each
team member has a wide array of moves, attacks, and positions to help get the
leg up on the opponent. For each round of combat, each character is allotted a
certain amount of Action Points (AP) with which they can perform actions. Every
action in the game, from opening a window, to reloading a gun, to simply standing
up, requires a certain amount of points, and decisions must be made regarding
how to use these points. Every character can move in a variety of ways - running,
walking, crouching, and prone. Moving while running requires far less action points
than moving while crouching, but crouching is quieter and less likely to be spotted
by enemies. Should a team member be prematurely spotted by enemy forces (or vice-versa),
the enemies are then awarded an interrupt with which they can use any remaining
points from their prior turn to attack out of turn. Combat
also requires AP, and each weapon has several different firing modes that require
differing amounts of AP. A rifle is capable of a "Snap Shot," an "Aimed
Shot," and a "Careful Shot." While the snap shot isn't nearly as
accurate as the careful shot, it also uses about half of the AP, while the careful
shot consumes all available AP to make an as accurate shot as possible. Careful
consideration must be used when planning your attack to insure that your character
can move into the open, fire a shot off, and get back to cover before the enemy
has a chance to counter. This is nothing new to strategy fans, but the implementation
is as brilliant here as anywhere else. The
enemy AI is something wonderful as well. What you won't see: bad pathfinding,
enemies stuck in geography, enemies leaving themselves open for target practice,
and just plain stupid moves. But what you will see is enemy after enemy come rushing
into a choke point where your squad just killed 3 of their brethren on the previous
turn. There is nothing in the game to prevent the enemy AI from running headlong
into battle when there are 20 enemy corpses littering the ground. In many battles,
it's easiest to just set up camp with long-range rifles and take potshots as the
enemies come streaming around a corner and into a hail of gunfire - disappointing
in an otherwise spotless AI performance. And
even though I'm in love with Silent Storm, there's no shortage of lover's
quarrels between us. Beginning with the aforementioned AI, and continuing into
the broken skill tree: as characters progress, they level up with a full range
of RPG-style points to allocate and skills to choose. However, skills like Hide
and Medic don't go up from leveling like they should but rather from using them.
This means that your level 9 medic won't be able to use the upper level med items
that they should be able to unless you're willing to spend time on an empty battlefield
having them unnecessarily bandage everyone to manually raise the skill. If anything,
this little bug adds difficulty to an already tough game by keeping your squad's
skills down. My last big, nagging problem with Silent Storm is the amount
of time it takes to simulate enemy turns. On several occasions with a lot of enemies
populating the map it can take up to 5 minutes for the AI to figure out what they're
going to do, even with a speedy machine well over the game's requirements. This,
combined with the slow nature of turn-based strategy games, can make for some
unnecessarily lengthy missions.
Graphics: 9/10 Everything is represented in beautiful 3D that shows
off amazing detail on every little object. Buildings are represented insanely
well, and with a physics engine that allows tiny little pieces to be blown off,
they combine to provide a visualization experience unrivaled by any other game.
When walls are blown apart, they crumble in a predictable and natural manner and
leave a pile of bricks that can further be shot at and disrupted with full graphical
depiction. To add to this feeling of obliteration and destruction, enemy soldiers
display realistic damage. Should your sniper aim for the leg and hit, a blood
spot will appear on the enemy's uniform and a small blood trail will follow him
should he attempt to run away. Furthermore, when enemies are killed, they crumple
realistically based on where they were facing when they got shot and the impact
and direction of the bullet. All in all, Silent Storm is a gorgeous game
with little problem. Sound:
7/10 While guns all sound amazing, each having its own, very accurate accompanying
sound, the voice work is nothing short of crap. Soldiers not only say ridiculous
things, but they also say them a lot with bad accents even. For every wonderful
effect of bullets whizzing by and sniper rifles echoing blasts, there's a ridiculously
stupid voice clip. But thanks to a wonderful atmospheric score and a multitude
of environmental details, the sound is worth listening to.
Control: 10/10 For being such a complex title, Silent Storm
controls so intuitively and logically, players may not even need to look at a
manual. While the entire game can be played using only a mouse, players will soon
find themselves using a mouse, keyboard combo not unlike those used by FPS games,
using their left hand for party selection, movement controls, and firing type
selection and the right for aiming and directing movement. The easy-to-use interface
makes the icons easy to see and learn due to their large, detailed graphics. Combine
these elements, with the game's wonderful pathfinding, and we have an elegant
and graceful approach to a gritty game. Overall:
8.5/10 This game won me over; I fell in love. Like every blind date, I wasn't
really hoping for a whole lot but went into it with an open mind nonetheless.
Once the introductions were made and I learned about Silent Storm's system
of combat, I became interested. When I saw the beautiful environments and gorgeous
physics system that allowed me to shoot out a brick the same as I shoot out an
entire wall, I knew this game had personality. When I realized that the AI was
flanking my team while providing cover fire to keep my guys in position, I knew
this game had intelligence. But it was the total package: the wonderful combination
of fluid controls, luscious 3D graphics, a completely destructible environment,
plenty of weapons and weapon-types, and incredible depth at every turn that made
me realize something. I love you, Silent Storm. [
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