Reviews / previews
I love Malkari.
Many of you won't.
Appreciating Malkari requires a seriousness about
wargaming that approaches masochism. There's an
astonishing, and overbearing, amount of detail here.
But this isn't that vivid, splashy Master of Orion detail
or the rigid, elegant spreadsheet detail of a game like
Stars where every number plugs neatly and obediently
into the system. This is the sort of detail that involves
taking a deep breath, plowing through the interface for
a few hours until it's moderately familiar, and then
really getting down to brass tacks.
You'll have to print out tables from the online reference
and study them. You'll have to thumb through the
barely adequate manual with its barely adequate
index wondering where you saw that passage on
Concussion Weapons or Construction Capacity.
You'll have to run tests to figure out stuff like how
power works, which
resources are
important, the best
ship designs, the
distinctions between
the different guilds,
and even what
exactly the victory
conditions are.
But once you've ascended this formidable
learning curve (actually, it's more of a cliff),
you'll find quite the game waiting for you at
the mountaintop.
Malkari is a turn-based contest over two asteroid belts spinning away like
shattered train wheels. This constantly shifting map is one of the most
maddening and intriguing aspects of the game. Imagine the geopolitical
implications of Washington D.C. gradually swapping places with Madagascar
and you get an idea of how Malkari plays. The asteroid mining premise
glosses over concepts like population growth and colonist morale. In fact, the
only sign of life is a shipbuilding resource
referred to as "organics". Research is
streamlined so that you discover advances
based on the things you build. As the game
progresses, you earn points to gradually steer
the direction of your research.
The heart of the game is setting up mining
operations, designing ships, and managing
fleets. To exploit an asteroid's resources, you'll send ATVs crawling over its
surface to squat in choice areas and suck metal or generate power to refuel
visiting ships. The ship design is easily the most sophisticated you'll find in
any space game, with each guild having its own unique components.
This is where the bulk of the game balance is hidden. Because ship designs
can vary so widely, combat is a tense game of matching strengths against
your opponent's weaknesses. Battles (both on asteroids and in space) are
fluid and extended, with lots of thrusts, parries, retreats, and advances spread
across several turns, all played out on the
same maps as the actual game. This lends
Malkari a much more epic and immediate feel
than games in which stacks of units dual to
the death on a separate tactical screen.
Malkari is shot through with bad graphics
rendered in stiff, unaccelerated 3D. At least
the displays are uncluttered and can be
strained through several filters. A robust message system alerts you to as
much or little information as you want. The interface could have used a bit
more polish in some areas, particularly at the asteroid level, which requires far
too much micro-management. But considering the complexity of the
game-specifically, the shifting asteroid map--Interactive Magic has done an
impressive job of making everything manageable.
It's a shame that this is the company's last
non-online game. I would have loved to have
seen this design team's future projects.
Instead, Interactive Magic has gone out with a
polyphonic swan song as intricate as a Bach
cantata. Malkari is guaranteed a long
hard-drive life among hardcore strategy
gamers who can stand the delicious abuse of
being buried under detail, complexity, and
nuance.-- Tom Chick / GamePro
Got an opinion about Malkari? Or maybe know a good cheat or strategy? Share it with the world!