Reviews / previews
Red Storm's Force 21 is an interesting vision of tactical warfare in the next millenium that will challenge the military strategist in you. It aims to do for platoon-level combat what Rainbow Six did for squads - and on the whole, it succeeds beautifully.
But grognards beware: Force 21 is not a sim. Good
gameplay is favored over realism, so you have to be
forgiving of things like tanks cruising on hills at angles
that would cause them to topple in real life. The game slides between several genres: It's action without first-person control
and real-time
strategy without
building and
resource
management
(unless you count
platoon leaders as a
resource).
Force 21 focuses on the strategic elements of battle,
and gives you plenty to sink your teeth into - including
air and artillery strikes, radar and radar jammers,
mines, and bridge layers. And, of course, the 40-plus
units--based on existing designs or those in
development-- include choppers, tanks, anti-air and
other light vehicles.
The game forces you to employ different strategic styles for given mission
parameters, yet offers enough flexibility that your personal tastes can come to
the fore. You can wage huge battles or stealthily sneak near an enemy base
to designate a target for an air strike or artillery bombardment.
A nice intro sequence sets the stage: It's 2015 and China, hungry for
resources, invades Kazakhstan. The Russians immediately respond, and
American troops are on the way. The rest of the story is occasionally
inconsistent and on par with a B-grade
action flick, though the first few missions of
each side's campaign do run nicely in
parallel.
If you've played Rainbow Six, you'll be
familiar with Force 21's presentation:
voice-over briefings outline plot points and
give mission objectives and a tactical
overview--all set to a catchy military
soundtrack.
The briefings for the US campaign were excellent-the actors sounded like
military men-while those for the Chinese missions were an embarrassment.
Here, Red Storm seemed to require just a Chinese accent, not any acting
ability.
During the briefing, you assign leaders with different values for Combat,
Movement and Detection to the predefined platoons-the extent of Force 21's
pre-planning-and then go to battle. The missions themselves, 15 for each side,
are well-paced and offer variety of objectives, from search and destroy to
escort to defending your position or a structure. The first few didn't take much
strategizing. Point your troops toward the enemy and you'll do fine.
But when I got to the fifth US mission-guarding a space shuttle while seeking
out the enemy's artillery-I had to start using every capability at my disposal.
Force 21 became significantly more
challenging, and I ran into several missions I
was convinced I'd never beat. Play them
enough, though, and you learn the AI's
scripts so that you know a platoon of
Abrams is just over that hill or a squad of
Apaches is hovering over there and about to
attack.
With up to 16 (though usually around eight)
platoons roaming the battlefield, it could
have been a confusing control nightmare, but
Red Storm did a commendable job with the
interface. The non-configurable keys are
logical, and it's easy to track platoons and assign way points or patrol routes
via the rotatable, 3D strategic map.
There are, of course, shortcomings--gimme a "guard" or "follow" command
and a hotkey for each platoon - but on the whole this game is much easier to
pick up than its competitiors.
What really puts Force 21 ahead of those competitors is its multiplayer mode.
Out of the box, it performed flawlessly over the net (it's available on Zone and
Mplayer), and the multiplayer structure is excellent. During the planning phase
you buy units, make your own platoons, assign leaders, and set deployment
positions. When everyone's ready (up to four can play) or the briefing clock
runs out, you enter one of the 10 missions.
Unfortunately, there are only 10 missions, and the "escort" and "escape"
missions aren't too thrilling because all it takes is a couple shots on the
convoy or escapee and it's game over. The "kill the flag" (defend your base,
attack theirs), king of the hill and defend or
attack missions are a blast. With the
included map/mission editor, there should be
plenty more good single and multiplayer
missions soon, and Red Storm is
considering releasing more missions based
on feedback and game sales.
That should provide longevity to a game that,
by today's standards (or even yesterday's, if
you compare it to Battlezone), isn't
jaw-droppingly gorgeous. Sure, the explosions and flying debris are pretty, but
I was disappointed with the bland terrain (I got sick of seeing the same
Swiss-looking houses), short sight distance and bitmap trees that rotate to
face you as you move.
But this game isn't about trees, is it? It's about waging war, rolling over the
enemy with coordinated attacks from different flanks, springing traps. It's
about getting a taste of what it would be like to be a commander on the
modern battlefield. In that, Red Storm has succeeded admirably and this is an
excellent first strike for a potentially great franchise.-- Willem Knibbe / GamePro
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