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- GREAT NAVAL BATTLES II by SSI
- Reviewed by John Bonnett
-
- Computer Graphics Memory Disk Space
- Minimum: 386/33 DX 512k SVGA 4mb 14mb
- Recommended: 486/33 DX 1mb SVGA
-
- Control: Keyboard, Mouse (required)
- Sound: Adlib, SoundBlaster, SB Pro, ProAudio Spectrum, Roland
- general MIDI
-
- Notes: Requires CDROM drive w/ 150kb data transfer rate
-
- Reviewed version 1.0 on: 486/33 DX, 8mb RAM, ProAudio Spectrum, NEC double
- speed CDROM
-
- Reviewer recommends: 486/33 or faster, digital sound card capability
-
- I've always been a fan of naval warfare simulations, and used to badger my
- friends endlessly to play Avalon Hill's 'JUTLAND' or 'MIDWAY'. Even after
- a quarter of a century of duty with the U.S. Navy gaming naval engagements
- is still a thrill. When GREAT NAVAL BATTLES II (GNB2) came out I was eager
- to add it to my collection. With this release SSI builds on the previous
- success of GREAT NAVAL BATTLES I:NORTH ATLANTIC. Now the focus shifts to
- the Pacific Ocean, recreating the conflict associated with the American
- campaign to take the island of Guadalcanal in 1942. GNB2 starts with the
- initial American landings on 7 August 1942 and runs thru the final
- withdrawal of Japanese forces on 31 January 1943. Also this release
- mirrors the era of TASK FORCE 1942 by Microprose, inviting comparisons.
- Running GNBII gave me a series of contrasts, both good and bad.
-
- GNBII installed on my machine smoothly, even though I tempt fate by using
- both STACKER to add disk space and 386MAX as a memory manager. The game
- requires at least 587k of lower RAM free with an additional 3mb of XMS. The
- painless install program I've come to expect from SSI sucessfully detected
- my system configuration, and loaded the proper ProAudio Spectrum sound
- driver automatically. By choosing to play sounds from the CDROM I was
- treated to two different melodies, one representing the American side and
- the other playing when you choose to be the Japanese commander. Other than
- these two short pieces there is no music. The digital sounds are done
- nicely, particularly the gunfire and explosions when you are hit. Sadly,
- although it is distributed on CDROM the game installs itself on your hard
- drive, and requires 14mb of free space. For reasons that are beyond me,
- SSI used some of the 660mb on the ROM to include demo versions of RAVENLOFT
- and DARK LEGIONS. Even so this total of 19mb leaves the over 70% of the
- disk empty. This is, IMHO, a _Bad Thing_ to do. On the bright side copy
- protection is evidently satisfied by having the CDROM in your drive which
- relieves you of the odious task of having to identify an ambigious ship
- outline or looking up page X line Y and entering the first word of line N.
- This is a _Good Thing_ that goes a long way towards eliminating software
- piracy, without being a burden on a legitimate owner.
-
- Once up and running, what do you get? There are five tutorials, seven
- historical engagements and two different campaigns, one running the full
- span of 7 August 1942 to 31 January 1943 and the other, truncated to allow
- for forces to build up, from 1 October '42 thru 31 January '43.
-
- Suprisingly, there are no provisions to allow you to build scenarios, and
- modem play is not supported. If history repeats itself I expect SSI to
- release expansion disks that add other historical WWII Pacific battles like
- Midway or the Coral Sea. The lack of a scenario builder in what is
- otherwise an excellent game is a serious omission, considering the norm we
- have come to expect from computer games. After running through the
- tutorials I played each of the historical engagements, alternating from the
- American to the Japanese side. The interface runs flawlessly, with the
- screen split evenly with a highly scalable map sharing the available space
- with information and command menus. As the commander you are always
- provided with both an overview of your forces and the ability to command
- their individual actions in _great_ detail. You can let the AI control your
- weapons or drop down and aim each gun yourself.
-
- Like any simulation the preference of the designers and playtesters don't
- always exactly match mine. Some of the 'features' caught me by suprise.
- For example, if you transfer your dive bombers from a carrier to a shore
- base, there is no way to return them later. In a full campaign game I
- wound up with a useless task force because the air wing had been sent to
- Guadalcanal for use in air strikes against the Japanese ground forces.
- After the enemy was devastated, there was no way to get the aircraft back
- to the carriers for further use. Additionally, something about the
- efficiency of the damage control teams on the ships is not quite right. In
- one of my fights seven heavy cruisers emptied their magazines on one light
- cruiser and it never sank. It took a repeated series of torpedo attacks
- from my destroyer screen to finish her off. Checking the with the detailed
- damage control menu, it became apparent that the repair parties are never
- subjected to casualties, remaining at full efficiency as the ship sinks
- under them even though by that time they should have been busy abandoning
- ship. Seeing a target ship that had pounded apart, dead in the water and
- burning suddenly get underway at 20 knots to avoid a torpedo is hard to
- accept. Also in the 'hard to accept' column is the sudden report that one
- of your ships has been torpedoed by a submarine. Apparently introduced in
- an effort to balance play I found these attacks extremely frustrating.
- Your forces never detect or prosecute them either before or after they
- strike. As a result one of your key units may be crippled or sunk and you
- are denied the satisfaction of sinking their attacker. Some of the
- features are done quite well. If you tackle a scenario that has you
- playing Admiral Crutchley patrolling the waters of Iron Bottom Sound you
- either come to respect the power of the Long Lance torpedos used by the
- Japanese or you lose your entire task force. Playing either side, the
- ability of a combined strike by dive bombers and torpedo planes to wreak
- havoc will quickly command your full attention.
-
- How does GNB2 stack up against its near clone, TASK FORCE 1942 by
- Microprose ? The two year age difference shows, particularly in the
- quality of the display. GNB2 has SVGA graphics that are used from fixed
- control stations like a gun or torpedo director. The views avaible are
- brethtaking as you see salvos straddle the target in your sights. Both
- games revert to VGA resolution if you go to a lookout or bridge position
- and watch an engagement in real time. Although GNB2 includes the ability
- to capture 'video' tapes from the lookout or bridge position I've never
- made use of that particular utility, preferring to remain in map view to
- maintain control of my forces. All in all, it comes down to a matter of
- your personal preferences. I give TASK FORCE 1942 the edge for ship to
- ship slugging matches, while GNB2 makes much better use of aircraft, both
- in a search role and for air strikes. Is it really worth buying ? Yes,
- especially since I am counting on expansion disks to include some other
- important campaigns in the Pacific theater of WWII. I think SSI has the
- ability to capture the market for naval simulations with this engine,
- particularly if they redo the damage control code and add a few more menu
- choices relating to employment of aircraft. They would do well to spend a
- few hours as I did, playing 'MIDWAY' on a table top. If they can model
- that emulation correctly then they will have a benchmark simulation other
- software houses will be hard put to equal.
-
- This review is Copyright (C) 1994 by John Bonnett for Game Bytes Magazine.
- All rights reserved.
-
-