Warhammer: Mark of Chaos

Since Games Workshop released Warhammer: The Game of Fantasy Battles which began its Warhammer Fantasy tabletop line the Warhammer Fantasy setting has become a prominent and tragically underrepresented franchise in fantasy gaming.  Its diverse army lists, refined combat model, and well-developed setting and narrative make Warhammer Fantasy the perfect playground for role-playing games, video games, and even movies if anyone would care to invest the effort.
All this is probably the most prominent reason why Black Hole Entertainment’s production Warhammer: Mark of Chaos deserves notice from the gaming community.  Mark of Chaos is not the first tactical strategy computer game made for the Warhammer Fantasy setting but it is the first one to integrate tactical battles, strategic army management, and hero leveling elements on a level indicative of the table-top game’s detail and complexity.
Players familiar with Creative Assembly’s Total War series will recognize many gameplay elements in Mark of Chaos such as regiments of units, rather than single unit models; static battle maps, and combat elements like unit morale and obstructive terrain features.  Mark of Chaos features a single player campaign where the player chooses to command either the Empire and Elves in a good aligned role or fight for evil as Chaos and the Skaven.  The campaign is played out through a series of what essentially amount to scripted battles where the campaign’s iconic hero and the player’s ever growing army face various challenges such as rival hero units looking to dual or organized regiments defending a strategic location.  Between battles the player may spend gold looted from their victories to upgrade the units in their army with better equipment and add-ons.  As the campaign progresses additional elite and specialized units can be recruited into their army, although each battle has a maximum number of units that can be deployed forcing players to choose what strategy to adopt in the later game.
Battles are where the single player section of the campaign shines.  Most of the units from each faction’s tabletop armies are present in the game and are very well adapted to their respective roles on the battlefield.  Cannons are long ranged and effective but slow and vulnerable to enemy cavalry units.  Monsters are equally powerful but prone to drawing enemy fire and can become unruly during combat.  The user interface is fairly simple and straightforward ensuring players can rapidly move between regiments to issue orders.  Traditional military roles are present in some form in each army with pikemen, archers (or musketeers), light infantry, and cavalry all available to balance out an armed force.
Sadly the campaign’s story does not equal the luster of the battlefield.  Voice acting is fair, with most of the cut-scenes taking place ‘in-game’ using unit graphics.  The story line itself is properly done, but rather predictable and for the most part unaffected by the player’s choices on the campaign map (except for a very entertaining choice point for the Chaos faction).  The campaign for both factions is worth playing through and the developers were generous enough to allow the player to experience most of the game’s units over the course of the missions (with a tragically notable exception in the High Elf Dragon Prince).  However once finished there is little to endear the game to further single player activity.
A skirmish mode, treated as a subset of multiplayer by the game, is available where the player can run single fixed battles.  A small selection of maps is available with three battle types.  Arena is a simple army vs army clash; Siege is similar to Arena with the objective switching to defending or conquering a fortified position, and Reinforcement where strategic points around the map can be captured to generate income that allows reinforcements to be called during the course of the battle.  These modes allow the player to experience the well implemented army and unit designs, but a lackluster AI and absence of any driving narrative quickly become repetitive.
Multiplayer follows the same options as the skirmish mode.  Up to 4 players can participate in a single battle.  A preset number of points provides the basis for players to assemble their army with stronger units costing more points.  As in the campaign each army is led by a hero unit with different powers, abilities, and focus such as army command, dueling, and personal combat.  As the part of the game that most closely resembles its tabletop roots the multiplayer has the potential to be Mark of Chaos’ best aspect but unstable internet connections can quickly ruin any session and the game lacks diversity in its map choices, particularly for Siege and Reinforcement battles.
Warhammer: Mark of Chaos is a proper forerunner to what could have been and still could be a very entertaining series of games.  Replay options are low and it features few if any groundbreaking design elements, but what it does have, namely detail, an effective control interface, and entertaining combat are all things that great tactical and strategic level strategy games should strive for and the groundwork requirements for any game seeking to faithfully adapt the Warhammer Fantasy setting.  The game is entertaining enough to warrant purchase and play-through.
After the announcement of Creative Assembly’s Total War: Warhammer it seems that Warhammer Fantasy strategy gaming is moving to a different medium but that doesn’t mean Creative Assembly and other developers can’t learn from what Mark of Chaos did right.  Games like this need to be supported at least to show developers that Warhammer Fantasy can and should become a leading title in the fantasy section of RTS and Grand Strategy gaming genres.


