THE BATTLE FOR STALINGRAD - PART 1
THE BATTLE FOR STALINGRAD-PART 1-TOGETHER WE CAN RESIST
|# of Scenarios:
||Empires: Retail Release
Fight in this first scenario defending the city of the german attack. Land in Volga’s riverside, defend the Main granary and try maintain in your hands the factories.
*Features of the campaign*
- Land on the riverside of the Volga
- Assault the Red Square
- Fight in Central Station
- Defend the Pavlov’s house
- Fight in Red October Factory
- Visit the Stalingrad’s sewers
- Steal documents
- Capture a tank
- Attack on massive tank assaults
- Take the control of the vast Red Army
- And kick the Nazis out of Stalingrad!
Comrade, we know that it isn’t your first battle, don’t let us down! Good luck!
I SPENT MUCH HOURS OF 2005 SUMMER MAKING THE CAMPAIGN, THINK IT, I AM VERY GRATEFUL ALL PEOPLE THAT COMMENT OR DO A REVIEW OF THIS CAMPAIGN
Blascapone – General hidalgo
|Author||Reviews ( All | Comments Only | Reviews Only )|
Very nice job! I loved every minute of it, even if it was frustrating. The game plays rather smoothely, which is awesome.
Also a good job. Attack and health points for both sides made it challenging, but maybe not enough. It needs a little more tweaking.
Why a 4? It's average. Stalingrad has been made before (including by me), as also the quizzes have. However, I liked how you implemented the Russian resistance and Steal a tank objectives.
Map Design: 3
Again, average. Had very good details, and I was impressed by the rails near the factories. But some areas of the map seemed repetitve. Boundaries on some parts seemed a little too obvious.
Again, with the implimentation of the quizzes, the story of Stalingrad was made more enjoyable. I gave it a 4 because on one mission, the one where you had to get the munitions trucks, it took me forever to find where I had to park them because you werent specific. I had to open the guide to learn you had to park them on the far side.
All in all a pretty good map, and I look forward to playing the other ones.
On the whole, this first part of the 4 scenario Stalingrad campaign is approximately average. The author tried to recreate the fighting at Stalingrad, but only partially succeeded--there is no sense of the urgency that there truly was in Stalingrad, there is no feeling of fighting what was supposed to be by that time an undefeated foe. The player merely waltzes from encounter to semi-random encounter, killing Germans who were usually just randomly standing around in the middle of the street being bored. The player is not really drawn into the scenario at all, because of a combination of factors mostly described below.
The balance was pretty good. By pretty good, I of course mean that for the Volga riverbanks and Red Square you have an infinite supply of soldiers, so it is more a count of how many waves it takes to achieve the objective rather than how much it truly challenged you. The fixed force sections of the scenario were well balanced, though, the Germans were challenging but the player wins (despite probably taking heavy losses, some of which are due to the poor map design that completely inhibits maneuver of units).
Creativity is somewhat lacking. Not only is it Stalingrad *again* (weren't there any *other* battles in Rusia?), but the author himself explicitly states that he is drawing inspiration from Call of Duty--Volga riverbanks to Red Square to Pavlov's house to the Central Station, though there are events in the scenario beyond what was in Call of Duty, they were few. Also, the gameplay area is bordered by arbitrary lines of sandbags or barbed wire, with nothing substantial beyond them. This definitely hurt creativity, for it shows that the general intuitiveness of the scenario is rather low. Finally, the player randomly jumps across various parts of Stalingrad, such as from defending Pavlov's house in the south to defending the Mameyev Kurgan in the north--but the player probably won't figure that out because of the lack of flares to show the player where he should be--or any other device of indication.
Map Design: 3
The map design is average. The Volga riverbanks were 95% dirt, nothing else and with few gaia objects. The actual city got a bit better, but any one area sill focues overly much on only one terrain type. There are more gaia objects, however, but most of these are merely destroyed sandbags irrationally scattered over wide areas, much as mines would be scattered over wide areas. While the buildings were sometimes clever compounds of various objects, most were simply one single building enlarged until it was approximately twice its size. Also, sometimes objects are poorly places, such as in Pavlov's house, so that the only effect they have is to really annoy the player because they get units stuck on them and whatnot.
There is no real story, beyond "this is Stalingrad, go kill Germans." The instructions are sub-par, telling you simply to take this or that location without giving you any indication whatsoever where said location actually is. On top of this, everything that is said, is said by by "burned house," and whenever there's a voice over, its with a really bad *American* accent.
- Work on your map design, more terrain mixing, more and more varied use of gaia objects.
- Check your dialogue and instructions, make sure it all makes sense. American accents in Stalingrad are an enormously big "no-no."
In general, it needs to be improved on all fronts.