Tuesday, 20 January 2009

Game of the Year for 2008

There were some OK games that came out last year, and some games that might eventually aspire to being OK when they're patched enough that came out last year, and there was the usual mixed assortment of games that were downright awful that came out last year.  But I think you and I can both admit that 2008 was a distinctly subprime year for computer wargames, and that there were no outstanding games in 2008 at all.

So, without further ado, I can declare the winner for 2008 is:  No award in 2008.

Honourable (if that's the word) mentions could go to a number of distinctly average runner up games, but as none of them rose above the three star level I don't think I'll bother bestowing any more dignity on them than they currently rightly possess.

Roll on 2009!

Monday, 19 January 2009

Panzer Command: Operation Winter Storm vs. Combat Mission Shock Force Marines Module

Total score
Game play
Nuts & bolts

 

(Update: Whoops.  Panzer Command Kharkov! Not Winter Storm. Kharkov. Sigh.)

I have to admit the idea of comparing these two game franchises isn't original, there's a comparison of the old Combat Mission & the current Panzer Command by Kevin Prouty that's an interesting read already online.

But like all good ideas (and some bad ones) the day isn't over just yet for these comparisons.  Here goes another one, looking at the two games as they both exist in January 2009. (After a whopping 129 MB download that means version 1.11 for Combat Mission & after a more modest 10 MB download that's version 1.01 for Panzer Command.)

You can read my earlier reviews of both Panzer Command (3 stars) and and Combat Mission (2 stars) to see my history on this.  But to kill any unnecessary suspense for my older heart attack prone readers - that score at the top of the page is the same score I'm awarding to both games. That's right, as of now they're neck & neck in my book. As to why, well read on.

DRM

For those who don't know, DRM stands for Digital Rights Management.  It's the catch-all 1984-like phrase used to describe various methods some wargame & other publishers have tried to use to screw consumers out of their digital rights.

Battlefront, the publishers of Combat Mission, have the second worst DRM scheme in the computer wargaming world, second only in sheer awfulness to Storm Eagle Studios. Combat Mission needs to be activated online on each install. The EULA tells you outright: you do not own this software.

Matrix on the other hand, the publishers of Panzer Command, are hands down amongst the best publishers on DRM: their games are activated offline with a simple serial number, and you can do that as many times as you want from now till the end of time.  For many gamers Combat Mission's intrusive DRM alone will be enough for them to decide which of these two games not to purchase. A clear win on DRM for Panzer Command.

Setting

Which do you prefer, the same weird made up war in Syria, or the Eastern Front? Another clear win for Panzer Command in my book. Asymmetrical warfare really isn't that interesting to play out at a tactical level.  The bad guys blow up one thing, overwhelming force arrives and pummels anyone left standing around.  Repeat.  First world vs. third world engagements are similarly underwhelming, so all sorts of "for some reason we don't have all our airpower today" and "for some reason there are hardly any of us here today" scenarios ensue in an attempt to make things more even. Give me panzers, lots of panzers, any day of the week.

Content

Lots of panzers, not a couple of them ... Panzer Command Winter Storm was a decent enough tabletop-like system but was rather light on content. Panzer Command: The Sequel adds quite a bit of content & do dads like random scenarios, but rather disconcertingly almost all of the additional content that's worth paying for was put together by a lone fan working at home with Javascript & saved web pages.  Not really much of a feather in Koios Works' cap. If you don't have Winter Storm, then Kharkov is the better of the two Panzer Commands to get, but don't expect to be getting all of Barbarossa, it's still only a fraction of what the old Combat Mission BB offered.

Combat Mission 2009 covers its rather limited setting more expansively, I suppose, it's hard to say what with its setting being made up (did I mention that already?  A few times now?) Added to the US Army & some generic thirdworlders painted as Syrians we now get the Marines & their vehicles, which is nice but still not a great deal of hardware to play with.

Adding new content & maps yourself in Combat Mission is really, really hard.  In Panzer Command it's just really hard (cause it's 3D it's always going to be a lot of work).

All up Panzer Command wins this round too, but not by very much. Small modules several times a year may be what it takes to make this sort of game viable nowadays. It's certainly a long time between drinks for panzer Command fans.

Watching time pass

The once & future blue WEGO bar is back for Combat Mission (I only play it WEGO, so I still don't know what the story with the real time version is) and playing & reviewing turns is a snap, including fast forwarding through the boring bits.

Panzer Command on the other hand still has its original rather fiddley two phase/it's often not clear where we are in a turn/is this the replay?/why is nothing happening?  setup. If you've played Winter Storm it hasn't changed, my patience with it has just waned. As often happens in game design: I can see what they were trying to do, I just wish they'd done something else.

Combat Mission wins one.

Maps: Size matters

The maps in Panzer Command are stupid small. One kilometre square. Most of them used diagonally to try & squeeze out another 400 metres at the widest point.  It's the edge of map problem found in boardgames, multiplied by the setting up too close to each other problem from the Close Combat games, squared, and then some.  And if I have to order another platoon to 'mount' a building in Panzer Command I'm going to wet myself laughing. To top it all off, weather's built into the map, so each map's season specific. Dumb.