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Rome: Total War

The third in Creative Assembly’s line of Total War games, Rome: Total War was hailed as a hallmark title in the series and one of the greatest games of its genre.  Like it’s predecessors in the Total War line, Rome: Total War follows a formula of turn-based strategic gameplay where players manage a single faction’s cities, family members, and economic and military capacity to conquer a historical region of the world.  In this case it is most of Europe, the Mediterranean, and the Middle East.  These elements are backed up by, occasionally optional, real-time tactical battles where the armies raised and equipped in the strategic map are deployed to engage each other in a very well rendered battlefield with terrain and climate indicative of the region it represents (the Balkans in the winter are snowy and dark while Asia Minor shines with golds and greens in summer).
Rome: Total War is an example of fully comprehensive grand strategy done right.  It achieves a very harmonious balance between the detail and sometimes drudgery of global economic and political management with the thrill and challenge of real-time tactical combat.  These elements are also seamlessly blended together, with properly managed economics allowing for powerful units on the battlefield and successful military actions in real-time, such as holding a critical town from a superior foe, paying very high dividends on the strategic scale in allowing your other armies to concentrate elsewhere.
In the game’s main campaign the player takes control of a faction from the Classical period of Mediterranean history, which is initially one of the three fictitious but very colorful Roman sub-factions but eventually includes several of the other historical powers of the time such as Carthage, the Greek Cities, and Ptolemaic Egypt.  The game clocks the passage of time through turns which divide a year between summer and winter with the game beginning in 270 BC and ending in 14 AD.  In that time-frame the player must conquer 50 provinces (15 for a short campaign) and capture specific objectives such as Rome itself.  Obviously military conquest is the only way to accomplish this, but a strong army can only be raised and maintained through effective economic, diplomatic, and cultural manipulation.
The entire world map is divided into provinces with a city representing the wealth and capacity of each province as well as the means to take control of that province.  Cities generate wealth through agriculture, production, and commerce and serve as the training centers for military units and special agents like spies and diplomats.  Cities grow in population based on their public order and local food productivity, eventually turning into metropolises which provide increased income and defense as well as unlocking the final tiers of production and economic buildings.
The player’s effect on their faction is represented through their faction’s family.  The family is composed of male characters who serve as generals when on the march or in battle and governors when stationed inside the city.  Generals come with powerful cavalry bodyguards and inspire their armies to fight more effectively when present, making your family a valuable asset in conquest.  Additionally family members are born and die as the years pass making family management important.  Promising heirs must be preserved from death and plague while incompetent administrators should be out of the city and on the march.  If a faction’s family is wiped out the faction dies with it, their units becoming leaderless rebels.
The main campaign, which comes in short and long versions, is the primary element of single player in Rome: Total War and features all the elements of the Total War series.  All playable factions are unlocked after the short or long campaign are completed as a Roman faction.  These factions range in degrees of power and culture across Europe and the Mediterranean allowing for a wide degree of replay options.  Although base-building and family management remain essentially the same among the factions, unit and building rosters, as well as the power and circumstances of neighbors, changes dramatically allowing new strategies to be employed and new enemies tested.  Some of the most spectacular challenges can come to those factions farthest from Rome who will have to face the three Roman factions in the later game where their power is better represented.
Single player also offers historic battles where the player takes control of an army on one side of some of the famous battles in Classical history such as Hannibal’s more notable battles or the Roman defeats at Carrhae and the Teutoberg Forest.  Single player and multiplayer also feature the custom battle option where a predetermined amount of funds is used by the player(s) to assemble and upgrade an army chosen from the unit roster of any faction in the game, including ones non-playable in the campaign.  This only adds to the many options players have to enjoy the rich variety that Rome: Total War brings.  Ambitious players can construct their own ‘custom campaigns’ by battling factions across the different regions represented by the custom map choices.
Without doubt Rome: Total War introduced new elements to the series and to a lesser degree the genre as a whole.  Graphics moved from 2D to 3D, user interface was improved, and greater detail and control was added to the world.  Players were given an increased degree of control over their faction family and unit command and maneuver on the battlefield was greatly improved; indeed many would argue that such tactical effectiveness among formations has yet to be equaled in another Total War game.  Many changes that have appeared in later Total War titles such as real time naval combat, increased model detail among units, and more balance among factions might cast Rome: Total War as antiquated.  However for all its shortcomings Rome: Total War outpaces its predecessors and successors in the combination of detail, simplicity, and enjoyment.
Author’s note:  Rome: Total War has often been criticized for claiming to be historical but featuring many ahistorical aspects, the most notable of these being the three Roman families that together form the Roman faction.  While it is true that many of these elements are fictitious it is important to remember that Rome: Total War is a war game designed to entertain, not a historical narrative designed to teach.  Indeed many of the invented elements make the game more exciting by expanding the role of historically small, elite formations like the Spartan Hoplites into the military vanguard of a vast fictional empire.  Additionally, and I might add on a level that has yet to be achieved by any other Total War game, the vivid coloration of the factions aids greatly in rapid identification of forces on the battlefield.   Though not viable as a presentation in a history seminar Rome: Total War more than suffices for its intended purpose of thorough entertainment.


