By Ned Jordan
I'm just enough of a history buff that a game with a title like The History
Channel Presents: Civil War: Secret Missions gets me excited. Here's a game with
the potential to bring to light some of the lesser known episodes of the War
Between the States and The History Channel's support indicates both the
potential to learn more about the Civil War and that special attention would be
paid to historical accuracy. Was I ever disappointed to find that not only did
none of these expectations prove to be warranted, but that the game itself isn't
that good or fun to play.
The history portion of the game is limited to the mission introductions which
give you a very brief overview of the historical context of the mission. Unless
you're already very familiar with Civil War history, you'll have a hard time
placing the battle into its historical place in the war and its affect on the
eventual outcome. Making matters worse, there are no debriefings after the
missions, so you're not given any idea as to how your actions impacted the
battle or compared to the historical outcome. There's no connecting historical
narrative between the missions either, leaving the missions as more of a
disjoint collection of small scale shooting matches than an ongoing campaign in
a great war. The History Channel has a lot of experience in producing detailed
and fascinating historical documentaries, so there's no reason why the history
in the game should be so light and so blandly presented.
The general lack of effort put into the game extends to the gameplay as well.
First of all, for a History Channel production the game is packed with a
surprising number of historical inaccuracies. The weapons are far too accurate
and their range ridiculously long for Civil War era arms. Furthermore, the game
inexplicably makes firing from the hip more accurate than aimed shots. When you
hold a weapon at your hip you're given an aiming reticule that turns red when
placed over an enemy, even when you can't even see the enemy soldier. When your
reticule turns red, taking out the enemy is a simple matter of firing until you
see the reticule turn white again. On the other hand, when you try and take an
aimed shot, you lose your aiming reticule. Hitting an enemy with an aimed shot
becomes further complicated by the fact that you need to be able to visually see
your enemy and that it takes constant adjustment of your aim to stay on target.
As you can probably guess, there's no reason to take aimed shots in the game.
You instead simply need to sweep your weapon until the reticule turns red, fire
a few shots until it turns white, and then sweep it around to find the next
enemy.
And then there are the grenades. I don't remember ever reading anywhere that
modern style hand grenades were available in the Civil War, but you begin each
mission carrying ten of them. They work in exactly the same way as grenades do
in any World War II or modern shooter – just toss one at the enemy and watch the
explosion send them flying. Strangely enough, you seem to be the only on in the
war with access to grenades. I don't remember ever seeing another soldier,
friendly or enemy, use a grenade in the game.
The game also periodically gives you the opportunity to man a fixed weapon,
but they're just plain ludicrous. Gatling guns never jam, overheat, or run out
of ammunition, so you can just sit there with the trigger held down spraying
everything with bullets until the game decides to stop spawning enemies. Even
more ridiculous are the cannons, which in this game can be manned by a single
gunner without the need to worry about such annoyances as loading the powder and
cannon ball between each shot.
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