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Tour of Duty '44
MOD for WDK 2K
DEVELOPER
: Boku Strategy Games
PUBLISHER : Shrapnelgames
MOD AUTHOR: Ed
Marshall
System Requirements
Pentium 133, Win 95/98, 30MB HDD space, 24MB RAM, 16-bit color 800x600
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Recommended
Pentium 200MHz, 48+ MB RAM |
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Ratings
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| Other/Notes
This is a modification, therefore please see the original
game review for the numerical ratings,
and the text for a discussion of the differences.
Pros: Still a great editor, AI still strong. Lots of
data entered for WWII units.
Entertaining scenarios.
Cons: There's a huge assortment of other titles out there to suit your
particular WWII wargaming needs, usually for much cheaper or even free.
Overall:
4.9
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It's really discouraging when a good idea goes almost unnoticed. When WDK2K
came out, I was terrifically enthused. It's a fun tactical skirmish game
set in the future, with a strong AI and a fantastic editor. Therefore it
wasn't long before a number of modification ("mod" in the gamer's parlance)
projects got started.
But, as we all know, it's much easier to start such a project than finish it
(the reviewer glances guiltily at his own long list of half-completed
tasks....). That's why I was so encouraged when Shrapnelgames sent me the
first commercial expansion to WDK2K, Tour of Duty '44. In ToD44, the 21
scenario linked campaign recounts the activities of an American infantry
platoon from the landing at Omaha beach to the battles at St. Lo.
A great deal of work has gone into the broad mass of data, converting this
Sci-Fi engine into something more familiar to fans of The Longest Day.
There are a huge number of well-drawn vehicles, units (30+ infantry types),
guns (including the inimitable '88) as well as a major amount of new
terrain. This alone makes it interesting for wargamers interested in
playing out small scale "what if's".
Aside from this, the same things that were good with WDK2K are good here: a
strong non-scripted AI makes single player battles interesting (as long as
the human is on offense) whether they are the canned scenarios or
user-designed. PBEM support is great for those of us with crappy modem
connections. But the counterpoint is also true; the lack of a 3rd dimension
is somehow more nagging in something attempting to portray reality even
vaguely - as long as the game was about 'space marines' it didn't bother me.
The friendly fire issues are, frankly, broken and it requires a trip into
the editor to fix that. (Example: landing at Omaha beach. Granted, there
are a TON of guys on your side in this one, and many of them won't make it
across the map, so it's less of a problem later. But I had at least 5 guys
(!) killed when the soldier directly - 6' - behind them was shooting at a
distant bunker and they accidentally put one into the back of their
comrade's head! Whups! And this isn't counting the flamethrower incident.
That one was my fault.)
The scenarios start with the aforementioned slogging run up the landing
beach, into the teeth of murderous MG fire from heavy-fortified pillboxes.
This is a little tough as the first scenario in a series - a training run or
something might have been better to warm the player up, as the realistic
weapon performances make this a rather brutal introduction to the game.
Nonetheless, as your men manage to get some warm bodies up close to the
bunkers, taking them out isn't too tough. Then you are left with whomever
survived to take on the next battle. Your soldiers improve with experience,
and husbanding the skilled fellows results in a quite realistic casualty
level among the new guys. It's not a complicated formula, and the maps are
balanced enough to keep the player at a reasonable level of anxiety. (Until
the Panzers show up, then abject terror would be more appropriate.)
However, this genre is a very, very tough one in which to survive. I would
wager that there is no "war-historical" field with more titles already
extant than WWII, and this is what, on balance makes it a tough game to
recommend. Unfortunately, it's a reality: gamers have a finite amount of
dollars to spend and a finite amount of time to spend playing the games they
buy. With the current practice of drastically marking down 6-month old
titles in so-called "bargain bins" it's hard to justify the $20 purchase
price of ToD. A quick trip to my local software outlet bore this out. Need
a fantastic WWII platoon level title? West Front (and its ilk) can be found
in the bins for $12-20. Prefer real-time tactical? Close Combat 1-whatever
are there, too: $15. Or, if you absolutely MUST have tactical, WWII combat
mano-a-mano Shrapnelgames itself sells what I consider to be one of the most
enthralling games ever: 101st Airborne. Price? $20. Steel Panthers World
at War is available for a FREE download. All of these games, in one
incarnation or another, have won SGO's Editor's Choice award. True, none of
them offer the editorial abilities of ToD, and that is a strong selling
point in its favor. But is it a convincing one? Ultimately, that's the
buyer's choice.
I liked WDK2K a lot; I still think it will push the bar higher for other
commercial companies in terms of 'what is required' in games and their
bundled editors. But facing the prospect as a consumer, trying to figure
out where I'd hand over the sawbuck that's burning a hole in my pocket? I'd
think carefully about what I want from a game before handing it over for
ToD'44.
If you like to comment on this review, please post
a message at the forum.
Reviewed by Steve
Lieb
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