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Age of Wonders III

After a healthy experience of the Eternal Lords expansion to Triumph Studio’s latest title in its Age of Wonders series it seemed like a good time to mention recent 4x contender Age of Wonders III.  The Age of Wonders series has brought up 4x fans since 1999 and features many traditional elements of 4x play such as turn based strategic and tactical modes, city building and management, and multiple resource requirements such as gold, production, and research.
Faction design in Age of Wonders III takes two intertwined forms.  Players must choose a class from six choices (seven with the latest expansion, Eternal Lords) and a race, of which there are a total of nine with all the expansions included.  Each race comes with a set of generic units as well as strengths and weaknesses in their economics and unit abilities.  Player classes determine what the player’s faction leader class is as well as what spells, technological upgrades, and specialist units are available.  Any combination of race and class is allowed and part of a successful strategy is determining which class and race best combine to fit a player’s style.
Leaders are chosen at the beginning of a random game or scenario (and preselected in the campaigns).  Players can also create custom leaders, allowing them to customize the leader’s appearance, starting preference, and adept and mastery spell skills.  All adept skills are available at the beginning and mastery skills can be chosen once the corresponding adept skill is selected.  A leader can have a maximum of three skill selections and does not need to choose a mastery.  Skills contain a set of spells that correspond to their type (Air, Earth, Fire, and Water originally with several more added in the expansions) and are useful in supplementing racial and class strategies.
Notably among most 4x games Age of Wonders III focuses heavily on combat.  Players will quickly learn that two moderately prosperous cities are superior to one large, wealthy city.  Thus the ability to conquer new cities and protect existing ones is paramount to success.  Triumph Studios put a lot of effort into the detail of class and unit designs and perhaps the most strategically critical and unpredictable part of the game is the tactical combat mode.  Racial and class units all have their own strengths and weaknesses and most classes are not necessarily all encompassing.  The Rogue class for example has a wide range of stealth and support units and is very flexible in most combat environments.  However the Rogue class is the only class which lacks a Tier IV unit (the highest unit tier) and can be swiftly overwhelmed by more martially focuses classes.
Combat is certainly the prominent feature in the single player story mode.  Players can choose between two campaigns, with each campaign following a faction on one side of a global war for racial and ideological supremacy.  Each mission in the campaign begins with a pre-chosen leader and a small army.  A settler is usually included, although in roughly one third of the missions the player must conquer a nearby neutral city to begin building their economy.  Several types of objectives like recovery or conquest appear throughout the campaign but the usual formula for victory involves keeping your leader and hero units alive while eliminating the AI factions.
While this is a fairly common approach to campaign development in 4x games it tends to lend a fairly abstract difficulty curve to the campaign.  Oftentimes the player is simply dropped into fog of war with no ability to sustain an army no indication on the best route of exploration to take; all while the AI opponents are building up their forces and claiming treasure sites.  Additionally the requirement to keep certain heroes alive, while certainly flavorful and effective at giving the leaders importance, discourages the player from using that leader unit in all but the safest and most secure combat encounters.  It can be a frustrating feature in a game where just one wrong move or a lucky shot can turn a battle.
The Random Map and Scenario part of the single player experience has much more potential and opens up the full race, class, and leader customization options.  Scenarios are single, pre-build maps with pre-selected leaders and races for the player to choose from.  Each scenario has a storyline governing its setup but once the game begins it functions more like a Random Map with the players free to develop their chosen factions as they please.
Random Maps are blank slate single and multi-player maps for 2-8 players.  At setup the player or host can adjust such features as the percentage of different terrain types, the number of monster lairs and treasure sites, if there is an underground level to the map, and other options.  Players can start with anything from their leader with a small army and settler to a large army and a metropolis level city.
The standard AI, while certainly an able opponent, tends to be more frustrating than dangerous.  Players can usually spot an AI’s advancing army through effective use of watchtowers and/or flying scouts; yet its complete awareness of the map means it can always find any vulnerable or unguarded cities.  The AI will target wounded and valuable units in combat even if it puts its own forces in danger.  It also behooves new players in Random Map games to leave the hero resurgence option checked when generating the map as the AI is fond of attacking leader and hero units.
Most 4x fans will enjoy the familiar genre elements in Age of Wonders III.  However those players accustomed to styles emphasizing economic or diplomacy victories may find Age of Wonders III underdeveloped in those areas.  However strategic and tactical combat elements are among the most detailed for a 4x game in the diverse number of units, abilities, and options available to the player.  Players seeking familiar 4x play with a strong fantasy setting will not be disappointed in the latest of the Age of Wonders series.


