Unity of Command review

Unity of Command review thumb

This game doesn’t come with conventional AI. Buy it, and the Croatian devs mail you two giant, powder-filled jiffy-bags, one labelled ‘Ferdinand Fuchs’, the other ‘Boris Bastardov’. Open these, add five gallons of vodka to the Boris bag and five gallons of schnapps to the Ferdinand, then stand back as two super-sly Ost Front generals materialise in front of you.

OK, that isn’t 100% true, but there are times playing this exceptionally ergonomic hex wargame when you do have to remind yourself that you’re not up against a real-life Zhukov or Manstein. When you’re blitzkrieging towards an objective and realise the enemy has just sidestepped your assault, nipped into your rear, and severed your supply line. When a row of pummelled foes pulls back to man more tenable positions. When Ferdinand pickaxes a neat hole in the weakest section of your front, then pumps Grossdeutschland supermen through the breach… at humbling moments like these, the years that have gone into this two-man indie effort really show.

Unity isn’t just smart, it’s also flavoursome. There’s an unmistakable Eastern Front tang to the 18 scenarios that make up the two campaigns. As the CO of Army Group South you’ll have to learn to put up with partisan hassles, air superiority-negating blizzards, and fragile Romanian, Hungarian and Italian allies. Serving Stalin means accepting the innate inferiority of Ivan infantry corps. Whichever side you select, no advance is likely to commence without a long hard look at the supply map.

Unity of Command review

Basically, it’s Red Orchestra played from space.

The barrels that automatically radiate from controlled railways and supply hubs are the lifeblood that keeps Tiger tanks tigerish, Katyushas kataclysmic. Much of the time, generals aren’t looking to smash enemy units in one fell swoop, they’re out to encircle and suffocate them over two or three turns. Unity – like the 1942-43 operations that inspired it – is all about turning bulges into pockets, salients into corpse-strewn kessels.

More in tune with its subjectmatter than recent peer Panzer Corps (PCG 231), the game has a similarly trim interface and old-fashioned approach to campaigning. Because 2×2 have plucked their pleasingly petite battles chronologically from history, early campaign episodes aren’t necessarily easier than later ones. Continuity is provided by a simple victory points mechanism: winning quickly in early outings means more funds for reinforcements later. It works, but you may find yourself picturing the battle engine married to something bolder – a strat-map perhaps.

Wherever this evocative engine heads next, discerning grogs are likely to follow it in droves. Wargames this fresh and friendly, featuring opponents as formidable as Ferdinand and Boris, tend to inspire deep loyalty.

Verdict

Doesn’t overdo unit counts and under-engineer AI, unlike most East Front wargames. Wargame of the Year material.

Read More

Ridge Racer Unbounded staying in captivity for a few more months

NAMCO BANDAI GAMES Inc. can today confirm RIDGE RACER UNBOUNDED will be released in North America later in 2012 to give the development team some additional time to pack the disc with features that will truly make the game sing. NAMCO BANDAI GAMES will be making an announcement shortly outlining the new release date, pre-order incentives and a full list of features that will excite fans of the series. RIDGE RACER UNBOUNDED will be available for Xbox 360, PlayStation 3 computer entertainment system and PC.

For more information on RIDGE RACER UNBOUNDED, visit the official website at www.ridgeracer.com or http://www.namcobandaigames.com, http://www.facebook.com/namcobandai, or http://www.facebook.com/ridgefan

Read More

How one Flash game is funding the “world’s youngest dev’s” education

Sissy's Magical Ponycorn Adventure

Last year we reported on Flash game developer Ryan Creighton‘s exploits at GDC, where he was accused of cheating in front of a room full of developers. Ryan is also attending GDC 2012, but this time he’s doing a talk on Sissy’s Magical Ponycorn Adventure; a game he co-created with his five year-old daughter. I think she did most of the art.

Ryan and his daughter Cassandra developed their game at a game jam. Then Ryan put it on a website and slapped a donate button in the corner. It’s received 81.12 to date, which will all go towards Cassandra’s college education.

Within two days of release Sissy’s Magical Ponycorn Adventure was played by thousands of players. Ryan credits Flash technology with the game’s rapid success, saying it’s easily discoverable and easy to use. “Grandma isn’t going to grab a .exe and install it” he said.

CryEngine 3 at its finest (not really).

Ryan also highlighted the power of merchandise at the talk. The dev’s wife designed t-shirts based on the most popular Ponycorn sayings on Twitter, along with badges and plushies. And people bought that stuff. Ryan has even received an offer to turn Sissy’s Magical Ponycorn adventure into a TV series.

The indie dev admits he’s taken criticism for introducing his daughter to the industry so young, but takes pride in creating the “world’s youngest game developer.” Here are his reasons for doing it in bullet-point form to reassure anyone concerned.

  • “Kids should learn code from a very early age.”
  • “The industry needs more women. The women in the industry today love games and have the ability.”
  • “We haven’t had two generations of game developers yet. If you own a hardware store, you expect your kids to work in the store. Why not our kids? Untold Entertainment is the family business.”
  • Ryan spends all his time at his business and the game jam gave him extra time to spend with his daughter

 
“Do something surprising, shocking, dangerous or downright insane because life’s too short” concluded Ryan.

Have you played Sissy’s Magical Ponycorn Adventure? Was it any good?

Read More