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User Info
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Minimum Requirements: |
Background/Summary:
A few years back Slitherine was making a game called T-Tex, a First-Person Shooter for the Game Boy Color. The problem was that it couldn't get a publisher. The game would have required the maximum amount of space a Game Boy Color cartridge could be produced at, as well as battery save. That would mean the most expensive kind of cart to develop. While virtually all the publishers who played the game loved it (especially its multiplayer) they weren't willing to risk publishing such an expensive game, unless it carried a license to give some assurance that it would sell well. The game was never released. Slitherine could have tried making a First-Person Shooter for the Game Boy Advance, which probably would have been very impressive given what they pulled off on the Game Boy Color, or they could take a different route, like turn-based strategies on the PC. They decided to take a different route. They probably should have gone for the Game Boy Advance. Chariots of War is a single player turn-based strategy game by Slitherine Strategies. There is no story, aside from having you control an ancient civilization from 4000 years ago. The only thing to qualify as a story is a bit of background given before you start one of the game's campaigns. After that it's nothing but gameplay. A game which has no story had better have good gameplay to make up for it (entirely doable, of course,) so let's see how this game fares in that department. |
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Gameplay:
The battles themselves had a lot of promise, but failed in many areas. Unlike other turn-based games where a battle would simply have its outcome decided once one army is moved onto another, this game lets you position your armies on a battlefield, give them some orders, and watch the resulting battle. The problem is that this limited control makes almost no difference in the outcome of a battle. Any attempt to surround the opposing army won't do much good simply because the battle field is tiny. It also really doesn't matter how you arrange your army because you usually can't see much of the opposing army before the battle, and thus it's random how effective your arrangement will be. This system had lots of promise and potential to be great, but it is so limited that the game may as well have just gone for the normal approach of picking a winning army and giving nothing more than a dialog box to say who won. There are a few other aspects to the game, but they're so insignificant they don't need much coverage. There's a bit of a diplomacy system, for instance, but given as there's no way to become allies with a different civilization (at least, not that I know of,) it can't be used for much except revealing what's at a different town. It may not even be worth the effort of sending diplomats out. Just focus on building your endless wave of armies. |
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Graphics/Sound:
The sound is perhaps even more mixed. Much
of the music is quite good. I actually left the game on the title screen
for awhile just to listen to the music it played. I really don't have
any complaints about the music at all. The sound, on the other hand, was
pretty awful. You'll have heard essentially all the sound effects in the
game by the end of the first battle. There's probably just one sound effect
for every sound effect except dying. Some of them seem to be of fairly
low quality, with a bit of fuzz playing during the sound effect (the sword
clash sound stands out with this.) There was also one death sound effect
which I will probably never be able to forget, just because it stood out
so much and played so often. |
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Wrap-Up:
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