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Age of Mythology: Extended Edition

When Age of Mythology and its expansion pack The Titans first came out in the early 2000s I was sure that Real Time Strategy games had entered an era of improvement and advancement.  Microsoft Game Studios had already delivered the stellar Age of Empires series and built an impeccable track record from which to pioneer new developments in strategy gaming.  Now, with the release of Age of Mythology: Extended Edition on Steam, I look back at the old style graphics and gameplay and realize that Age of Mythology was not so much a precursor of things to come as it was a development studio experimenting with new concepts as it prepared to embrace the new millennium.
Age of Mythology brought the myths of antiquity to the RTS genre.  Now players could command the heroes of Greek myth as they opposed legendary monsters like Minotaurs and Cyclops or marched alongside ranks of hoplites to fend off Viking raiders and their Giant allies or conquer Egypt with its incarnate demigods and mummified pharaohs.  Microsoft Game Studio’s superb attention to historical detail exhibited in Age of Empires II returns here with lore for each unit as well as an amazing variety of obscure mythical creatures to populate each of the four playable civilizations’ unit rosters.
Made back in the era when multiplayer and LAN was still coming into its own; Age of Mythology features a very well developed single player story mode.  The campaign guides the player through an ever expanding storyline with separate sections focusing on Egyptian, Greek, and Norse mythology.  Alongside an engaging story and a very diverse set of challenging missions the campaign also gives players a full experience of the game’s content; familiarizing players with the differences among the civilizations and showcasing the different units and god powers.  The campaign isn’t perfect; Age of Mythology abandons the traditional method of specially scripted and constructed cut scenes and uses its own in-game graphics to animate the characters and events.  The voice acting is marginal and those characters that aren’t mythically based are rarely sympathetic and often annoying.  Occasional touches of humor alleviate the disappointment to some degree.
The wide variety of information inherit in the unique civilizations can feel overwhelming if taken all at once and the single player campaign, while long, is easily the best resource for becoming familiar with the variations among and within the different civilizations; and there are many.  Players familiar with Age of Empires III will recognize precursor elements in the choice between minor gods that represent advancements to higher ages.  Each civilization has nine minor gods to choose from, with three major gods dictating which minor gods are available.  Once a major god is chosen, the minor god choices come in pairs with each minor god offering a myth unit, god power, and set of unique technologies upon reaching the next age of development.
The game doesn’t start with the myths either.  Mundane workers and soldiers are different for each faction with the Greeks taking the traditional approach of infantry, cavalry, and archers supported by a multi-tasking villager.  The Egyptians on the other hand, while still using simple laborers, must empower their resource and production buildings with their unique Pharaoh hero to increase their productivity and efficiency.  Egyptians military units are also more specialized, with each unit designed to counter another type; unless you construct the mighty war elephants which are effective against anything smaller than them.  The Norse throw an even bigger variation by having their soldiers construct all their buildings.  Dwarf units serve as specialized gold miners and Ox Carts are mobile drop off points following the gatherers and dwarfs to each new resource node.
The differences among civilizations make for a very interesting multi-player experience.  As with all of the older RTS titles Age of Mythology’s core concepts remain the same such as base building, resource managements, and large scale unit combat.  Once the unique aspects of each civilization enter play things become much more interesting.  Different combinations of minor gods keep each civilization fresh and observing the variations in each civilization’s economic system can lead to unusual strategies; particularly where Favor is concerned.  Favor is the new resource that allows the production of myth units, the monsters that make heroes what they are.  Each faction gains favor in different ways; the Egyptians construct increasingly large monuments while the Greeks need only assign villagers to pray at their temple.  The Norse must engage in combat with their foes, with hero units gaining more favor than myth units.
Modern RTS players may find Age of Mythology’s dated graphics, somewhat simple AI, and more varied civilization design primitive compared to more recent RTS titles.  Multiplayer matches can be routine, especially against weaker AIs, but players willing to invest the time in learning the finer parts of each civilization will find many new challenges to oppose other players.  It should be remembered that Age of Mythology: Extended Edition is a remake not a sequel.  Players who enjoyed Age of Mythology in its early days will find all their nostalgia return for the modern PC.  Newer players may question the game’s novelty but some patience and a little enthusiasm are all that’s needed to find one of the finer titles in RTS history.


