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Escapist 106

July 17th, 2007 by Troy Goodfellow · Escapist

The new Escapist has an article from yours truly about games journalism. I struggled a bit with this piece and there was some back and forth with the editors Russ Pitts and Joe Blacanto. It was eventually cut down some because it lost its thread a bit. Maybe my central conceit couldn’t hold the longer form. I lost some stuff I liked, but ultimately they made the right call I think.

That’s the thing about writing. Sometimes things only work halfway well. A good editor will help you find your feet.

So visit for my article, but stay for Russ’s review of reviews and Sanya Weathers’ ruminations on the evolution of the web media.

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So Close…

July 15th, 2007 by Troy Goodfellow · Slitherine, StrZone/XtrGamer

My review of Europe: Commander at War is up at Gamesquad (formerly Xtreme-Gamer, formerly Strategy Zone Online.)

Commander is one of those games that has some superior design but occasionally poor execution. The good parts of the game – and there are many – are often undone by an AI that has no teeth.

– The Battle of the Atlantic is great, but, as the Allies, I found it very easy to just blockade the Baltic, Gibraltar and the Channel. The Nazis never seriously tried to break through after 1941, so I spent my resources on planes and tanks.

– The research model is general enough to be comprehensible and allows a lot of customization as the war progresses. But the computer will upgrade as much of its army as it can, as soon as it can, paying a steep penalty in organization leading to routs.

– The industrial points system is so central to national survival that the AI is smart enough to garrison cities and resource areas. It is not smart enough to keep you from grabbing all six hexes surrounding Frankfurt or Paris and beating the garrison to death.

– The historical timeline works to keep the player from ahistorically buffing the Soviet Union or Italy. But the 1939 campaign leaves out the invasions of the Balkans and Norway. Good thing, too, because there’s no way the computer could manage a war that big for that long. It does, sadly, make Italy ahistorically strong since it isn’t fighting in Yugoslavia or Greece. It can cram the boot full of troops – Germany is a much easier nut to crack.

I was talking up this game at Origins because I had only played a couple of campaigns and was focused on the design stuff, which I like. Good interface, strong commitment to a vision of simplicity, no overwhelming options to pick from. But when I returned to play some more and focus on what the AI was actually doing, I realized that the game is sort of half-finished in some ways.

I still think this is the best intro level wargame out there, but it’s one of those appetizers that will either have you craving for the entree or deciding that you are full and would rather go home.

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Who Won E3’s Press Events?

July 13th, 2007 by Troy Goodfellow · E3

I DON’T CARE.

Seriously. What’s the point of saying who “won” or “lost” until we actually see some of these games on shelves? You can argue about who gave a good presentation and who gave a poor presentation, but these are the equivalent of the upfronts in the TV business. Things can look great in a press conference and then come apart once you’ve spent some time with them. (Yeah, I’m looking at you Studio 60.)

The heavily hyped next-gen console launches of the last two years have led to horse race coverage in the online gaming space where every announcement is framed in terms of market share and sales figures. These are, of course, important, but if Rock Band is a great game we all win – not just Microsoft.

This brief spell of bitterness was brought to you by caffeine.

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Decisions, decisions

July 11th, 2007 by Troy Goodfellow · Me

I have three reviews to finish, a couple of previews to draft and a zillion screenshots to take.

But my review build of Beyond the Sword just showed up.

Guess what wins?

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Well what do you know…

July 10th, 2007 by Troy Goodfellow · Creative Assembly, History

Remember when I made that snarky comment about the Mayans throwing beehives?

Turns out it’s true. Sort of. The Popol Vuh states that in one battle, Mayan leaders trapped wasps and hornets in gourds and released the insects at an auspicious moment to panic the enemy.

And the Medieval II expansion isn’t the first game to use them; there were hornet throwers in Empire Earth II as well. And this Civilization III description of the Maya makes reference to these same weapons.

Oddly, the Popol Vuh doesn’t say the gourds were thrown, or that they were beehives. Another secondary text makes reference to Mayans using slings to drop hanging hornet nests on enemies, but that seems pretty far-fetched.

But this Mayan warfare myth is now upgraded to Plausible.

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E3 2007 Strategy Game Breakdown

July 10th, 2007 by Troy Goodfellow · E3

Here’s a partial list of strategy games that will be on display at the much smaller E3.

Akella

Disciples III: Renaissance – Some titles just won’t die and this turn-based fantasy strategy series is one of them.

Sierra

Empire Earth III – It looks to be coming along nicely so far. Still keeping low expectations.
World in Conflict – This game has been building buzz for the last couple of months, so I should start paying more attention to it.

1C

XIII Century: Crown and Glory – This has been in development for a couple of years now and will be playable at E3.

Microsoft and THQ have yet to announce their display, but I’m betting on the expansions for Age of Empires III and Company of Heroes. Plus some other stuff.

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