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Review by Shiuming
Lai and Wiesbaden Gaming Lab, Germany
UK-based Creature
Labs is very proud of its latest game development,
carried out for Infogrames, so much so that
it sent us an import copy of the North American
market Atari Revival pack for PC, featuring among others its
new millennium take on Atari's Warlords.
Now anyone over
the age of 25 will probably hear alarm
bells. People still like listening to old
records, because the teeny bopper renditions
and trendy re-makes blighting the
charts are so dreadful. Games are no different
and messing with a good
formula often ruins a classic.
Preconceptions
aside, let's see how this shapes up. First things
first: the box is gorgeous. Glossed, embossed
and a holographic type reflective surface on
the front which produced nasty streaks
when scanned, so here's the somewhat less sparkly
back for you to
enjoy.
How
many Atari gaming fans could walk into a shop
and pass that one up? Upon closer study of the
packaging and contents I had a sense of déjà
vu... Missile
Command was produced quite a while ago, under Hasbro's ownership
of Atari. I remember getting a demo of this
from a magazine cover CD, playing for about
30 minutes and coming away disappointed with
the graphics (restricted to
640x480, most annoying) on what should have
been a stunner, given the undemanding nature
of the game logic itself. Someone should also
tell Infogrames that the "cosmetically-enhanced" Atari
logo it inherited from Hasbro is naff! The cheesy
rounded box has been dropped
but the Fuji symbol is still out of proportion
at the sides. If old Atari gamers are part
of the intended target audience then this will be seen
as sacrilege... Fortunately the official Atari
web site (http://www.atari.com)
has the correct, classical form of the
Fuji, exactly as it made its mark in popular
culture.
In
the deep end I'm not about to explain
the original concept of each game, I'll assume
if you're reading you already know. They're
not very complicated anyway.
Combat
was installed first. Part of my first experience
with Atari was playing this on the VCS, 20 years
ago, getting soundly thrashed and being amused
that if two tanks were lined up face-to-face,
it was possible to deflect each
other's shots by firing them back out as they
entered each other's gun turrets!
This
update boasts 3D graphics, lots of power-ups,
a range of tanks with different handling characteristics,
and
network play via LAN or internet. Conceptually
it is like a 3D Gauntlet, each of the maze levels
being interconnected by a portal orb that you
have to find in order to exit the level. As you can see from the box
it includes "...the original Combat for
the Atari 2600" though I'm not sure where
despite having checked the game options and
manual several times. For beginners there is
a training mode supposedly based on the original
levels from the VCS version but it's still 3D
and I think this is slightly stretching the
definition (if someone knows there is a "real"
original version hidden in here please tell
us where).
Right
from the start I noticed a lot of niggles about
this game which interrupted my getting into playing it.
Not a good sign, after all, the charm of the
old VCS games was their pick-up-and-play quality.
First annoyance was having to re-start the game
after changing up from 640x480 (very chunky
on a 21" monitor) to the maximum 1,024x768.
I chose the first level to evaluate its basic
game quality before delving into other
features. Look at the screen-shots below and
you can see it's done in a first-person style
3D. The graphics immediately appear bland and
lacking imagination, it all looks like a really
old first-person shooter, before programmers
got the hang of decent lighting effects.
Get
your head around the over-sensitive controls
(not to mention the tanks are now hovercraft,
therefore you also have to deal with inertia, expect
to make heavy use of the emergency brake!)
and then you're faced with the steep angle and
narrow panorama
of the perspective. It simply feels slightly unnatural
and closed-in, not helpful in a game where you're
supposed to move in all directions. Switch the view to a lower angle
and the inflexible camera tracking becomes more
evident as entire surfaces disappear revealing
the background bitmaps and polygon structures,
very disturbing. I soon got
bored: the gun-fire is a damp squib, things explode
and instantly disappear without trace, enemies
also come from off the playfield
(airborne) and then the music just becomes irritating.
For
me, Combat doesn't cut it as an action game,
it didn't hook in the first five minutes and
there isn't the arcade feel. It lacks conviction in its
design and execution. Too
bad because first impressions count and there
was promise and potential - I wasn't
compelled to try the other game options, how could they
bring any improvement if the fundamentals are
not right?
In
my frustration with Combat I installed Warlords,
hoping the distraction would allow me to sub-consciously
"get it". To keep my main machine
free so I could write my review in "real-time"
I installed it under 98 Second Edition on a spare test machine consisting
of a PIII 600E at 781 MHz, 256 MB RAM and 32
MB Creative GeForce 256 DDR with NVidia's
latest WHQL certified reference driver and Creative's
Display
Director to pump up the core and memory clocks
to 135 MHz and 333 MHz respectively. First,
to get in the right frame of mind, I loaded
the "classic" mode (developed separately
by Digital Eclipse). Expecting an emulation
of the VCS version, I was pleasantly surprised
to find it is in fact based on the arcade version.
