Reviews / previews
Ever since the ancient Phoenicians fended off Greek
access to lands west of Gibraltar, men have fought
wars using wooden ships. By the mid-19th century,
with the introduction of ironclads in the American Civil
War, their heyday was over; but the romance of the
Age of Sail has never diminished. Is this your
dream-to captain a vessel, sink your enemies, move
up the chain of
command and
conclude, covered in
honors, as admiral
of the fleet? If so,
Man of War II is for
you.
The single greatest
difference between
MOW II and its
predecessor of a
year-and-a-half ago is that the new version occurs in
real-time. No more plotting your moves in turn-based
mode, watching events subsequently unfold as a
silent spectator who cannot affect the action. Now
you'll see other ships sail by as you walk the deck of
your own; and shoot straight at your vessel, if they're
the enemy. You'll be able to adjust ship direction,
sails, and fire on-the-fly. You can optionally pause the
game while switching to a strategic overhead view, but
let's face it: only landlubbers do that.
In another major departure from the game's previous
version, MOW II isn't admiral-level-only. A new
character in the Wooden Walls of England campaign begins as a Captain in
charge of a single vessel, taking orders from a Division Commander.
Successful conclusion of the campaign will restart it with you in the role of
Division Commander, giving orders to
Captains, and accepting orders from your
Admiral. If you achieve victory again, you
become the Admiral, ordering your entire
fleet in a campaign rerun. Just to make
things interesting, each campaign
run-through offers a few different scenarios,
for a grant total of thirty-two in all. (You can
also play any of the individual campaign
scenarios at any level you choose, though
this isn't recorded under your character
name, and you receive no medals.)
The game also supplies an introductory
campaign of six scenarios, in which you are challenged to repeat the
legendary Captain John Paul Jones' victories. Strategy First is planning to
upload further captain-level campaigns shortly for MOW II owners, along with a
patch for their buggy scenario editor. (It usually works well but occasionally
seems unable to load previously player-generated scenarios.)
I was pleased with the diversity of options in MOW II-the variety of shot, sail
states, battle formations, fleet orders and cannon aiming (enemy hulls, decks,
sails, guns). The interface and command set
are relatively easy to use; but if they seem
intimidating at first, try passing control of
your ship to the AI-driven
Second-in-Command. It will prioritize crew
activities, navigate, and fire guns. This
assistant handles its tasks extremely well.
So does MOW II's AI-commanded enemy.
You'll have a hard time against it in the later
scenarios, when the odds are stacked in
favor of your foes, with bigger ships and
more guns. Alternatively, you can take on
human opponents in two-player serial/null modem duels, or engage up to
thirty-one other players, each with a ship, on a LAN or via the Internet.
There is one major cloud looming on MOW II's horizon-or more specifically,
that cloud is the horizon, a 256-color one. While 256-color graphics can still
do some things very well, the display of geographical features viewed in first
person perspective aren't among them. The broad, subtle expanse of sky and
water that surround your flagship demands 16-bit color to make its point; so
does the ship, itself; and these are just what MOW II lacks.
I can tolerate the poor color and texture choices, however, because of the
game's richness. MOW II is deceptively easy to play, surprisingly realistic in
its detail, and highly addictive. Don't miss this one.-- Barry Brenesal / GamePro
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