T H E + E N T E R T A I N M E NT + D E P O T // EntDepot.
Untitled Document
NAVIGATION >
Untitled Document
Untitled Document

.............CONTENT
.Home
.News
.Reviews
.Previews
.Features
.Fun Facts
.Wallpapers
.Forums




.............MISC.
.Advertise
.Contact
.About Us
.FAQ
.Legal
.Privacy Policy




.............
AFFILIATES
.insert credit
.DigitalBackSpin
.Rock, Paper, Shotgun
.The Wargamer



...ADVERTISEMENTS

...






Spartan

Developer: Slitherine Strategies
Publisher: GraphSim
Genre: Turn-Based Strategy
Players: 1
Similar To: Legion, Chariots of War
Rating: Teen
Published: 09 :02 : 04
Reviewed By: Ryan Newman

Overall: 6.5 = Fair

Minimum Req.: P2 233Mhz MMX (P3 for 3D), 128MB RAM, 4 Meg VRAM (16Mb for 3D) video card
Reviewed On: P4 2.5 GHz, 512 Meg RAM, ATI Radeon 9800 Pro

-

Through Legion, Chariots of War, and now Spartan, Slitherine has slowly polished its formula of empire building through streamlined diplomacy, trade, city building, and combat. While much has been addressed since Legion, namely a healthier menu and diplomacy system, they have yet to do the same with combat, which, unfortunately, is holding the rest of the game back.

A quote from the poet Simonides is used liberally on the box and in the game itself. It's a passage that was inscribed on a rock at Thermopylae, a once-narrow passage that was defended by a few thousand Greeks - including Leonidas, king of the Spartans, and his 300 guards against hundreds of thousands of Persians - exemplifying the Spartan's obedience to their laws. The stand of the Spartans allowed for the rest of the Greeks to retreat and form a solid defense, later defeating Persia. While the game is called Spartan and has specific campaigns for them - namely Rise of the Spartans and The First Peloponnesian War - pretty much any city-state and peoples in the surrounding areas can be played, each with their own goals - Spartans might have to take Messenia, Athens, and Olympia, while Zacynthia, a small island country, has to survive long enough to build a Colossus - making the experiences rather diverse. But be warned, although it may say it's 'easy' for a smaller nation to complete its objectives by doing something as simple as capturing 8 cities, it is rarely so.

I think another quote - and pardon me for doing this, but I've held off from using a quote in both the Operation Flashpoint and Call of Duty reviews, so I'm due for one - when King Agis Son of Archidamus responded "What women live in this place?" when he passed through the Corinthians' walls, speaks much to the game itself: In the game, the Spartans cannot raise walls. This kind of detail, which could've easily been ignored and only a few would've noticed or cared enough to mention, really show how these games come off as a labors of love. Throughout all the campaigns, including the












 

mammoth Grand

Campaign, players will live through Plato's journeys, the founding of the Academy, the invasion of Xerxes (the Persians), the Peloponnesian War (Sparta and its allies against the Athenian Empire), the expansion of Corinth, the completion of the Iliad, and even the invasion of the Romans. The historical events aren't just there to earmark a certain time or introduce interesting facts, but they also play a role in how the game is played out by some of them affecting the particular city-state in which the historical event took place; for example, the completion of the Academy will give Athens' citizens a moral boost. With even the most obscure city-states playable, those interested in this time period will have plenty to enjoy.

Those who aren't familiar with the history can still enjoy the game by enjoying the basic empire-building aspects of carefully planning resource allocation, trade, diplomacy, and overall city management. Since each city has only so many lots of land to build on, it's crucial to strike a balance between resources, education, and military. Research points can be allotted to each of the main interests of the day, with each allowing for specific benefits - studying bricks will lead to the ability to build walls, while studying silver will allow armories to be built, giving troops stronger armor - so those who are in a plains territory might want to focus on horses more in the beginning. To keep research going, universities and its add-ons, libraries, schools, guilds, need to be built, and each subsequent addition will offer additional bonuses as well. For resources, homesteads (farms), copper, iron, marble, wood, and bricks need to be maintained; the most crucial being farms and bricks, otherwise buildings will collapse and troops starve, and later copper later for the training of hoplites. There is an easy trade menu that is set up so goods can be shifted around and excess sold for silver. It's a delicate balancing act, keeping all of this together; most games have a breaking point where the player hits the sweet spot and rolls resources in at near an unlimited rate, but not here. Natural disasters and maintaining a military will constantly drain resources, making management time-consuming and crucial. Thankfully, it's all handled very well.

The administrative portions are played out in a large world map and in city-specific portions. From the main map players can watch the movement of other armies, the movement of their own armies (a red line with the green portions indicate how far the army can travel in that move), check their resources (a handy feature: putting the cursor over a resource indicates on the mini map which towns have them), and manage their cities. The cities have a limited number of build-able slots, with more becoming available as the town goes from a small to large village. A list of buildings show what's available to build, those with enough resources ready are in white and those without enough are written in gray, as well as population information. The happiness of the people is directly tied to productivity and the armed services. If citizens aren't happy, then they will refuse to fight, leaving a would-be world conqueror impotent. If they are becoming disgruntled, allocating workers from specific jobs to a reserve work force makes them happy because they can rest. All information is given at the bottom of the screen, and when sending a worker to a structure, the benefits of their participation is directly, and handily, displayed. This portion is important in balancing military, research, and resource harvesting.