Maps in Combat Mission are at least big enough, but the terrain is bleak & I suspect deserts were chosen cause they're easier to draw.  But at least there's room to move & the weather changes.  Panzer Command in the desert would be unthinkable due to its map size restrictions.

Combat Mission wins another.

Vehicles

Speaking of mounting, why am I still unable to order my mechanised infantry to get back into an APC in Combat Mission? The rationale given in the manual (that it's very, very complicated) is beyond stupid. I hope this design decision goes the way of the blue bar. But the vehicles in the current Combat Mission, as with its famous ancestor, are modelled as facings & thicknesses & at least you know there's some serious physics going on when shell meets glacis.

Panzer Command on the other hand has this maths worked out ahead of time & rounded down & fudged & rounded some more so the data of the computer game could easily be used on a tabletop & vice versa.  Roll d6, 4 gets you a kill ... there's nothing wrong with this approach per se, but if I had to choose one I'd choose the Combat Mission approach. Call it a personal preference if you want, otherwise there's not much in it.

Unless you find the animations of supposedly killed vehicle commanders happily bobbing about in their burned out wrecks in Panzer Command too much.  In any case, for me Combat Mission wins.

Infantry

The men in infantry squads are modelled individually in Combat Mission, they walk through doors one at a time, and duck, shoot & die as individuals.  In Panzer Command they're congealed together into a platoon level amalgam that walks through walls in a blob, and for a computer game that's pretty lazy design. I can see the arguments for the approach, and I'm not saying it's a major factor, but it's another thing Combat Mission just does better.  When it works.

There are (probably) still cases of guys shooting through walls & other bugs. I've seen these come & go so much over the course of the different versions I've played that I've lost track. I'd be (pleasantly) surprised if all of the bugs were gone; I suspect they're still probably around in some form. Combat Mission wins this one in any case, at least they're trying.

Command & control

The way Panzer Command handles giving order to platoon groupings is OK as far as it goes, and it's not bad in itself, except it's hard to imagine the justification for using the same restrictive system for the German army at the peak of its prowess & the Soviet army close to its nadir. It's just a little too one size fits all.

Combat Mission units have varying states of how incommunicado they are: my CO's in my face, or I have a radio & I'm not afraid to use it, through to I have no idea what's going on or where my CO went - with a commensurate range of responsiveness or not from the subunits concerned.  Sides with more & better leaders & radios will have a distinct advantage. Once again it's an approach less based on a tabletop games where players had to do all the book keeping, & more one that recognises that this is a computer game where the bookkeeping comes relatively free.

And now the spacebar stands in for a right click to get at the different parts of the orders tree I'm happy enough with the interface too.

One more for Combat Mission.

And finally: the pretty, pretty graphics

It's not the most important thing in the world, but these are 3D games after all - and if what the game looked like didn't matter, why bother with all that 3D stuff in the first place?

Combat Mission is much prettier.  Much.  To my mind there really isn't even a competition on this point, the graphical engines used in the two games belong to different generations of games.  Different epochs even.  Combat Mission's round, hands down. Easily.

So, in conclusion

I haven't added up the scores for each of the above categories here, cause they're my conclusions, based on what I value. If the reasoning seems right to you and you have similar preferences you can go ahead and do it (hint, it rhymes with six to two), but the point I hope you'll take away is there are still problems aplenty in both camps.

There's so much missing from both games, and so much that's boneheaded or strange about both of them they both only get three stars all up.  A more positive way of saying that is that while there's plenty of fun to be had in both (if you forget about what's missing), at this point in their development the areas that  Combat Mission does worse -- the faux contemporary setting & the DRM -- seem easier to fix.  Panzer Command's problems seem much more a product of its tabletop design & seem much more like they'll be there till the bitter end.

For me, if Combat Mission moved back to WW2 & lost its intrusive DRM it'd be the clear winner. I imagine the former is going to happen before the latter, but how quickly either will transpire is anybody's guess.  I can dream can't I?

Both games are OK as they now stand, but neither's nearly quite as good as it could be. Buy them, what else are you going to do, together they're the only shows in town.

The Falklands War: 1982

Total score
Game play
Nuts & bolts

 

The Falklands was my first war. I was alive during Vietnam, but only just, so in one way or another it's being a teenage boy in the days before the Internet & tuning in to shortwave broadcasts to get the latest news that I guess is my personal template for all the wars that have happened or that I've studied ever since.

The whole "I counted them all out, & I counted them all back" stuff was suitably stirring. And when I took the Queen's shilling myself three years later the Falklands was still the most recent war, & the one where our (probably rehashed) soldiers' jokes were set. So as the only computer game I know of about the conflict I'm probably more predisposed to like The Falklands War than not.

Nuts & bolts

And you need to approach this game with a positive outlook, for there are a hundred and one minor annoyances before you play your first game.  But persist, persist!

