War at Sea

by WorldVillage Software Reviews, published Friday, March 31st, 2006 at 9:39 am

SEA SICK STRATEGY


A Review of War at Sea




by Aaron Tarvin

Let’s face the facts. CD-ROM’s are much cheaper to make and ship than having

several floppies, so you would be hard pressed to find a newly released game

not on a CD-ROM. Some companies have re-released floppy versions of their

games

as new CD-ROM packages, offering something extra: speech, supplemental

mission packs, and so forth. Others throw several games into a “special

CD-ROM”

addition, offering nothing extra but the convenience of having many games on

one CD-ROM for lesser cost than buying all the games separately. “War at Sea”

by Quantum Quality productions (QQP), is one of these latter packages. They

took

three previously released floppy games with a similar subject and slapped

them

on a CD. The Lost Admiral, WWII: Battles of the South Pacific, and The

Grandest Fleet all fit with room to spare on a single CD-ROM.

The Lost Admiral (TLA) is one of the most successful of QQP’s strategy games.

First released back in 1991, it may still remain on some gamer’s hard drives.

That’s assuming they didn’t replace it with the Lost Admiral II, which is

what QQP should have done in putting together this collection. Of course, TLA is

a strategy classic, but there are many more games on the market today that

provide better graphics and sound.

However, TLA is a superb strategy game.

The gamer must learn the right combination of ships to win each scenario

(and no, it isn’t just a fleet of battleships). Carriers play a lesser role

than one would expect, but then again, this game glorifies the ships and not

air power. Like most strategy wargames, you are given a certain task in a

scenario and you must attempt to fulfill it. Of course, totally annihilating

the enemy will almost assuredly win the objectives, but you must be conscious

of them. Ports have assigned point values, and are valuable if you can hold

on to them. Despite the fact there are no options for multi-players, enemy AI

is very good, and there are enough realism options to keep even the most

seasoned strategy veterans involved.

Released back in 1993, QQP’s WWII: Battles of the South Pacific is not for

the

casual wargamer. This is one game in which the player must be able to control

all phases of the action while still keeping a cool head.

Nearly a dozen

historical scenarios await unsuspecting strategists, tempting them to attempt

to change history. The graphics and sound are minimal, so as not to distract

the gamer from the task at hand. Aircraft play a very important role as

scouts and long-range strike forces. But don’t be mistaken, there are over

two-dozen unit-types at your command. The scenarios are very historically

accurate and are a blast to try. The AI is very good and provides a challenge

in every scenario. There is also a two-player hotseat action if you want to

challenge a buddy.

The most recent of the trio of games from QQP, and in this reviewers opinion,

the best of the three, is The Grandest Fleet (TGF). Released in 1994, TGF

captivates players for hours of game play. The graphics and sound are

excellent, and the attention to ship detail is superb.

The focus here is on

the ships of war, and some would say that TGF is the sequel to The Lost

Admiral. Those that have played both games will see the similarities, but

it doesn’t take long to realize TGF is a superior product. Three types of

play are available: a historical scenario, a random battle, or a campaign.

Starting with one or more cities, the player expands his way across the map,

revealing new territory to plunder. The game revolves around capturing

cities and developing them into efficient production machines to help your

war effort. Of course, your fleet must be powerful enough to not only take

over cities, but to defend those already acquired. Carriers play a much more

vital role than the ones in The Lost Admiral, as their planes are a mighty

offensive weapon.

Cities developed enough can produce ’super ships’ which

greatly increases the power of the fleet. These super ships are more improved

variations of the five major ship types (Battleship, transport, etc..). It is

usually a good idea to try and get some super battleships added to your

arsenal before the enemy has time to defend against them. Just as the other two

games, game play is turn based. The AI is strangely unchallenging, but fortunately

QQP has provided another avenue. Multi-player options add an entirely new

dimension to the game. Not only is a hot-seat available, but two-players can

go head to head via modem. I can’t emphasize enough the difference in playing

a human opponent.

Unfortunately, I am not a big fan of multi-game CD packages, due to the fact

rarely are all the games worth buying. If the original Lost Admiral was

replaced by the more current Lost Admiral II, I would be raving about the

quality of the software.

It just seems they are trying to get something out

of a game no longer worthy of the display shelves. The CD in this collection

is just used as a form of cheap medium for transport, since each game

installs fully to the hard drive and the CD is never accessed for game play. My

recommendation would be for potential buyers to only consider the purchase if

they would like 2 out of the 3 games and don’t already own any of them.

There are better single products on the market, but for the small retail

price ($24.95), it would not be a bad collection to own.




Gamer’s Zone Scorecard












Product:

War at Sea


Company:

Quantum Quality Productions
495 Highway 202
Flemington, New Jersey 08822
(908)788-2799
qqp@aol.com






Cost:

$24.95








System Requirements:



IBM 286 or greater, 640K RAM, VGA, CD(any speed),
27 meg hard drive space, sound blaster, mouse.




Breakdown:



Fun Factor 3
Graphics 2
Sound 2
Interface 4
Replayability 3



Overall Score:






0 rating, 0 votes0 rating, 0 votes (* 0 rating, 0 votes)
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