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Thoughts on Harpoon

November 26th, 2007 by Troy Goodfellow · Design, Matrix, Review

Larry Bond’s Harpoon – Commander’s Edition is everything it is supposed to be. It’s the same Harpoon that I fell in love with almost twenty years ago. It has all the scenarios that I played repeatedly from both sides, plus the EC 2003 scenarios that I missed. And there’s a Western Pacific Battleset with some pretty difficult battles in them, not all of which are well thought out but it’s advertised as a training set for scenario designers more than anything.

It’s also immediately apparent that the game would never be released today as it stands. The basic battle maps are fine and the “realism” is there. Same amount of “fun”. But it’s an old game. Especially the interface.

1) Why is “status” under the “File” tab and not the “Reports” one? And is the weather report of any use at all?
2) Why can’t I launch planes from a base or carrier with a right click instead of scrolling the mouse to the top line?
3) Why can’t I just check the radar range of specific units? And why do both Red and Blue sides have the same colors for their range circles?
4) Why is “show animated launches” on by default? (At least it’s fast in this version.)
5) Why is it so much trouble to get a snapshot of what is in a particular group?
6) Why can I just load my Backfires with Kingfishes over and over and over until I’ve overwhelmed the enemy airfields? If I do this, am I cheating? Should some of these scenarios be retrofitted with ordinance limitations?

These are small things that would all get ironed out in today’s large beta tests, ultimately making a more streamlined game that was friendlier to newcomers. I played a pirated version of the original in college (yeah, I was bad) so there wasn’t any manual; I learned a lot of the game through trial and error.

There are, of course, larger reasons why a game like this would not get released today. The prospect of major air/naval operations between moderately equal opponents is nowhere on the horizon unless China reverses five hundred years of defense policy and decides it wants a real navy that can project power beyond its own seas. In spite of the thrills that Silent Hunter III gave a lot of gamers mostly unfamiliar with submarine warfare, the slow dropping of sonobuoys and surrounding a carrier with stealthy Kilos doesn’t make for the most bone-chilling experience if you haven’t been conditioned to wait it out.

And Harpoon, even when it is too easy, is about waiting. You need to get your carriers close enough to launch. You need to plan your patrols carefully so you don’t lose your radar screen. You need to weigh the costs of hitting a single base with all your Tomahawks. In fact, one problem with the Commander’s Edition is that modern computers make that 1 sec = 30 min time compression really work. Back in 1991, it was a lot less efficient because there was so much happening on screen. Efficiency makes for fast games, but by accepting speed you pay a price in tension. Not to mention the fact that things happen so quickly that maximum time compression is not always a great idea. (I find myself using 1 sec = 5 min most of the time.)

I’m glad to see the old Harpoon available again and fully functional in XP. Like all re-releases of old games, it makes me hunger for a new interpretation of the genre, something that takes full advantage of everything designers have learned in the last fifteen years and of the power now available to them. Most of the fictional combats posited in Harpoon seem a little ludicrous now (the Commonwealth of Independent States as a new USSR, for example) but there’s a history of Tom Clancy-ish paranoia working its way into games set in the present day.

Harpoon is, with good reason, a member of the CGW/GFW Hall of Fame though its star is fading as the genre disappears from retail shelves. The term “war game” is now as likely to be used to describe Medal of Honor or Battlefield 2. If you missed Harpoon the first time around, I highly recommend buying the Commander’s Edition. The past may not have been a simpler time, but it emphasized different design values and different developer goals. Any serious student of strategy and wargames should be familiar with them.

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It’s Back

November 21st, 2007 by Troy Goodfellow · Matrix, Wargames

In their continuing effort to revamp, revisit and release every great old wargame from the past, Matrix Games has announced the arrival of Larry Bond’s Harpoon – Commander’s Edition. This isn’t the realistic and ugly Harpoon 2 and 3, it’s the classic Harpoon design with a few new bells and whistles.

Harpoon was the first game that really hooked me, much to the annoyance of my college friends. The computer only had a PC speaker, so the screeches of the alert sirens were pretty grating. In any case, I’m treating this as good news in spite of my reluctance to encourage revisiting the past at the expense of investing in the future.