It's beautifully done, made to look like the
real arcade cabinet with original artwork, even
the large monitor scan-line effect is simulated, very
authentic indeed.
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That's
attention to detail. Of course,
you could get the same effect
by running the aforementioned
640x480 on a 21" or larger monitor.
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Pokey-esque
sounds blast out accompanying the frenzied
pace of action. Think street football: no flashy paraphernalia,
just raw energetic play, simple yet difficult
to master. For
fun, I expanded the atmosphere by
routing the Windows Multimedia wave device output
through a high quality
DSP reverb. This is on my main "power" machine. By this
stage I'm getting all tangled up and doing different
bits on different machines. Don't attempt to comprehend
that yet, I'll explain the significance later!
Creature Labs' updated
Warlords Installation was a breeze - in common with the
other games in this pack it requires the original
CD to be present each time you want to play.
I find this not only inconvenient, in real terms
it offers no security in this age of CD-R. Why
do publishers still insist on this outdated
method? I've already damaged my Unreal
Tournament CD beyond repair, due to its permanent
residence in one of my drives, and had to buy
it again (partly as self-punishment for
being
careless enough to wreck a CD this way
for a second time - hint: CD drives work equally
well horizontally or vertically but don't ever
change the orientation while the machine is
on and the disc potentially spinning). A program launcher comes up before every
start so you can tweak options and, more importantly,
choose the version to play (classic, which I've
just covered, or updated). Resolutions
range from 640x480 to 1,280x960, the latter
of which puzzled me enough to do some quick maths
leading to the mystery of how I manged to totally
convince
myself and others that my default desktop mode
of 1,280x1,024 is 4:3 aspect ratio rather
than 1,280x960!
Before
I knew it my "quick go" on the simple
one player against the machine match had effortlessly
idled away 30 minutes. This is much more like
it! In stark contrast to Combat, Warlords' key
to success is subtlety and dedication to craft,
it doesn't attempt to fix something that ain't
broke. The graphics are lush, look at the
screen-shots and details, the control is finely
weighted, the dynamics of the animation are
believable and there are fanatical embellishments
like the character expressions, somersaulting
upon victory and wincing when a fireball gets
dangerously close - this is what makes a fantasy
scenario engrossing. When fireballs bounce off
the sides of the playfield there is a "splashing"
effect like water, they have transparency, and
when they hit a wall, debris tumbles out, unlike
Combat where there is not so much as a shard
of space-age alloy (except for when your own
tank gets destroyed, as if to rub it in), flames
from explosions rise, giving a true feeling
of depth in the screen. Catch a
fireball, whizz it around the corner and your
hand is followed by a realistic red-hot
trail of flame, but don't hold on to it
too long or the excess energy starts destroying your own
walls, faithfully
carried over from the original.
Check
these screen-shots of the very first level.
I was immediately at home with the game mechanics
and presentation, nothing stood in my way of
playing, only enhancements like the excellent
rain effect, plasma style energy bolts, explosions
and flashes, subtle but highly effective lighting
and shadow rendering, a stirring, but never
intrusive, well-engineered soundtrack with
medieval/gothic overtones, giving precedence
to the pounding game effects. Supercharged fireball
impacts are announced with a more substantial
explosion further spicing up the audio and the
quality of the texture
maps is
also far superior to those of Combat.
On
the bonus rounds you have to shoot the dragon
by returning its own fireballs, supercharged
(by grabbing them), not as easy
as it sounds because not only does it fly around
it also swoops up and down, scaling smaller and
becoming darker as it goes near the ground and
larger and brighter as it comes up. At this
point a well-aimed fireball can fry it, do this
several times and the creature is satisfyingly
destroyed.
The
second theme (of which there are ten each with
several levels) set in a desert shows off yet more
excellent detail with a great sand-storm
effect. As befits a modern game, the various
options may be called up mid-game and changed
at will, everything from resolution (without
re-start) to toggling particle and lighting effects,
for slower machines. A neat game-play feature:
if you find yourself going cross-eyed from the
sheer mayhem of textured 3D walls, multiple fireballs, falling
stone, passing birds and so on, the grid
feature under the video options menu cleverly
draws a white 2D grid under the bricks
on each castle top, revealing itself as the
fireballs blast bricks away. Once again this
is a wonderful touch which shows the development
team hasn't got carried away dolloping on features without
a thought for their potential consequences.
