Sudden Strike II, like its predecessor, is a real-time strategy game set in
World War II. It is not, however, a wargame that takes place in real-time.
This may at first glance appear to be not much of a distinction, but if you're
looking for a latter day Close Combat you won't find it here. Sure, you
get hundreds of World War II era units from all of the major combatants, but
they are inserted into a very average RTS, a game that both war and strategy
gamers will find frustrating and unsatisfying.
I hesitate to use clichés in reviews, but there is one that is so appropriate in
this case that I'll have to make an exception: Sudden Strike II is a case of
"missing the forest for the trees." The designers did a lot research into
the equipment available during the war, providing unitsfor armor not typically
seen in games such as the Sturmtiger, T-26, and the chi-ke. The
game's box claims that there are more than 150 unit types available, although
very curiously they are not listed in the manual or within the game. Each
unit in the game is modeled taking into account factors such as range, armor,
speed, and vision, to name a few. In addition, infantry comes in many
forms: riflemen, machine gunners, officers, and bazooka gunners to name a few.
Each infantry unit is an individual soldier, with his own level of experience,
ammunition, morale, and health. However, in spending so much time caught
up in unit details, the designers missed out on bigger picture game aspects such
as unit command and control, AI, and even historical accuracy.
The
issues with Sudden Strike II begin at the interface level. You can have
literally hundreds of units in a scenario running through jungles, forests, and
urban environments, and keeping track of them all can be quite an exercise.
The units are small, quite often get lost in the scenery, and are often
impossible to distinguish from one another by sight. Even if you select a
large number of units, you are not given any information on the units selected
and still must select an individual soldier to find out his specialty and
status. The game allows you to select all of the units currently visible
that are of the same type with a double-click, but this does not help much.
There are not enough group keys available for you to create balanced squads or
even large groups for each unit type. Not that this would help much anyway
as you can never really tell what you are up against since the enemy's units are
as tiny as yours. So, you are stuck moving around huge blocks of units and
primarily performing frontal assaults on the enemy. A game of this scale
really needs some sort of command and organization scheme - there's a reason
that generals don't micromanage the movements of their units in the field.
Unfortunately adopting human wave tactics is not enough to free you from
micromanagement. The pathfinding is so bad, that your human wave will be
spread all over the map if you did not monitor its progress nearly every step of
the way. There are always units that decide that the best way to get from
Point A to Point B is to visit Points C, D, and E on the way, even though the
route might take them across two bridges and through an enemy camp on the way.
Units also have a very difficult time navigating gaps, and stuck units and
traffic jams are common occurrences.
For all the game designers' research and modeling of units, it seems that they
neglected to balance infantry versus armor combat. Infantry has a pretty
easy time with armor, tearing apart hard targets that happen upon a squad of
soldiers. In one case, I saw a group of three armored halftracks full of
soldiers reduced to a smoldering pile of metal by a group of about ten infantry
- and they weren't even armed with bazookas. This brings us back to the
human wave tactic. You might as well group all of your infantry together
and methodically move them across the map, overwhelming anything that the enemy
can put together.
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