Intro Let me go ahead and get it out of the way: Universal Combat
was made by Derek Smart and his dedicated, but small, development team at 3000AD
as the next game in the ongoing Battlecruiser series (the original title
of the game was Battlecruiser: Generations). And while 3000AD isn't as
large as most development houses, the developers' ambition more than makes up
for what they lack in size. In an ongoing effort to make the perfect Battlecruiser
game, 3000AD heavily interacts with their fans to determine what they would like
to see in future releases. Simply put, no other gaming development house takes
their fans so seriously. And despite the controversy between its developer and
the publisher surrounding the game's initial shelf price, it's available as a
budget title for $19.99 - most definitely cheap, but is it good?
Gameplay: 3/10 Despite the fact
that media tends to focus on the controversies and the larger-than-life persona
of Mr. Smart, there is an actual game here, one that features incredible depth.
Universal Combat's goal is in the name: to allow the player to explore
and engage in combat on over 250 planets via space, air, ground, or sea in vehicles
or on foot with all the modes, options, and open-endedness of gaming's best titles.
It's revolutionary in that the player can jump into any one of the game's thousands
of vehicles (whether it be plane, spaceship, boat, or car) and drive it off to
find some enemies either on-planet or off, no load scenes required. However, this
isn't a Battlefield 1942 clone - the game's incredibly difficult learning
curve, abundance of bugs both major and minor, and dated production make this
title almost impossible to enjoy.Universal
Combat features one of the largest, most open universes in gaming. There are
about 250 fully explorable planets, thousands of fully maneuverable ships, and
race, caste, and career choices on top of that, making for a ridiculous amount
of customization and exploration possibilities. Selectable game modes include
the 20+ mission solo campaign, a roam action (in-game description: "no hints,
no tips, no directions, and certainly no instructions as to what you can and cannot
do."), instant action, and the brand new multiplayer. Upon
first starting Universal Combat, a first-time player will notice many things,
none of them familiar. Unfamiliar acronyms, flashing interface displays, and menus,
menus, menus populate every screen of UC. There are pop-ups with brief descriptions
and directions, but unfortunately they aren't entirely informative. Making matters
worse is the manual. While it's most certainly packed with information, the developers
recommend that players have a firm understanding of the manual's contents before
they wade into the game. The problem is that the manual is the most unreadable,
soul-sucking bundle of papers ever released alongside a game, making it 80+ pages
that read more like a Department of Defense report than a game manual. Additionally,
the manual consistently refers to the manual's appendix for further explanations;
however, there is no appendix in the manual. Rather, it's tucked away on the CD-ROM,
making it unusable while playing the game, and the fact that it's hidden on the
CD is undocumented at that. And the state
of the manual is a shame too, because it's most definitely needed to play Universal
Combat. With over three full pages of commands to know and memorize (plus
the hotkeys), there's no easy way to learn how to play the game outside of trial
and error. Let me be absolutely clear: this game has one of the steepest learning
curves ever seen in a game. A full week must be dedicated to the title just to
become accustomed to all the functions and hotkeys the developers expect a player
to know. Luckily, this iteration of the
Battlecruiser franchise focuses more on combat than previous titles. Once
the game's obtrusive controls are learned and the initial learning curve is conquered,
the campaign mode is a wonderful place to start - thrusting players right into
the thick of combat - oops, sorry, I mean the thick of UNIVERSAL combat. Missions
range from defending against a wing of enemy planes to attacking an enemy retreat
to intercepting smuggled weapons, etc. Missions are varied, unique, and take place
across any number of vehicles located on a variety of planets, all of which would
be great fun, if the universal combat didn't universally suck. As
mentioned previously, Universal Combat allows players to jump into virtually
every vehicle in the game and engage the enemy. This includes spaceships (of the
fighter and capital ship varieties, along with everything in between), planes,
ships, and ground vehicles in addition to your own two feet. Unfortunately, none
of these modes is particularly well done and each one suffers from major flaws.
For instance, aerial combat is modeled toward the realistic end of the spectrum.
