THE BATTLE FOR STALINGRAD - PARTS 2-3
THE BATTLE FOR STALINGRAD-PART 2 AND 3-THE SIEGE OF ZHUKOV AND RATTENKRIEG
|# of Scenarios:
||Empires: Retail Release
Take the control of the first soviet counterattack in Stalingrad’s front surrounding exhausted germans. Advance over the snow taking towns and villages and destroying the enemies defence lines. The famous Operation Uranus is under your orders. Fight in Stalingrad’s sewers. The control of the underground is in your hands, and the destruction of an important german winter base is also in your hands.
*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 )|
As this is a two scenario download, I reviewed each on their individual merits and averaged the scores, rounding up. Each scenario has its own paragraph in each category.
The scenario is as fun to play as any average FF scenario, as its always fun to see masses of soldiers beat each other into corpses and sometimes even a challenge to keep enough of them alive to be able to pass the next encounter. Beyond that, there is little to this scenario. It is simply moving forward in a very linear and unimaginative fashion from one encounter to the next.
This scenario is one where you, in effect, have an unlimited amount of units of which you may only have a double-handful at a time, which is fairly old and means there isn't really much of a challenge if not done properly. Which this wasn't really, so it suffered somewhat. But you get to clear out the sewers, which is kind of cool. Overall, the playability was average.
The first scenario gives you control of a large army in a classic FF scenario against what should have been hopeless odds, except that (as usual) the enemy is either mostly scattered and only reacts once you are in their LOS. Not only that, but they leave their positions to chase after you as well, allowing you to easily shatter their army in a few steps. Even so, the sheer amount of firepower that was arrayed against the player does balance this out a bit. Overall, the balance of the scenario is average bordering on too easy.
The second scenario is impossible to lose, as long as you keep your demi-hero type unit out of the battle, as you will continually spawn reinforcements as soon as your current units die. Therefore, it again becomes a measure of how much the player can do with his limited amount of units in each wave. This scenario is balanced fairly well in that regard and, though you cannot clear the entire network of sewers with one wave, this single wave doesn't get chewed up by the first encounter either.
Though still Stalingrad, the author has chosen to base this scenario on the operations around Stalingrad rather than being in the city itself. Few designers ever go beyond the borders of the city (or even its best known landmarks), so there is a definite plus here. However, the unimaginativeness of the rest of the scenario brings the score down.
The second scenario is more creative--it takes place in the sewers of Stalingrad, something few designers would attempt for an actual scenario. This scenario also saw the author's first usage of cinematics, a step that added something to the scenario. Unfortunately, both suffered from middling quality of implementation. Also unfortunately, the author neglected to prevent the units from being able to shoot through walls--thus hurting the atmosphere of the scenario.
Map Design: 3
The map design is very low-middling to poor. While it is true that there is no snow in Empires, using endless dunes of one single type of sand is not a substitute, and not even bothering to remove the few default green plants that occasionally get placed down with the terrain is little short of foolish--it is nearly December, there wasn't anything green around for miles. And again, fences keep you to where you are supposed to be, which absolutely shatters whatever little atmosphere this scenario managed to keep alive.
The sewers were somewhat clever, design-wise, but there was much that could have been improved. The high walls did an admirable job in obstructing the player's view and the cliffs that filled the empty spaces were fairly ugly (and not even colored correctly, desert rather than European rock cliffs). Also, it appears that the author finally discovered the invisible impassable tile object, which is something of a relief.
The story is simply that the Russians are on the attack; ok. The instructions tell you to breach this or that line of defense, then attack these artillery pieces and so on. Unfortunately, the author has neglected to even point a single helping finger in the direction the player must go, which is not a good thing with the endless identical sand dunes. Whatever hints the author gives us for the objectives do not aid navigationally either, other than that they are aahead of us.
Again, the author just lets the player loose in the scenario without pointing him in any direction--however, this isn't so severe in this scenario because the area is *very* limited by the sewer walls. Unfortunately for the author, this does not change the fact that he did abandon the player in such a way, which hurts the score.
- The quizzes really broke what little flow the scenario had.
- Again, the American accents are a "no-no."
- Rather than limiting the space the player can move around in, either (A) make your actual scenario map sizes smaller, (B) use *something* to direct the player to where they're supposed to go or, preferably (C) both.