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- ║ BLIZZARD ENTERTAINMENT'S "PAX IMPERIA II" ║
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- Note: screen shots of this game are available in this magazine; file-
- name is PAX2.EXE. To view, simply type PAX2 at the DOS prompt. You will need
- a VESA-compatible Super VGA monitor. These screen shots are from the prelimin-
- ary Macintosh version. They are all at 640x480 resolution.
-
- VGA Planets and Spaceward Ho!, two strategy and conquest games set in
- the far reaches of space, both have a massive following. But what came before
- them? What inspired these two games to the great pieces of software they are?
- Well, it may have been Pax Imperia, which was, unfortunately for PC users, a
- Macintosh-only game. It was very popular in the Macintosh community, but word
- never really spread into the PC area (possibly the only good game ever to re-
- ceive this dubious distinction).
-
- Blizzard is looking to change that with Pax Imperia II. Basically, it's
- a huge game of building an empire in space. This is common ground, explored in
- many games such as Master of Orion, VGA Planets, Stars!, even Wing Commander Ar-
- mada, but Pax Imperia II puts a whole lot of twists and complications into it.
- At its most basic, you'll have to explore new worlds, build colonies, develop an
- infrastructure, hold meetings with other races, and, if necessary (or if you
- want), blow other races off the face of their planets.
-
- Pax Imperia II will feature some things that should set it apart from
- other games like it. Blizzard claims that diplomacy will actually work in this
- game as a tool for conquest, unlike the halfhearted peace treaties that many a
- player signed in _Civilization_, only to realize to his or her dismay that the
- game gives huge amounts of points for conquering the entire world by force. Up
- until now, no game has offered diplomacy as a viable alternative to guns.
-
- Similarly, trading will play a major part in a player's success. Many a
- player in need of supplies can simply barter for more. Players with plentiful
- resources will be able to trade solely for profit. Each different race will
- live on different types of planets, which will have different types of minerals
- and natural resources. Therefore, there are many lucrative trade routes that a
- player can devise.
-
- Diplomacy will also be important inside your own empire. Again, Pax Im-
- peria II is innovative. Rather than the player representing a single supreme
- ruler, s/he represents a governing body, made up of many politicians who make
- all the decisions. If you offend too many people, there may be rebellions and
- other unfortunate events. All this diplomacy really adds a whole new dimension
- to the galactic space conquest game.
-
- Research and ship building, imperative as always in games such as these,
- are incredibly detailed. There are over _one thousand_ different items to re-
- search, and the game's database features a full paragraph of information for
- each one! In addition to the very interesting and informative paragraph, each
- item features a nifty diagram illustrating what it should look like, plus a
- graph or two of important information. There are ten categories of items to
- research: materials, environmental, power generation, physical, weaponry, ins-
- tallations, shields, bio-sciences, sensors, and industry. There is a lot of
- replayability built into the research, too, because not all races can get all
- the gadgets, and there are simply so many items that there's no way you'll get
- to all of them in your first game.
-
- To illustrate the depth of this incredible research system, here is the
- paragraph describing Molecular Composite Alloy, a type of starship hull metal.
- "A high density interlocking molecular alloy with an ability to withstand both
- heat and physical stress. Molecular Composite Alloys are extremely useful as
- hull materials for combat ships in the 25,000+ tons category. Reports indicate
- a critical flaw in the molecular stability of the alloy beyond critical mass
- densities, suggesting an upper limit to attainable hull size."
-
- Ship design is even more detailed, and could be a game in itself. The
- main design screen is very streamlined, hiding a design engine that is orders of
- magnitude more detailed and interesting than ship design in, say, VGA Planets,
- Master of Orion, or Rules of Engagement 2. Each ship is rated in many different
- areas, including defence, attack, sensors, cost, power, hull usage, dispersal,
- range, star speed, tac speed, displacement, crew, colonist and cargo capacity,
- class, purpose . . . you get the idea. In addition, you can select the indivi-
- dual components of the starship (after you've researched them, of course), in-
- cluding fuel, repair bays, drives, powerplants, hull type, armor, shields, wea-
- pons, and sensors. You can designate a ship's purpose, and name it yourself.
- For players who just want to get to the meat of the game, the detail is all lay-
- ered intelligently so an impatient player can just outline the basics and let
- the computer decide on the details.
