Even after I had read Dunk’s glowing review of the first Codename: Panzers game, I had a ball of apprehension in my gut, cold and hard like frozen iron. You see, I had been burned from previous experiences of playing WWII RTS games.
Thankfully, I found this new game from Stormregion and CDV to be like a balm for all my hurts, soothing and comforting the soreness away, until a glimmer of contentment overcame the apprehension and tension of my RTS experience.
Codename: Panzers Phase 2 (CP2) is the updated and improved sequel, and this preview code, although unfinished and still in need of a bit of bug-fixing and polishing, had me smiling with delight from the start.
The game sets out to hold a middle ground between spoon-feeding casual gamers and providing a challenge for RTS aficionados. There are three campaigns to choose from; the Allies (UK/USA), Axis (German/Italian) and Yugoslavic resistance forces. Each campaign is set out from the point of view of a commander, and the story is set and moved on using devices such as letters and journal entries, as well as some nicely scripted cutscenes. Each storyline is played out and presented in such a way that you really start to empathise with the character, giving the narrative some decent depth. And so it should, as it was written by screenwriters with credits such as episodes of Buffy and Law and Order to their names.
Missions in the game are diverse and range across desert, countryside and mountainous landscapes. Players can choose one of three difficulty settings, which seem well-balanced according to the type of player you are.
The tutorial is very well implemented and shows all the commands in the game in a single, fun mission. This being a preview version, I wasn’t supplied with a manual, but I found that I didn’t need one after running through the tutorial.
Within each mission, there are a number of objectives to complete that consist of a primary objective, some bonus objectives and some ‘secret’ objectives that encourage you to explore the map or replay it. Your score after each mission is based roughly on these objectives as well as kills and losses, and there are a number of stats you can check to see how you have done both after each mission and in the campaign as a whole.
The control scheme that Stormregion have implemented is a credit to the developers. Gone are the overcomplicated and unwieldy multiple-button controls of other RTS’. CP2 limits functions to around nine common commands (shown in a grid in the display), plus a few unit-specific commands, support (bombing run, artillery, etc.) and some management functions, such as grouping. After a few minutes’ play, I found the controls intuitive and easy to use, with most functions easily accessible on the well-laid-out display, so most of the work can be done with a series of left clicks of the mouse or using mappable keyboard shortcuts.
Units in the game are well-represented. The slimmed-down interface means that you can’t (or don’t need to) micromanage individual infantry soldiers, and when you group different types of unit, they perform as individuals within that group. You can set flanking, protecting or follow-me manoeuvres, set waypoints so that your units don’t accidentally go into enemy territory, and also set auto actions such as stand ground or run-and-gun.
Units also have individual properties such as health and armour, which can increase in the presence of the commander, or if they become veterans of battles. Vehicles have a nice armour mechanic whereby each side (front/back/left/right) is protected by a differing amount of armour, so attacking an enemy from behind, for example, is tactically advantageous if the armour of their tank is thinner there. Other nice touches are the use of flamethrower units, which can cook inhabitants of tanks, snipers and towable anti-tank gun emplacements.
A real bonus in this game is the fact that you can play any of these missions co-operatively, as well as design new maps and missions and even create new cutscenes or triggered events by recording some troop movements or battles to play back when triggered in-game. This really improves the replay value of the game.
Visually, CP2 is no slacker. The 3D engine used in the first game has been upgraded, and it shows, especially in evidence is the use of shadows and explosions. The game has a very clean look, with smooth vehicle and infantry animation, swaying trees and nice smoke and fire effects. I especially liked the dust effects in the arid desert landscapes. The engine-rendered cutscenes are well-presented, using a 1940s-style sepia newsreel effect. The facial animations during conversations are slightly over-the-top, but overall, the characters look natural and show emotional exchanges well.
Sound is definitely another highlight of this game, the effects blast powerfully through a 2.1 setup, motor, explosion and gunshot effects are brought to life. The music in-game is inoffensive and nicely military in style, but the real winner in the sound department is the voice work. Each commander has a distinct voice that is enacted in cutscenes and briefings with bravado and feeling, and each nationality of troops has plenty of samples, although some quite stereotypical.
At the time of this preview, Stormregion are still developing some of the sound, and their press bumph that came with the game says that they are in negotiations with Peter Weller, the actor from Robocop and Naked Lunch as voice talent. As you often get with preview code there are also still some minor bugs; I found that some of the cutscenes hung and needed to be skipped, and I couldn’t save mapped custom keyboard commands, but these niggles are sure to be fixed by the time of release. Phase 2 is shaping up to be a really nice game built on the great legacy of the first Codename: Panzers game, suitable for both experienced RTS fans or the casual gamer.
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