Interestingly, gold and silver play lesser roles in a city-state's economy - particularly gold - than one might imagine. Few projects and some diplomatic assignments will require gold; but silver, on the other hand, is crucial when balancing trade resources, paying armies in the field, and for diplomatic maneuvering - though its importance can be slightly muted, depending on the player's style. The diplomatic portion of the game is actually really fun. Players start out with a set amount of diplomats to send off to any of the different territories, with farther posts requiring longer periods of travel. The longer a diplomat is in a territory, the better their skills become. By building embassies and other foreign relations offices in the capital, they will have more options at their disposal. They can do anything from offering state gifts of money (silver) or donate statues to increase friendship, provoke an attack, or even plant rumors and informers to create dissonance among another nation's people. It can be hard to judge just how effective such actions are, but that's because the results are subtle in most cases - despite the random friendly nation invading, I found paying off nations by way of a respected diplomat a great way to seal up weak borders over a few years. What's important to keep in mind is that the player has to be shrewd; the computer-controller players are out for themselves as well, so don't rely completely on the word of an ally, and make sure you have enough resources to wage a war on your own because no one will jump at the chance to help - the game is pretty rough, even with plenty of allies, so be prepared to take a few on the chin. A heavily favored diplomat can go a long way, and even though the player can't ask for a peace accord during hostilities, a skilled statesmen can ease an enemy off, be it with his charm or the player's orders to create commotion in their land - it's hard to tell if one is more effective than the other or if it's a combination, which can make deciding which to focus on (as opening up more advanced tactics like assassination and putting up a philosopher require a good deal of time and money) tough.

The weakest part of the game is still the combat. Unfortunately, not much has changed in regards to the player's role. Cities can have walls with defense weapons - which come about with significant time, research, and resources put into learning their proper implementations - that attack in tandem with garrisoned units. But the player is still relegated to the sidelines when it comes to troop-to-troop fights: merely telling the units whether to outflank, short hold, long hold, envelope, seek units, march, charge, or envelope. There are some additional features in combat, with the player being able to rally and tell the men to charge, along with the ability to pause and fast-forward, all set up in a pre-battle screen. It can take a while before decent enough units can be trained that are able to keep any sort of formation, but I rarely found that to help. Generals can are handy at enhancing soldiers that surround them, but they are a mid-to-late game unit and often come about too late. The problems the soldiers should have, like hoplites having problems on rough terrain, aren't nearly as evident here as they are in Medieval: Total War. It can be frustrating to gauge just what to do when it seems like there is so little to do. Those who enjoy administering more than combat can choose to auto resolve conflicts before going into the placement interface, but I found that to be a poor choice as I was able to easily defeat enemies that my AI couldn't handle. While I found this style novel in Legion, its slow advancement is making it something I don't overly enjoy, which is particularly bothersome because they seem to be on the edge of creating just the right combat style for this formula.

Slitherine has stepped up their game with Spartan. While it's true that the core of the game is the same as their past released and those who didn't enjoy them will most assuredly not enjoy this, the polished interface, making the rigors of trade and opening up the excellence of the diplomatic mode, make it far easier for new players to get into and will welcome veterans back with pizzazz. There is also a 3D mode for battles, which isn't very attractive, so it's fortunate that there is also an option to keep 2D which is handy for those with older machines or who just don't like the third-dimensional counterpart - myself, I've always had a soft spot for massive 2D sprite carnage. The music is good, and the historical notes are excellent.

As mentioned, the game can get pretty tough. While each people have their own objectives, it's possible to luck out on the first venture out and win, but even those marked 'easy' will give people a run for their money as it's completely possible to be invaded within 4 or 5 turns. There are also some head-scratching moments, like when a one-city nation with no colonies is able to field massive armies with no substantial means to do so. Once players get their feet into the ground, though, the game really opens up. There is so much there that it might be a while before some can actually play with all the options, which is a shame because most starting in early ages will succeed or fail reaching mid-level technology. The time issues also dampen some of the fun playing as Sparta, because the player has to go from the basic units to Spartiates, whenever the whole point of them being drug into the Peloponnesian war was because of their status as elite fighters; and since the time of several campaigns take place after they've established themselves, it isn't nearly as fun as it could've been - then again, a single Spartiate company can crush most other units, but that's the whole point of playing as them.


Overall: 6.5/10
Slitherine: The Historical Buff's Beer & Pretzel Game Maker. Managing to increase its own depth while not really going for the jugular, Spartan is a fun game that seems to be held back by the rigid design of the series. The pacing is similar to that of Legion and Chariots of War, as is combat and city management, so those turned off by their time with either will most likely find this one to be boring and more of the same. I, however, found it an improvement over Chariots of War and enjoyed my time with it. It's a little random in spots, often making it frustrating, but it's worth sticking with. This isn't for everyone, but its light empire-management style makes it worth trying.

[ top ]

Untitled Document

Related Links: Official Site
.

.