Oh, and there are some new screens for Empires in Arms, too. There’s a game that I wasn’t sure would ever get done.

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Working out Aggression

November 21st, 2007 by Troy Goodfellow · Preview, RTS

Playlogic has acquired the rights to Lesta’s upcoming RTS Aggression: Reign over Europe. Year old screenshots from an earlier iteration dubbed Aggression: Europe 1914 can be found at Gamespot.

Highlights from the press release, with some of my own whining:

Choose your side – Germany, France, Russia or England – and become the most powerful force on the continent, using historical figures and equipment.

Historical equipment is nothing new, but historical figures could be, depending on how it’s done. Are Hindenberg and Zhukov generals who increase fighting ability? Does Bomber Harris give you an aircraft bonus?

Send your diplomats across Europe on the real time tactical map and pick your battles well.

Diplomacy on a tactical map? I have no doubt the designers are smarter than I am but do they mean the strategic world map? Because that’s the only level I can see diplomacy working at. Assuming that it, as well as the battles, moves in real time, I wonder if this will something like the mostly unappreciated Knights of Honor.

Stefan Layer, VP of Marketing and Sales of Playlogic: “Aggression is a great game and another welcome addition to our portfolio. The historical setting combined with real time action and diplomatic strategies makes Aggression a must for fans of the genre, so I have no doubt it will perform very well.”

I love marketing and PR people, because they have to say things like this. Here’s what Mr. Layer said about the dog Ancient Wars: Sparta back in 2005: “The potential for Sparta in the world market is extraordinary, not just because of its general appeal and gameplay elements but many unique features” As always, I hope Aggression is a great game that proves to be a huge success. But I don’t take Mr. Layer’s assurances to heart. (Though Sparta was a minor hit in Britain…)

Fight your battles on the real time tactical maps and control your ever expanding empire on the strategic map where you control diplomacy, science and industry.

So diplomacy is on the strategic map. But the idea of an “ever expanding empire” sounds so 19th century. Of the four playable nations – France, Britain, Germany and Russia – only the latter two ever built much of a continental empire in this period. Italy grabbed some stuff in the era, too. Of course, France and Britain did add some Middle Eastern mandates to their territory, but once again it seems that a strategy game designer has gone the easy route with conquest as the marker of power.

Choose your own play style. Play as a diplomat and create profitable trade agreements with your allies, push science to gain a technological edge over your opponents or play as a war mongering general and use your military forces to take control over Europe.

Multiple play styles in a RTS generally means that only a couple will be really viable. I can’t see economic power being a useful counter to a guy who has more tanks unless there’s a way to starve him of steel.

Aggression is an early 2008 title.

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Thanksgiving Blessings

November 20th, 2007 by Troy Goodfellow · Me

Blessing Number One: Getting your brother-in-law hooked on Company of Heroes.

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Nethergate Review

November 16th, 2007 by Troy Goodfellow · Gameshark, Review, RPGs

My review of Nethergate: Resurrection is up at Gameshark. The text pretty much says it all. I have a fondness for the Spiderweb games, so your mileage may vary. But if you like RPGs with tons of sidequests and turn based combat, you owe it to yourself to try the demo.

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Light Blogging for a While

November 13th, 2007 by Troy Goodfellow · Me

The Thanksgiving holiday will be here soon, so I have to do prep for a family holiday. That means cleaning, shopping, buying mints for pillows, etc. so there won’t be a lot of new content here for the next ten days.

I will, however, give you a few incomplete thoughts about things I am playing.

1) Asian Dynasties is a good expansion, but not as good as Warchiefs was.

2) Armageddon Empires keeps getting patched and I’m always a patch behind.

3) Napoleon’s Campaigns, the new game from AGEOD (the makers of the excellent Birth of America and very good American Civil War) is a little piece of sunshine in this very gray month.

4) The Fall From Heaven mod for Civilization IV is still more color than balance. The AI has no clue what it is doing, but you get to see and make lots of fancy toys. I expect this is a lot more fun in multiplayer, but I can only handle one PBEM game at a time.

5) I still haven’t installed Total War: Kingdoms, probably because I keep meaning to go back to my Europa Barabarorum game.

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