The first thing I got when I started the game was a warning that only display settings less than 24-bit are supported - and if like me you try &  ignore the warning the game will die in a welter of DirectDraw error messages. I hate stuff like this, much more than I care about support or lack thereof for wide screens.  If I have to change the settings on my machine --  the settings that work with every other program I own -- just to run one lonely program, well it almost guarantees the odd program out won't get a look in.                                                                                                                

When you dial your display down the menus still don't paint properly (they only show up once your mouse has moved over them), and when they do show up they have an annoying unnecessary apostrophe before every S. Historical Scenario's.

Next you select  a scenario & get asked if you want to modify the skill levels for friendly & enemy units, but it's only after you make your blind choice that you get a briefing in your browser telling you which side you'll be playing. All the scenarios are set up to be played from one side only, & you don't get told which one it is beforehand. (Argh!)

This is all a shame, cause the historical flavour the briefings give is great, and the game once you get to it, is ... well, not quite great, but pretty good. I gave the nuts & bolts one star because it just seemed better in practice than it sounds here on virtual paper. The annoyances are real, don't get me wrong, but the game itself is good enough that I think you'll want to try & look past them too.

There are a hundred and one annoyances in the game as well, if you want to find them ... but I tried not to look ...

Game play

There are a few things the ProSimCo games do just right interface-wise that I haven't seen done quite so well anywhere else, and they're worth pointing out. But that said, a lot of things in this game are slightly harder than they should be.  Polished this game isn't.

First the good things.

Electing which size units to display on the map works well. You can show platoons & give orders at that level, or you can show companies (and so on). The other levels of command are still there of course, you just can't click on them by mistake. The unit-type filter on the display in Panther's games doesn't quite work as well as this at getting around the problem of having overlapping piles of unit symbols when everything's displayed. That said, the Panther games are a lot more polished.

Units can be attached to orders, as well as the other way around. By attaching units to orders I mean for example: clicking on the dismount command will put a cross (for some reason it's a cross to indicate the affirmative) through all of the boats you have that have troops to dismount.  Then you can click on all of the boats that you want to put their guys ashore. Clicking on a unit and selecting the dismount command from a popup menu is also possible, but the first method has the advantage of showing you just which units can and which units can't dismount without you having to click through all of them.  Nice. (And a shame it's gone, cause if  you upgrade the game with Air Assault Task Force you lose this feature.)

Fire missions work the same way. Sort of. But it's here the bad stuff starts.

The problem with fire missions is that artillery units will happily accept fire missions long after their ammo's run out, with nary a peep of protest.  There's no message saying the shooting won't happen, it just doesn't.

All up there's a lot of silent failing that goes on - sometimes units won't move.  There's no info why. No indication that they've stopped either, you just have to notice.  Sometimes it'll have to do with their path crossing impassable terrain, even if just by a bit -- there's no Panther-like put down waypoints & I'll work out a route algorithm here, in this game units go in straight lines from waypoint to waypoint -- sometimes it's not that at all.  There are no clues, you just have to work it out.  Or not.

There are plenty of other annoyances.

You can get a list of requested fire missions, but clicking on the list does nothing.  It would be nice if the targets were highlighted on the map, but as it is, it's just a list.

You can see when units are taking fire or firing, but not what's happening at a sub unit level.  Are they all almost all dead?  Barely scratched? You only find out when they're all gone.  Don't our guys have radios?

There's a lot of strange uses of the right mouse click, which would usually get you a context menu.  Sometimes it does that.  Sometimes it's used to delete fire missions or to flip between stop & go on waypoints (just to be different).

I do like the stop/go switch on waypoints even if I don't like how it's implemented here -- Panther should definitely steal that one (!), telling a unit to halt should be quick & command delay light -- and there are plenty of other nice points game-wise, so despite the annoyances the game still warrants two stars for game play.

But only just.  I think infantry's much too visible and therefore vulnerable to vehicles. It's hard to tell for sure because there are so few vehicles around, and the ones there are tend to belong to HM Navy, but it's a little disconcerting to discover that the best way to go hunting for enemy infantry is to sail a frigate close inshore & ice them with its 20mm canons...

But there are no hexes or CRTs, and an approach to building an accurate simulation of a often forgotten conflict that I admire greatly. If it wasn't for Panther having such a similar system that's just that little bit more finished I'd like this game a whole lot more, but it loses in any direct comparison.

Upgrades(Slash Replacements)

The way ProSimCo update their games is to get you to install more recent copies of the game engine over any old copy.  That's fine as far as it goes, but it means you don't get a copy of the patched game unless you pay for a more recent one, and it also means that you lose the special campaign briefings in the old games - only the individual scenarios are left. And as a final twist, if you install a newer game separately, then try & install a copy over an old game, the installer won't let you.  You need to uninstall the newer game completely, then reinstall it over the old game. Only one copy allowed you see. Pft.

Vista issues

Apart from the 24 bit display setting issue and the weird menu bug, the help file for the game is in the old .hlp style, so isn't available in Vista unless you download install a copy of the old help system. Other than that the game runs fine on Vista (or at least as fine).

In conclusion

If you want to try out this style of game Panther's games are probably a better choice. If like me you want to relive the Falklands, or you've already played those games to death, well you don't have a lot of other options do you?