Genre meshing is becoming quite the popular trend in the PC game
industry. Since so many developers are banging their heads against
overused concepts involving gameplay, they try to spread their wings and
create something different. Battlezone II is one of these titles. While
the gameplay is still primarily what was found in the original, times
haven't changed that much and the sequel is still able to stand out as
somewhat original.
First and foremost, Battlezone II is strikingly beautiful. The multitude
of colors and textures used on vehicles and in the environment is just
impressive. All the units are easily identifiable and feature some
decent animation. Weapon effects are all unique and the explosions are
nice and full. While this visual performance is something to take notice
of, the same could be said for the rather close line of fog that
surrounds the player. I suspect the line of fog is Pandemic's way of
keeping the framerate steady, but it is just so close sometimes it makes
the visual presentation rough around the edges.
Battlezone II incorporates Real-Time Strategy and First Person Shooter
play systems to create an immersive battle environment. The thing to
remember is the way this game is played, is totally up to the person
playing it. For the most part, the game takes place in FPS mode, but
some situations do demand a much faster method of commanding the units
scattered throughout the barren landscape. The single-player game's
scripting enforces the idea of cooperative use of the two play styles
constantly during the game.
I will be the first to admit that mission scripting is key to most RTS
and FPS titles, but sometimes it seems like Battlezone II leads the
player around by a leash. During the first missions the player simply
follows orders and watches things happen. This is less pronounced during
later missions since the player gains more control of the situation, but
it is still the case in some situations. It seems like they really
wanted the story to be focused on, so they built this scripting that
leads the player from plot point to plot point. Sadly, I can't really
say the story is anything extremely special. It's the standard space
opera, with political intrigue.
What the scripting limits is the game's potential. The ability to
hotswap vehicles in FPS mode, and command them to back you up, pick you
up, attack, or defend keeps the units under your control at all times.
When the precise control of an Real Time Strategy interface is required,
it is always available at the nearest command center. A person can even
jump into a gun turret while repelling a base assault to do some serious
damage. Even without a vehicle the commanding infantry unit (the player)
can be outfitted with bazookas and rockets to do some damage.
Pandemic also included an Instant Action mode where a person can
really can get into what makes this game so great. The maps
included are diverse but each map has only one side you can play as,
which is admittedly sort of annoying. The number of available maps is
rather small, if a person plays Instant Action enough, they might start
to tire of strategies that they perfected. Multiplayer makes up for this
by giving the player the ability to test their strategies against
players abroad.
The Artificial Intelligence is an odd duck. When playing as ISDF, a
person is overwhelmed with waves of Scion scavengers and scouts. The AI
isnt especially crafty in the use of these units, it usually just sends
rather large groups of them. On the
opposite side of the coin, as a Scion things cost more to produce. This
leads me to wonder how the AI is able to amass such large forces in the
same time it takes me to produce maybe 3 scouts and 2 Scavengers. While
the AI presents a challenge, it does so in some of the more frustrating
ways.
Control methods are easy to get used to after about an hours play. Most
of the unit references are carried out by keystrokes in the F# row and
the space bar. With a little bit of practice a person can whip out
multiple commands to units in the middle of the battle. This method of
command still doesn't beat the precise control only given directly
through the communication center. Sometimes it is best to develop a
gameplan before you go into battle.
While the music is not that rousing, it is above average in quality. If
there was a Space Genre of music, this would fit into that category. It
is sort of a mix of New Age and a little bit of Rock. For the most part
pretty solid and consistent. Weapon effects are all pretty good. There
is nothing more satisfying than hearing a heavy cannon unleashing its
heavy payload on a target in the distance. Admittedly the explosions are
a little generic sounding.
This is probably one of the first tastes PC gamers can get of what
Bungie's Halo will be like. Although Battlezone II suffers from some
script and AI issues, I really think the execution of the two play
styles should not be overlooked. The single player game can still be
really fun, and the Instant Action and Multiplayer Modes are able to
make up for a lot.
-- Ryan Thompson