There are also two types of castle bricks adding
depth to the game, larger bricks take more hits
to destroy. Straight from the old-school wisdom of
game design, as are the effects of some of the
power-ups. Use them strategically to outwit
opponents - you can enlarge (or down-size, most
unhelpful, this is a power-down!) your shield
(just like the bat in Breakout), get multi-shields,
reverse fireball trajectories, repair wall damage
or even switch castles if yours has taken too
much of a battering and left your defences
wide open. Power-ups are activated by hitting
them with a fireball, quick reflexes are needed
because only one power-up is ever on-screen
at once and its function "cycles"
so you have to hit it at the right time as well!
Ideally
a rotary controller like Atari's old paddle
devices would be most suited to this game but
mouse is a close second-best. Impeccable
rodent hygiene is necessary unless you're using
an optical model, for the precision and timing
required is not forgiving of little skips due
to dirty balls and rollers. You have been warned.
Multi-player
modes Just like the original, up to four
players can get cosy around one machine.
Alternatively, each player can have a separate
machine connected by a LAN. Furthermore,
Creature Labs has implemented a neat variation
called co-operative mode, it's essentially
tennis doubles and you have to penetrate the
opponents' walls and hit a moving target behind
to eliminate players! See the screen-shot immediately
above.
Other
touches that give Warlords arcade-like quality include the bold messages superimposed over the playfield
announcing power-ups, in the same font used
on the box. No matter how pretty the icons look,
in the heat of the action
it really helps a lot to have a verbal or written
description
to give a clear indication of what it is, apart
from the obvious ones like speed-up, which can't
be said of Combat. Bizarrely this changes
to very tiny text when counting down the start
of a new level or prompting the player to enter
a name for the high score table, not very comfortable
at game-playing distance even on a large screen.
Sometimes
you pick up a game and the attention lavished
on it is very evident, this is such a game.
You can tell the designers were aiming for something
they wanted to play themselves. Good job this
arrived after I'd finished editing and laying
out the three main features for this issue!
My
only regret with the updated Warlords,
of all the games in the pack, is a minor
one: it doesn't work with my CreamWare Pulsar
II DSP audio card, it stutters like crazy
- and there's my spare machine built from scrap
with a SoundBlaster 128 costing 100 times less
working flawlessly. The only other game I've
had so far which is also incompatible is
Mercedes Benz Truck Racing (an outstanding racer
whose 3D system was programmed by Michael Bittner,
a name Thalion Software fans should remember well). On
occasions like this I switch over to the stand-by
SoundBlaster Live! card and make do without
super-revealing D/A and studio quality effects.
Since I reviewed Combat,
I thought it only fair to give Missile Command
a closer look especially as this is the final
released version. Suddenly, perhaps I missed
it first time, I noticed an option to choose
the 3D display device (it's even in the manual
but real enthusiasts don't read manuals...). Changing from software
rendering to Direct3D opened up options for
in-game resolutions corresponding to those
available from the installed display driver
(I tried 2,048x1,536 on my main machine with maximum detail for
a laugh and it flaked out even with a 256 MB
AGP aperture but 1,920x1,440 worked a treat). D3D mode
also filters the textures, which are heavily
pixellated in software mode (hence my early
impression), in the higher resolutions everything
is sharp and the lighting effects can be appreciated.
Unlike Warlords the classic and modern
options are available from within the game.
Elsewhere, the music is great, the graphics
are nearly as good as Warlords and it has that
arcade feel, too - it has an attract mode
which was playing for much of the duration I wrote about
Warlords, so it sounded like a real arcade machine
in the background! This one is also very enjoyable
and it's growing on me. I rate Warlords as the
star of this compilation, artistically, technically
and in terms of game-play, worth the asking
price alone, with Missile Command
a close second and Combat trailing far behind.
Atari
Revival is available at Amazon.com (www.amazon.com)
for $19.99 plus shipping, that's a pretty good
deal.
Following
my review session I sent Warlords to Mad Butscher at Wiesbaden Gaming Lab, our game
testing
facility in Germany.
The WGL crew has full access to a large range
of original working Atari game systems and
an ever-growing reference library of classic
software, for the ultimate comparison.
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Short retrospective A long time ago,
I went to the supermarket with my mother. There
I always had a look at the electronic junk area,
to see if I could get another VCS cartridge. It
was the time when the console market was already
dead, but I didn't know that at that time. Normally
I found Imagic cartridges in the junk area, like
Atlantis and Star Voyager.
This time to
my suprise I found an original Atari cartridge:
Warlords. It said on the box that it only works
with paddles, but I wanted to have a new cartridge
and didn't believe it. After I pestered my mother
a little bit, I got it! At home I found out
that the message on the box was right. I owned
no paddles, so I had to give it back to the
supermarket.
This was my first
encounter with Warlords. The next was more than 15
years later when Mr XY decided that it would
be a great game for the After Eight Party. So
we had a Warlords competition on the VCS at
the party.
These days,
I've got the PC version in my hands...
