Many thanks
to The GamesMan for his review on Settlers 3.
Once upon a time, before the Pentium, even before Playstation, was a
computer called "Amiga". Now, kiddies, this magical computer didn't need lots of
RAM (mine had 512K) or tons of hard drive space (40MB was considered excessive), yet it
had special powers, the ability to play the most amazing and original games. It was on
this computer so long ago, that I was able to play a mystical game called "The
Settlers".
Your people in the game
(half human, half lemming) worked in a fairly complex economy of your creation. Farms,
Bakeries, Weapons Shops and Guard Towers of your making littered the landscape. Dozens of
peasants carried goods back and forth, and you could influence your subjects behaviours in
many different ways with a simple click of your mouse. I, and thousands like me, spent
many a sleepless night building kingdoms and guiding our subjects to victory.
In the movie industry,
sequels are rarely as good as the original. Not so with computer games. Better graphics,
interface, and sound effects are sure to be found, but it is the game play that we most
anticipate and scrutinise. And so, as the release of Settlers III neared, I licked my
chops and widened my eyes in anticipation. Would it be better, were more sleepless nights
in store for me? Read on and see...
As in the original, you
start with several peasants for carrying goods where needed, diggers to level land you
wish to build on, and several builders to construct your buildings. All buildings need
wood and stone (in different combinations) to construct, and so require the familiar Wood
Choppers hut, Sawmill, and Stone cutters hut to begin your economy. Farms, Bakeries, Pig
Farms, and Fishing huts still must be built to feed miners, and Coal, Iron, and Gold mines
are needed to begin building your armies. As before, Iron and Gold smelters convert these
metals into a useable form, as Weapons Shops and Tool Shops use them to produce items of
war and economy (such as swords or saws). As you construct military buildings (such as
Guards Huts, Guard Towers, or Strongholds) your soldiers enter them, and cause the borders
of your territory near them to expand. Eventually, your borders meet up the with borders
of your foes, and war is sure to follow. During this Real-Time game play, you can change
the priorities of what your subjects transport or produce by adjusting several charts,
sliders, and buttons in the game menus. Players of the previous games in this series will
recognise much in this current title, but a lot has been added or changed (for better or
worse), as will be told below.
In the Beginning
First,
the story line is much stronger. Three of the lesser Gods have become lazy and neglectful,
and the "Almighty God" is not happy. He assigns each god a different race
(Roman, Egyptian, and Asian) to manage. The God who eventually uses his race to dominate
the other two will once again gain favour (the other two will be forced to
"repaint" the universe). The story and cut scenes are shown in an animated
fashion, which is cute and a bit silly at the same time. Each of the three races in
Settlers III differs in the resources they use to make their buildings (Egyptians use more
stone, Asians use more wood, Romans are the norm) and the spells they can cast. Yes, there
are now spells! Building large temples slowly produces priests. As your race gains manna
from your god, your priests may cast a wide variety of spells (such as causing more trees
to grow, or reducing the resources in your enemies mines). I found the spell casting
interface to be a bit confusing and just plain clunky at times. More than once I found my
priests wandering into the middle of a group of enemy soldiers instead of casting a spell
on them. In addition, there are no visual cues as to the range of each spell (such as a
circle or shaded area) making casting spells even more confusing.
More Changes
Another change in the game deals with the peasants or
"carriers". You no longer need to build roads! Carriers know where they need to
go, go there, and deliver the item they are carrying directly to the building that needs
it. Although paths or "roads" appear as carriers travel the same route over and
over again, this seems to have no affect on the game play itself. In order to produce the
people of your realm, housing must now be built. After it is built, a number of people
come out (depending on the size of the residence) and begin to work. The "job"
each person takes on is dependent on the settings you specified in the menus. New
"jobs" for your people include Spies and Pioneers (along with the familiar
Geologist). Spies may be sent to scout out enemy territory, and will look just like
another one of their carriers to them. Pioneers may be used to expand your territorial
boarders in any area they can walk to, although they do this slowly, over time. Each type
of Miner (Iron, Gold, or Coal) now prefers a different type of food (Bread, Fish, or
Meat). If they don't get their favourite "Happy Meal", they work at a MUCH
slower pace. Two new ships/docks are now available; Transport ships, which allow you to
move small groups of troops, and Trade ships, which allow you to move large quantities of
goods across the water to other colonies. Some of the more important and disappointing
changes are with combat...
Fighting Change
There
are 3 types of Soldiers in Settlers III, your average hand-to-hand Swordsman, Spearmen
(which do less damage than Swordsmen, but have a short ranged attack), and Bowmen (able to
attack at long ranges, but are pitiful in hand-to-hand combat). Catapults may also now be
made, and do a lot of damage to buildings. All troops do full damage when defending their
territory, but only do half damage when in an enemies territory. As before, the more gold
you mine and smelter into bars, the higher your troops damage gets when attacking enemy
territory. Since there are no roads necessary, all combat units can now move freely
anywhere. Mass numbers of troops may be "roped" using the mouse, and moved
anywhere on the map. This may, at first, seem like a great improvement, but in this gamers
opinion, is the downfall of the game. Throwing one massive army at any point in the
enemies territory is a common tactic now. Moving your one massive army to defend any one
of you guard posts or buildings is just as common. Add to that no real way to keep
formations, and you've got a recipe for "Battle-Boredom". As for upgrading your
troops, this too has changed for the worse. In previous versions, you had a decision; keep
your fighters at the Castle to train and increase their fighting ability (making them
unavailable for combat) or place them on duty in your guard posts (where they can fight,
but can't train/upgrade). Now, you build a rice/barley farm. The farm makes wine/beer,
your god "drinks" the offering, and when his blood alcohol gets high enough, he
grants you one upgrade. You pick one of the three troop types to upgrade, and Shazzam, all
of those units become more efficient in one swoop. Yawn.
Settling for Third
In short, Settlers III is
far from original in it's third incarnation. It's attempt to convert battle into another
real-time strategy clone is it's biggest flaw. The spell implementation, while new, feels
"stapled" on, and is not user friendly. Kids, who may find games like StarCraft
or Master of Orion II too complex and overwhelming may love this game, but this adult was
a bit disappointed with it.
Reviewed
by |
The
GamesMan |
Review
Date |
21st
January 1998 |
Copyright |
©
Rick/GamesMan 1998 |
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