Reviews / previews
Life's not fair; bad things happen to good people;
existence is suffering. I'm not spouting these
metaphysically limp-wristed, tofu-eating clichs
simply to annoy you, but rather to prepare you for the
melancholy fact that you won't get to kill anything in
WizardWorks' new real-time strategy game-at least
not directly. Emergency: Fighters for Life is that most
dubious of electronic-entertainment efforts, a pointedly
nonviolent computer game. As wrong as this seems
on the surface, kindly read on. Like the song says,
There's something happenin' here; what it is ain't
exactly clear.
Ain't no "man with a gun over there" in this title, but
plenty goes wrong nevertheless. You're put in charge
of fire, paramedic, police, and other disaster-battling
forces, and the object of the game is saving lives in
the aftermath of various crises. Pick your incidental
poison-plane crashes, forest blazes, electrical fires,
toxin spills, twisters, car wrecks, earthquakes, even
terrorist attacks-this visually detailed real-time
strategy game makes you clean up after the
screw-ups of both man and nature.
With only the lamest excuse for an in-game tutorial,
Fighters starts the player off with a relative cakewalk:
An auto-motorcycle collision on a rural road, complete
with dying victims, a potential gasoline-fire hazard,
and the ubiquitous queue of motorists just waiting to
form a traffic jam. Missions in Fighters start with a
quick survey of the disaster in question, followed by a
perusal of a large-area map showing the various
staging bases at your disposal (medical centers,
police stations, etc.).
The first mission is, logistically, almost a no-brainer.
Later, you will actually have to use your brain,
dispatching the game's 30 different vehicles,
personnel types, and disaster-fighting resources
(stretcher-toting medical orderlies, firefighters, traffic-diverting police officers,
water-cannon trucks, fire fighting planes, bulldozers, flatbed transports, and
more) to where they are most urgently needed.
The actual on-scene operations are,
functionally, hardly different from any Command
& Conquer game: Click on something, target
something else-only in this case, you're loosing
medics on wounded people, flatbeds on trashed
vehicles, airplanes on firestorms (due to the
specific nature of each lifesaving unit, a more
methodical, step-by-step tutorial would have
been nice).
Each mission starts before you even arrive on the scene: What will you need
and, more importantly, what do you have at a given moment? Can you get
away with individual doctors' vehicles or will you need a squad of ambulances?
What's the minimum number of police officers you can have while still
successfully diverting traffic from the crisis areas? (One of the game's more
annoying facets is that you'll flawlessly douse a fire and evac all the victims,
only to have an unchecked traffic jam ultimately cost you the mission.)
Indeed, when the collective reactive force at a given disaster includes too
many vehicles, you'll need a mobile command-center just to coordinate the
rescue efforts.
Fighters for Life is an admittedly unusual spin
on the standard build-swarm-destroy scheme of
the real-time strategy genre, and it's sure to be
a big hit with the so-called "guardians" who
forbid kids to play with toy guns and such. The
game's presentation-music, visual style-exhibits
a slightly distracting touch of eastern European
cheesiness, but none of it really affects the
gameplay, and the life-saving spin actually
forces the RTS gamer to think in new ways.-- Chris Hudak / GamePro
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