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Supreme Commander

Those of us who remember playing Total Annihilation recall what was easily one of the most unique Real Time Strategy experiences in digital gaming history.  Total Annihilation was an ambitious game with dynamic base building, expansive resource collection, a heavily detailed unit roster, and a physics simulator that was ahead of its time.  It was the closest thing to war simulation that the technology of the 90s could bring.
Gas Powered Games, now formally Wargaming Seattle, made Supreme Commander to be the spiritual successor to Total Annihilation and in this they succeeded brilliantly.  Supreme Commander continues to capture the epic scope of strategic warfare that Total Annihilation first envisioned.  Hundreds of air, land, and naval units clash in small or large engagements in an attempt to assault bases defended by gun emplacements, artillery cannons, and shields.  A large unit roster features scores of units encompassing nearly any conceivable combat role.  Each of the game’s three factions utilize the same unit types, but subtle differences in design give each faction its own strengths and preferences in combat style.
Coming to grips with the staggering number of units and the different faction abilities is perhaps the chief purpose and accomplishment of Supreme Commander’s single player mode.  Each faction’s campaign encompasses six separate missions with each mission progressing in stages of increasing difficulty and scope as the player completes objectives.  Often the player has to start with little more than their Commander unit, a strong but critically important mech unit with tremendous construction capacity, with which they must construct a fortified base to begin driving back the enemy.  Base building and map expansion can take several hours per mission leading to over twenty hours of gameplay in single player.  This is a two-edged sword where Supreme Commander is concerned.  The first half of the campaign limits the technology tiers, of which there are three plus the mighty Experimental units, that the player can access and thus the units available.  This slow progression gives the player a chance to get familiar with units and structures as they become available. Yet the slow pace of each mission can leave players impatient for higher technology tiers.
Although the campaign’s scripted fortifications and unique terrain features can lead to impressive clashes it is in multiplayer and skirmish that the combat becomes truly dynamic.  Forty different maps capable of supporting up to eight players offer a wide range of options for multiplayer and skirmish matches.  Some of these maps are quite large and allow for multiple combined arms conflicts; while smaller maps make quick victories possible by forcing two or three player matches into close quarters.  The game’s online performance is surprisingly lenient given the large numbers of units generally on the map making most matches seamless on a wide variety of speeds.  However the enormous numbers of units that can appear with six or more players can lead to a general decrease in speed without higher end machines.
Supreme Commander’s skirmish mode is very well developed for a modern RTS.  Four different levels of AI difficulty can be chosen and the AI’s personality can be further customized with options like Turtle or Rush causing the AI to focus on specific strategies and their appropriate unit types.  While this can make the AI predictable it also makes a wide range of battles possible allowing players to determine what sort of war they are interested in fighting.
A special mention should be given to the game’s expansive zoom ability which allows players to move from up close unit examination to a map-encompassing eagle eye view.  The system is perfect for managing battles on the scale that Supreme Commander delivers and is meticulously designed for easy control and management.  The only tragic aspect of this system is that when the action heats up players tend to spend more time gazing down on a world of dim terrain features and unit markers instead of watching the colorful explosions and dramatic unit destruction.
Supreme Commander is the success story that Total Annihilation deserved to have in the modern gaming community.  With an expansive single player aspect and high potential and reliability in multiplayer it caters to any level of RTS preference.  The game features a rather high management learning curve for new gamers but its single player campaign and skirmish customization options allow players to become accustomed to the game at their own pace.  Supreme Commander isn’t perfect and suffers from unit-pathing issues, particularly among naval units, as well as a weakness for large slow operations.  Yet it is a welcome addition to the modern RTS community and a necessary experience for any dedicated RTS player.


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