The multi-player
mode After taking hours to go through the unintuitive
menus, you can finally play with up to four
players.
Unfortunately you can only choose that one
player is controlled by the mouse and the rest
have to use a keyboard. Where are the joysticks?
In the game you
have to exit the whole game to change some options.
For example if you found out that even though
you chose the key [Y] for some action,
in the game it is key [Z] (the German
keyboard is recognized in the menu but not in
the game), you have to stop the game, change
the key and go through all the menus again.
But now we were
happy to get rid of the menu and play.
The background changes every round, and at the
beginning, you have problems to recognize
the status of your castle. In some backgrounds
more than in others. The backgrounds are nice,
but it's hard to keep track. After a while
you ask yourself why it took so long to go through
the menus when there is no impact on the game.
You could choose different characters and the
difficulty level for nothing. The different
animation
of the castle-keeper isn't what you are looking
for during the game, simply because of the action
you have no time for that. After fighting hard
for more than 30 rounds, you have a nice score, but
in the multi-player mode the high score list
is not used, even though a list is shown. So the
score is also for nothing. That is a shame,
because beating a high score is a
big motivation.
So maybe you
get the idea that we totally hate the game.
No, not at all, we only hate the surroundings.
The game itself
is a funny combination of skill, concentration
and action. The everlasting funny principle
that you have to keep an eye on three opponements
at the same time survived the centuries. Maybe
you cannot avoid all fireballs aimed at
your castle, so you have to concentrate on the
ones which will really damage it. For collectors
it is also interesting, the package is a welcome enrichment
to you room.
You need some
rounds to come in the game, but that's normal.
Then, you learn to catch a fireball, which gives
you more tactical possibilities. When there
are four fireballs on the screen, catching one
decreases their number to three, this is also a
strategical element. And finally you will
even try to get the extras. The extras are tricky
to get, but add change to the game. Well "hiding
shields" is only stupid, because when your shield
is gone you can do more or less nothing,
therefore the "faster fireballs" extra
is really funny.
If you lack
human opponements, the missing players are controlled
by the computer. It's also possible to control
two players simultaneously. The computer is a fair
opponement. It is not too good and not too bad.
If you face it diagonally you have more problems
to defeat it than you face it across (horizontally
or vertically).
It needs some
time, but with some friends, you will enjoy
the game if you give them a chance.
thorsten@myatari.co.uk
Atari
Revival CD-ROM game system requirements
- Operating
system: Windows 95/98/Me/XP
- Processor:
Pentium II 266 MHz (Pentium II 350 MHz
or higher recommended)
- Memory:
32 MB RAM (64 MB RAM recommended) (64
MB RAM required for Windows XP)
- Hard
disk space: 100 MB free
- CD-ROM
drive: 8x speed (16x speed recommended)
- Video:
2 MB Windows 95/98/Me/XP-compatible
SVGA video card† (16 MB Windows
95/98/Me/XP-compatible SVGA video card†
plus Direct3D-compatible 3D graphics
accelerator recommended)
- Sound:
Windows 95/98/Me/XP-compatible sound
card†
- DirectX:
DirectX version 8.0a (included) or higher
†
Indicates device should be compatible with DirectX
version 8.0a or higher.
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Mad
Butscher A game that makes good
fun, in that way that you want to play another round, if you
are defeated. If you are out of the round, it doesn't take that long until you
can try again to do better.
That's what counts in my eyes.
The environment is not intuitive and too complicated for the simple game-play.
The up-to-date graphics sometimes makes it hard to keep track of your status.
Gunnar In
my opinion Warlords is a "real
revival" as it is promised
by the box of the compilation.
This
simple however good principle
of playing was nevertheless
forgotten over years. But the
game began soon to bore me and
I rather put in the 21 year
old Warlords cartridge of
my VCS console. With the good
old paddle controllers, simple
but clear graphics and the same
principle of playing I enjoyed
the game.
I
do not need a PC to play classic
games and I doubt that the name
Atari is getting new fame with
such games.
Jan Basically,
I think the idea of Warlords
is good, it is something different
and as I didn't know the VCS
nor the arcade version it was
absolutely new for me (if I
remember correctly there
isn't anything like that for
any other computer system).
In multi-player mode with at
least three players it is quite
some fun.
At
first I had some problems with
the controls (mouse is probably
the best), but after I got used
to it I wanted more. The graphics
are nice, but sometimes too
detailed, so it is hard to keep
track of what's going on. Really
annoying is the user interface
- the menus are complicated
and not intuitive. And not to
forget the classic version,
which is unplayable in my opinion.
All in all the Warlords principle
is nice, but they could have
made more of it. It is sufficient
to have now and then a fun game
if there are three or more people
around and no LAN (we didn't
test the LAN abilities, and
internet play is missing).
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