| Intro After
a deadly virus is unleashed onto the world, a group of survivors find sanctuary
in a bunker deep below the Earth's surface. Years have passed and with supplies
dwindling, and boredom ever increasing, the survivors set out to step foot outside
to survey the damage that time has done. Finding a ravaged world, the survivors
meet humanity as a society of factions: seekers (tradesmen), innocents, and various
gangs that range from para military to brute savages. Witnessing the gangs take
villagers as slaves, you and your comrades step up to defend the helpless in this
enjoyable, but extremely frustrating, squad-based strategy offering from Silver
Style.
Gameplay: 7/10
It's amazing how quick these underground dwellers
learned how to fight. Over a decade underground and the second they hit the surface,
they turn into Rambo. Well, not quite, but that doesn't really matter as the premise
is pretty cool and it wouldn't be very fun controlling a bunch of armchair generals
playing war.
Similarly to Shadow Company,
Soldiers of Anarchy is a 3D squad-based strategy game that is played out
in real-time. There's no base-building or resource management, it's all tactics
- well, micro-tactics. The biggest flaw with SoA is that it requires a
great deal of attention, much more than it should. Since the survivors were low
on just about everything, items can't be manufactured, so they must be scavenged
for; from dead enemies, strategically placed supply boxes, and traders. The same
goes with vehicles, only they are more important and are also given for completing
specific missions. So, just about every item that can be taken should be taken,
and the loss of any can greatly affect the performance of the team. It's
with this severe need for supplies that the first and most prominent problem comes
in, the pathfinding is extremely poor. A single ground soldier isn't so bad, but
when they're bundled together, things can get pretty frustrating. Whenever multiple
units, infantry or vehicle, are given their target destinations - which can take
up to a few seconds to register on the map - they end up being spread out so far
that they tend to tell a trooper to go to a spot where an item already is, which
causes them to not move at all. I didn't discount the fact that, yes, troops need
space, but when soldiers crawl to a position and the distance is almost double
their size - not to mention they can be moved singularly to get closer together
- there's no reason for the selected unit to make no attempt to fit in close by.
Vehicles are much worse than infantry. While neither can change destination while
they are on their way to a previous spot without stopping first, it is much more
annoying with vehicles as they will stop, go into park, and then proceed to accelerate
again. The drivers of the vehicles also mimic someone under the influence as they
will swerve wildly or even turn off a path and come to a dead stop, just to reverse
and get back on the road and proceed to the destination. All of these factors
play a huge role in the difficulty as it becomes extremely difficult to sneak
past encampments and to make a break for safety when the soldiers stop every few
seconds because they either feel like it, or can't comprehend that the new destination
is where they need to run to. This is a major factor in precise supplies being
needlessly loss that isn't due to anything the gamer did. Compounding
these problems is a camera that barely does its task. Consisting of two modes,
a free and a path, one allows the camera to rotate with the mouse and the other
goes along a straight path. Since objects do not go translucent when they are
in the way of a character or vehicle, which is something that should be included
in all games due to an unwritten law of not making gamers wanting to pull their
hair out, constant switching of the views must be done so that the entire field
of battle can be seen. One perk is that the entire map can actually be viewed,
while enemy placement isn't shown, the layouts of cities and the topography do
a great deal in helping with preparing a strategy. Oh
and there's plenty of preparing to do as Soldiers of Anarchy leaves no
room for mistakes. This is the quintessential save and reload game - which is
made worse by some exceedingly long load times - as even the most perfect plan
can go awry as the camera might lock up, one click on a certain spot might send
the view of the map in the total opposite direction, or the fact that it takes
a whole lot to kill enemy soldiers and not a lot for the player's squad-mates.
Either way, the difficulty can skyrocket as the enemy has incredibly powerful
weapons earlier than the player. There were also a few missions that gave very
distinct instructions, but when they were followed out, unexpected reactions from
the computer led to guessing as to how to complete the given objectives. So,
there's a game that's extremely difficult by technical flaws and awkward design,
a poor camera, and pathfinding troubles, then why a 7? Well, it's because that
no matter how much SoA annoyed me, frustrated me, or made me want to throw my
mouse against the wall, it remained an incredibly addictive title. The
soldiers can go prone and crawl, kneel, or walk around in a normal posture. They
will also have the option to gain experience in several fields - explosives, heavy
weaponry, medicine, etc. - as they survive mission after mission. These aspects
enhance each other as postures significantly enhance the difference fields of
experience. Someone who is experienced with heavy machine guns will want to stay
laying down for better accuracy, while someone trained in medicine will want to
be knelt so they can still be somewhat harder to hit and also able to go faster
to the aid of fellow soldiers. Weapons are also done extremely well as they are
actually unique in their firepower, accuracy, and range. Instead of giving the
player an mpk5 or an uzi as a means of a sub machine gun, the player can either
outfit the squad with the cheaper uzi, or the more expensive and accurate mpk5.
