Conflict: Desert Storm is a tactical shooter that is pretty light on the
tactics. It can't really be called an arcade-style shooter either, as it
lacks the frantic action that usually marks that class of games. What you
have here is a mediocre effort that won't be of much interest to fans at either end
of the realism spectrum.
Conflict:
Desert Storm takes you back to Iraq and Kuwait in August 1990 and puts you in charge of a squad of
up to four special forces soldiers. The game is a series of 15 missions
which require you to accomplish a few objectives and then move to an extraction
point. These objectives include rescues, demolitions, and safe escorts.
You can fight for the British SAS or US Delta Force, but the only difference
your choice makes is the color used on the soldiers' uniforms. The game is
played from a third person perspective, but a click of the right mouse button
will provide you with a zoomed, first person view. When you have one than
one soldier in your squad, you can switch between them to take control of any of
the squad members.
The first real problem with Conflict: Desert Storm is control. The
mouse is used to control your view and to aim your weapon, and both actions are
frustrating, but for the exact opposite reason. When you use the mouse to
turn or change facing you spin like a mad dervish, which can be very
disorienting. Imagine turning a corner in a building to see someone
rushing at you, and after shooting him dead realizing that you had spun over 180
degrees instead of 90 and just killed a squad mate. It actually happened
to me while playing the game.
Aiming suffers from the complete opposite problem as turning; the mouse
movement is not sensitive enough. Lining up shots is an exercise in
frustration, especially given the AI-controlled enemies' penchant for standing
out in the open, challenging you to hit them. Imagine trying to hit a
target on shore from the deck of a boat after you've knocked back a few beers
and you'll get the idea.
Control
problems also extend to the game's interface, which features one of the
clumsiest inventory systems ever to appear in a tactical action game.
Holding down the [Shift] key displays a list of inventory items and weapons
directly on screen. The list shows about seven items at a time, which is
never enough to show you the whole array of weapons, medkits, and special items.
This forces you to constantly scroll through the list looking for the item that
you need. This is made even more frustrating by the fact that there is no
organization to the list, and you'll have to dig between your guns and grenades
just to locate a medkit. To change firing modes for a weapon, you need to
go through the inventory, find the weapon that you want, and keep clicking on it
until it is in the desired mode - even if that weapon is already armed.
Why should it require so many steps just to use the grenade launcher attached
to the rifle you're firing? The final point of frustration is that the
movement keys are mapped to the inventory list when it is open. If you
take fire while digging for a medkit and react by trying to move away, you'll
only send your list madly scrolling while you take a few bullets.
The squad command interface is limited and awkward to use. Orders are
given from the main screen by pressing [Alt] and then entering a string of
letters to give a command. For example, to order a soldier to a new
position, you must hit [Alt], followed by [Page Up] and [Page Down] to select
the desired man, press [a] to give an advance order, click the mouse at the new
location, use [q] and [e] to specify his facing, and then hit [a] to confirm the
order. Trying remembering all that under fire. It's far better just
to have your entire squad follow you around the whole mission.
The game curiously limits you to only two saves during a level. This
would normally be an issue as game designers should always let the player decide
how much saving he/she would like to do during the game. However, in this
case saving mid-mission is not critical. First of all the AI is not very
smart, and likes to come right towards you and then stand at about 50 yards
away. It always does this out in the open, be it a road, city street, or
open desert, completely ignoring any available cover. Secondly, you never
really die in the game. If you run out of health, you only need to switch
to another squad member and have him apply a medkit to his fallen comrade and
he'll be good as new.
In The End, This Game Hath Been Rated:
54%. It doesn't cut it as a tactical sim or an action shooter, leaving
you with a strictly mediocre title.
System Requirements: Pentium III 450; 128 MB RAM; 32 MB
Video RAM; 8x CD-ROM; 930 MB Hard Drive
Space; Mouse.