-
- The overload of data is present everywhere in Pax Imperia II. Hardcore
- gamers will delight in the information screen for colonies, which shows a nice
- picture of the landscape, plus vital info such as population, efficiency, value,
- shipbuilding capabilities, combat capabilities, and more. There are graphs a-
- vailable on things like mining, food, research, commerce, industry (light and
- heavy), bases, and shipyards. You can set a colony's priorities and economic
- policies, tinker with its import/export ratios, decide what minerals to mine and
- sell, etc. SimCity and SimEarth fanatics will delight in this incredible amount
- of detail.
-
- Finally, no space combat game is complete without combat. There is lit-
- tle information available on the combat engine. All we know is that it's on the
- fleet level, with the player as admiral, ordering the general formations and
- attack plans. Depending on the admiral's skill, you may or may not be able to
- issue additional orders. The combat is _not_ on a tactical scale, but rather on
- an operational/strategic level consistent with the rest of the game. It is un-
- certain whether there will be ground combat or not.
-
- If the gameplay comes off well, Pax Imperia II will be a hardcore gam-
- er's dream come true. With all the detail, all the options, and all the replay-
- ability, this game will offer hundreds of hours of enjoyment to such players.
- But for the more casual gamer, the detail is spread out so intelligently that
- they should be able to ignore all the little stuff and get on with the game.
- Hopefully, Blizzard will be able to pull this off. If they can, they will al-
- most certainly have a huge hit on their hands. Stay in touch!
-
- ╔═══════════╡ Summary ╞═══════════╗
- ║ P A X I M P E R I A I I ║
- ║ BLIZZARD ENTERTAINMENT ║
- ║ Projected release date: Unknown ║
- ║ Suggested retail price: Unknown ║
- ║ Platforms: MS-DOS ║
- ╚═════════════════════════════════╝
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- ║ TAKE 2 INTERACTIVE'S "BATTLECRUISER: 3000 A.D." ║
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-
- The mere thought of Battlecruiser: 3000 A.D. conjures up the vision of
- the word "vaporware" in one's mind. The game has gone through five years of
- development, with nothing to show for it but a few screen shots. But recently,
- those screen shots have become part of a game that is very real, and is sched-
- uled to come out surprisingly soon (within the year, hopefully).
-
- Battlecruiser: 3000 A.D., which has been picked up by Take 2 Interact-
- ive and is being designed by Derek Smart, is a gargantuan strategy/simulation/
- roleplaying game. Basically, the player is the captain of a huge battlecruiser,
- hence the title, and gets to control pretty much every single detail about this
- dreadnought. You order around, clone, fire, hire, pay, etc. etc. your crew, who
- will in turn help you manage the ship. You can fly around in shuttles, inter-
- ceptors, etc., and control ATVs, marines, probes, etc. There is also rumor of a
- foot soldier combat module for boarding actions, a la _Rules of Engagement_ and
- _Breach 2_.
-
- Nothing is free in this game; money is always a concern. You will need
- to repair or replace damaged parts or vehicles; hire crew; replace ammunition
- and fuel; etc. The cruiser has many accomodations that need to be kept in good
- repair, including guest rooms for visitors, the brig for less dignified visitors
- (you better keep this in good condition, because jail breaks are a possiblity in
- the game!), crew quarters for the men, etc. etc. The game is so extensive that
- it might actually justify two or three years of development, if not five.
-
- This is yet another game that makes use of a world that is truly alive.
- For instance, if two worlds declare war on each other and you ignore it, that
- war will still rage on and affect other worlds, even if you never witness one
- battle of it! In other words, the world keeps going, regardless of whether or
- not you're there to witness, instigate, or participate in it.
-
- Battlecruiser: 3000 A.D. is a game without much glitz or multimedia. To
- be sure, it has great graphics, but no full-motion video, no big-name actors,
- nothing like that. This is a game for the serious gamer. Currently in its al-
- pha stage, it already looks as if its open-endedness and realism will provide
- hours of enjoyment. Look for this one. If you're a hard-core gamer, you're
- gonna love this one if it turns out right.
-
- ╔══════════════════╡ Summary ╞══════════════════╗
- ║ B A T T L E C R U I S E R : 3 0 0 0 A. D. ║
- ║ TAKE 2 INTERACTIVE ║
- ║ Projected release date: January 1996 ║
- ║ Suggested retail price: Unknown ║
- ║ Platforms: MS-DOS CD-ROM ║
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