AK's, mines, rocket launchers, kevlar vests, shotguns, and more will all find
their way into the possession of the soldiers. The
vehicles are also fun to play with as a machine gun-mounted humvee giving cover
to an infiltrating squad is always a lovely sight. Even with their control problems,
they are still fun to use and watch in action. They, like the troops, are also
very customizable; visits to the base take place before each mission, and here
players can use a certain amount of hours to repair vehicles, place extra armor,
mount extra weapons, and also stock ammo - troops also benefit from these breaks
as they can also be healed, given armor, and also medicine to increase their attributes.
The base also allows for newer and more powerful weapons to be gained as a greedy
trader will have some heavy ordinance for the player, if they can meet his price. Backstory
and progressive dialogue are also given at the base, as well as within the missions
themselves. As the game unfolds, clan rivalries and the mystery as to who created
the deadly virus unfold in a timely manner, despite the fact that the game is
fairly long. I was glad to see that the developers took such an interesting premise
and ran with it, instead of solely relying on a cool idea and try to ride it out
throughout the entire experience. Choosing sides, allocating scarce resources,
and scouring the land for any extra supplies is the name of the game, and it says
a good deal for the positives whenever a title so frustratingly unpolished can
remain so enjoyable. Graphics:
8/10 There's no doubt that this is one heck of a system hog, there were more
than a few times when it slowed down to slide-show speed, but some very nice eye-candy
helped to soften the blow. Huge maps with several towns and cities are the norm,
with incredibly detailed buildings that sport boards on the windows and roofless
tops that reveal several layers of once-livable interiors. Fences, street signs,
debris, and busted up cars all liter the passages and small things, like a tank's
treads causing dirt and dust to fly up, really add a lot. Most
impressive are the soldiers themselves; great looking models and outstanding animations
really give them a life of their own. Watching a soldier get out of a humvee and
slam the door shut, complete with the vehicle shaking a little, or seeing one
of them bounce a few times before jumping up into a raised transport was fantastic.
Watching them reload, crawl, and climb over walls gave a great sense of realism
to their actions, and the distinct visual appearance of the weapons was an excellent
touch. The only problem, aside from the hit in system performance, was that the
actual terrain didn't quite match the amount of detail that the buildings and
player-controlled units had. Sound:
7/10 With every character having a different voice, the developers are given
a nod for their efforts, even though quite a few sound relatively silly. Weapon
and vehicle effects are all above-average, with only a few coming across as being
recycled. The soundtrack is fairly average with a rock feel to it, but it did
have a tendency to drown out the voices whenever characters would talk within
in-game cutscenes. I do wish there had been stronger environmental sounds though,
but what's present is more than adequate.
Control: 5.5/10 The camera and pathfinding issues means that the player
will have one hand on the keyboard and one hand on the mouse the entire time they
are playing. It's upsetting that these problems where left as they were since
they are pretty much the only thing keeping the game from the greater status that
it so closely reaches. There were also some other troubling problems: some menus
had little onscreen help as to what they did, while others were clearly defined,
and this gave off a look of the product being a little unfinished; aiming was
difficult when a target was moving as right clicking brought up a submenu - think
Close Combat - and by the time the cursor was over the target icon, the
enemy was already a good distance away from the camera's center and hard to spot;
troops also wouldn't go back to their previous stance once they climbed a wall
or shot heavy weapons, like a rocket launcher. This is undoubtedly the weakest
part of SoA and something I hope gets addressed in possible add-ons or sequels.
Overall: 7.5/10 With missions
that can extend into hours, an intriguing story, and enjoyable combat, Soldiers
of Anarchy has all the makings of a great game. However, its constant camera
and pathfinding problems hamper its overall enjoyment and make the game seem like
a chore with constant saving and - lengthy - loading. While I recommend SoA,
I do so with a warning that those with a low temper should approach the game,
even the demo, with caution, as it can truly be exercise one's patience. An excellent
experience and one well worth taking, but one brought down by the most common
of problems. [
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