But planes hardly adhere to the laws of physics (which are apparently the same
from planet to planet). Dogfights turn into marathon sessions as planes whiz by
each other with hardly a second to pause and fire. This isn't helped by unwieldy
controls that require five button presses just to ready a missile. Missiles are
easily dodged, and machine guns require the player to be very close in order to
be effective. But with the sketchy controls, enemy behavior, and sheer speed,
it can be time-consuming to get kills. It is however interesting to see the enemy
AI play tricks on you, often using one ship as a decoy while another sneaks in
behind you. Ground combat is even worse
and buggier. Universal Combat has ignored the innovations and features
made in the world of FPS games in recent years. As a result, the title is devoid
of anything like terrain advantages, advanced movement controls, or for that matter,
polish. An incredibly long time is needed to switch weapons, the character controls
like a boat, the weapons are bland and boring, and the environment looks more
like a first-grader's diorama project than an immersive 3D planetside. To further
the frustration, your character can easily pass through buildings and trees like
they weren't even there. Boy howdy, there's nothing like walking through concrete
walls to make me feel like I'm really there. Space
combat is probably the best portion of the game, and even that is by no means
good. With no time compression to speak of, space travel can take a very large
time investment as your character navigates from one end of the universe to the
other - I suggest having a Gameboy nearby. Far-off large structures like planets
and space stations, although visible, are like the mountain on the horizon: it
looks close but it still takes forever to reach. Space combat is fun however (once
the controls are mastered); AI controlled wingmen respond accordingly and behave
well (often times destroying the enemy before you do), and the opposition will
pull out quite a few tricks to keep you from destroying them. Unfortunately, every
ship in the game controls pretty much the same as every other one, meaning that
a snub fighter turns and accelerates in the same way that the largest capital
ship does - making the moment that you can finally get that capital ship a bit
disappointing. The game's modes are worth
noting: Roam mode sets you on a planet surface without objectives (think GTA
without the missions.) However, roaming is what players will do. I was able to
walk around and try to find something, ANYTHING to do for about 3 hours before
I gave up and went back to my campaign mission. The game's career system allows
players to fill the role of a Marine, Pilot, or Commander that give the players
restrictions on what they can do in the game. While commanders have full access
to any kind of ships, marines must hitch a ride through space and are relegated
to ground vehicles and FPS combat only - an interesting diversion. Multiplayer
is one of the heralded additions to this iteration of the Battlecruiser
series, and I'd love to tell you about it. But, in all of my attempts to connect
to an online game, I was unable to find a single server. I tried connecting all
hours on the day, all days of the week to no avail. But it's in the menu; I guess
someone must be playing it
somewhere.
Graphics: 3/10 Remember
the early days of a little company called 3DFX when games were packaged with impressive
video cards with names like Monster and Revolution. Well the graphics in Universal
Combat look a lot like those games - games from 7 years ago. Starting at the
planet level, trees, mountains, and buildings look archaic at best. Textures are
blurry and the only water effect to speak of is the color blue, which to the developer's
credit, certainly is the color of water. In space, things fare only slightly better.
While the space backdrop is pretty, planets look like unlit blobs of round matter.
Ships fare slightly better and even into the realm of "pretty" or "cool."
Even space explosions are devoid of the flashy explosions, instead favoring a
sort of transparent ellipse of some sort. I know graphics aren't everything, but
they're most definitely something especially in the world of space sims.
Sound: 3/10 "Presentation
certainly isn't Universal Combat's strong suit," I thought to myself
when first seeing the game. However after hearing the game, that opinion became
law. Special effects are either plucked from ye ol' generic soundboard (guns go
"BOOM") or missing. The thrill of space combat is hampered by the lack
of sound in space. I know it's a vacuum, but it sure is a boring vacuum. Not even
the arming of weapon systems will produce a sound. On first impression, the voice
acting was decent. However, the same phrases are repeated over and over and over.
There is some orchestral music at work, and it's not bad, but it's most definitely
the highlight in an otherwise drab aural experience.
Control: 1/10 Where to begin? First, let me mention the sheer amount
of commands in Universal Combat. They take up some three full pages of
the manual and utilize every combination of Shift, Ctrl, and Alt possible. After
some 20+ hours of play, I was still at a loss as to how to perform a good 80%
of the game's commands from the top of my head. Making matters worse is that none
of these keys are remappable - omitting this feature is unforgivable in such a
game. Once these hurdles are overcome, players actually have to grapple with the
combat controls, which can best be described as sluggish. In fact, there's so
many control issues, bugs, and glitches that I can barely even begin. On top of
that, many vehicles handle remarkably similar despite the sheer amount of vehicles
in the game. Boats handle like other boats, planes like other planes, spaceships
like other spaceships, etc., making me question if they are in fact just the same
vehicle with a different model. In the FPS mode alone, walking through building
walls, frequent lock-ups, and unresponsive movement is the norm. Every single
part of Universal Combat has an associated control problem - nothing works
smoothly, and it's simply a chore to navigate any vehicle in the game. Overall:
3/10 Regardless of the reason, Universal Combat isn't the game fans
of the genre might have hoped it would be. Instead, it's a title that has an intensely
complex system full of features that requires a life's dedication to learn, without
polishing any of them. And while the title allows players to wage war in any number
of situations, with over one thousand ships on land, sea, space, or air, there's
simply too many problems to make this title enjoyable. The ridiculous learning
curve, the lack of documentation, the poor presentation, the sluggish controls,
and the lack of any kind of decent story should be enough to deter most players.
On top of that are the bugs I didn't mention: the frequent crashes to the desktop,
the flickering menus, the corrupted game saves, even the game's splash screen
has the wrong title on it (the title was originally Battlecruiser Generations
before it was changed to Universal Combat). There are already patches out
with promises of more to come and they do fix some problems, but not all. There's
no doubt that Derek Smart and his team at 3000AD are very ambitious and talented,
but it's difficult for such a small team to pull together a project of this magnitude
with good results. Rather than being a good budget game at a great price, Universal
Combat is a terrible game at any price. For every feature that it promises,
it fails to deliver in some aspect. Longtime Battlecrusier fans should
be the only people to pick this title up (you know who you are). Everyone else,
stay away - far, far away. [
top ] |