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User Info
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| Game Info: Category : Strategy Publisher : Activision Developer : Mac Doc Software Release : 11/13/01 MSRP (US): $49.99 ESRB : Everyone |
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| Minimum Requirements: CPU : Pentium/Athlon 300MHz RAM : 64 MB HD Space : 800 MB Video : 8 MB DirectX 7.0 compatible video card Operating System : Windows 9X |
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| Background/Summary:
As you may have guessed, Armada II introduces the Cardassians and Species 8472 (sorry, no Dominion here) to the real-time strategy game. However, they along with the Romulans do not receive the full single-player campaign treatment as the Federation, Borg, and Klingons. However, for the three factions that are available in the single player campaign, they have been given more missions than in the first Armada. The number of objectives has increased as well. One of the many complaints about the first Armada was that the missions were too easy. Well, I'm here to report that while the campaigns are more challenging this time around, the missions are not that hard to complete once you fully understand your enemy and your objectives. With only a total of 30 missions (10 for each race), the single player experience doesn't last as long as I had hoped. |
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Gameplay: Another feature that they have implemented into Armada 2 is the ability to warp. While the idea of using the warp feature in a real-time strategy game sounds great, Armada II fails to fully utilize the feature. I will never claim to be the biggest Star Trek fan, but of the episodes that I have seen, but I have rarely seen a ship being hit while in warp. Not only do they get hit in Armada, some ships seem to take more damage while in warp. Another reason the warp feature is not as effective as it should be is because the maps themselves are not really that big. Had Armada II went the way of Conquest: Frontier Wars and implemented a multi-map system, then perhaps warping may have been a more exciting and useful feature. But as it stands, it nothing more than a faster method of moving around the maps. They have beefed up the economy and resources system with new resources metal and latinum. Metal is a primary resources when building the more powerful ships, and latinum is the currency needed to by the resources that you need. Don't have any latinum, then get your resources the old- fashioned way: mining. Mining is not just restricted to just dilithium moons, as planets and nebulae also contain valuable resources as well. It is even possible to colonize some planets, increasing the number of crew available to join your fight. By constructing a trading station, you can send valuable resources to other stations and to your allies across the map. Even the Ferengi will dock in to provide you with some latinum. The is unique and can come in handy in certain situations. Yet the trading station becomes obsolete in multiplayer when you discover that you can send resources to any one of your allies by hitting the "comms" button. People who have played the previous Armada will definitely notice a big change in the game's building and combat system. Stations like the shipyards are built at an even faster rate, while the tech stations such as the research facilities take an even greater amount of time to construct. The combat ships are no exception. The rate at which you could assemble an entire fleet is remarkable. It's not that building a ton of units at an enormous rate to blitz an opponent is a bad thing. It's the fact that they tried to do it using the Star Trek name that is bad. Ships in the Star Trek universe just aren't built that fast. Just as fast you build them, they are destroyed just as easily. It's amazing to see just how fast these ships can be obliterated. While the more advanced ships and further research help alleviate this problem, the ships and stations still fall apart rather quickly. The ships also are lighter, as all of the larger vessels have the turning speed of the lower class vessels. Seeing this, I almost bought into the idea that Armada II was focused more on action than anything else. Yet after looking at the admiral's log at the end of a match, I was convinced that more was planned for the game. The admiral's log, which displays statistics of a game that you have just played, is similiar to the "achievements" found in Age of Empires. In fact, at first glance, some may say that is an exact copy of the one found in AoE. But take a second look, and you will find that the statistics screen in Armada II is much more explicit and detailed. Every battle is logged, detailing which factions were involved, the fleets that were in the battle, and the ships that did or did not survive. It even has a detailed history of every ship and station, from the point to where they were commissioned, to the point of their destruction or decommission. It even details the ships that they have defeated and when they destroyed them. Now these kinds of stats belong in a game where units gain experience for their battles, not for a game that disposes ships faster than the US and its allies dispose the Taliban soldiers. Maybe we will see these role-playing elements in the future. Who knows. The AI in Armada II is somewhat of a mixed bag. For one, the AI doesn't provide cover for some of its critical ships. Finding a group of mining ships traveling to an unchartered part of the map with no firepower to support them is quite common. Another problem is that the AI seems to have an unlimited line of sight, detecting you no matter how high or low you are. Luckily, Mac Doc has given us various AI sliders to adjust the difficulty to your liking. Other than the Cardassians and Species 8472, there were not that many upgrades to each of the races. Many stations and ships found in Armada I are available in Armada II. Though some additions you cannot help but notice. One in particular is the Fusion Cube, which is essentially eight borg cubes fused. Another is the famous Next-Generation technique of saucer-separation, allowing one galaxy-class ship to be twice as deadly. The sometimes over-the-top special weapons from the first Armada have made a return to the sequel, and for the most part has remained unchanged. Some new special weapons include a shield enhancers, microorganisms (they eat away at the ship's hull), and nebulae generation. AI opponents in the first Armada were able to use the special weapon immediately, while human players would have to wait and manually activate the weapons. Armada II now allows you to set the frequency at which they use the special weapons. While some special weapons like Point-Defense Phaser, and Shield Enhancers fit in well with the overall theme of Star Trek, weapons like the Gemini Effect (creates a duplicate of the affected ship) seems out of place. |
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Graphics/Sound:
Many of the sounds that were in Armada I have also been carried over to the sequel. However, one thing that is missing is the cameo voices that were very present in the original Armada. I guess they were too busy with making the next Star Trek movie to be concerned with the game. Though Patrick Stewart does make another appearance and as usual, becomes the strongest and most defining voice that you can find in Armada. Armada II also increases the number of channels that are available from 8 to 32 that allows for a richer gaming experience. The support of hardware acceleration also takes some load off the CPU, which is need when you have tons of ships on the map at once. All of the races have their own distinct voices, and have been successfully translated from the series to the game. |
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Multiplayer/Devices:
With the increased ships and 3D environment, using hotkeys becomes an even greater importance. These ships blow up so fast that you need to be able to use hotkeys to keep a steady supply of ships coming to make even the most fortified defense's crumble. The devices like gamevoice and gamecommander will definitely come in handy and will be put to great use. Because has a separate hot key file detailing what buttons perform what functions, setting up profiles is a breeze. Once in a game, my overall efficiency went up as well as the time it took to complete skirmishes or missions when using the devices. It is something that every Armada player should have before going online, because the competition is fierce and unrelenting. Even if you don't have those devices, the MS Sidewinder Strategic Commander or Nostromo n50 SpeedPad are excellent substitutes, though they don't give you the overall commander feeling when using a microphone.. |
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The Wrap-up:
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| David "chiefwu" Washington - 12-27-01 |
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