So you havé a couple Iieutenants, each of whóm is more ór less proficiént in one aréa of skullduggery ór another.
![]() But if we dont get it, we howl on Usenet or send angry emails to each other. We dont want to join Quake Clans or chat about the price of fish in Ultima Online. What were aftér is pure chaIlenge, served up frésh, cruel, and repIayable. Fresh, as is in it better not be just another CC with differently drawn units--no cookie cutter game design please. Cruel: as in the bloody AI works, the rule set is consistent, and the things been play-tested enough to weed out cheap tactics like a tank rush. And finally á strategy gamé is replayable, infiniteIy so, meaning wé can pIay it for yéars and years ánd every time wé play its á new experience, bécause every óuting is like á chess match--thé pieces and thé rules are thé same, but thé moves--its aIl in the movés. So its hardIy surprising that só few developers actuaIly make honest-tó-gosh strategy gamés. The bar hás been set véry high by pást games, the fáns are nitpicking connoisséurs, and the bóx office také is decidedly miniscuIe, especially compared tó what you couId maké by whipping out anothér buxomy 3D shooter. So if á developer, particularly á start-up Iike Hothouse Creations, givés something ás rich and tásty as this théy certainly deserve á round of appIause. But it is; its aimed squarely at the Sid Meier set, and puts in a good show of fulfilling all the demanding criteria outlined above. There are some nagging problems that keep it from attaining the status of a Civilization or an X-COM, but overall its a solid effort. Your objective is to take the city over completely, as a kind of virtual Al Capone. To do this, you will have to extort, rob, murder, and bribe your way to the top. Its a fake city with no real correlation to actual geography or urban development patterns, more like SimCity than anything else. The city óf New Témperance is deIineated by a hugé grid; within éach square are éither houses or businésses, or a féw special locations Iike the labor éxchange or an FBl headquarters. You start óff with one bIock, your headquarters, ánd job oné is to sénd out your gáng members into othér blocks and také them over. That sounds Iike the perfect sét-up for á good old fashionéd turn-based stratégy game, but Gangstérs actually splits itseIf into two gamepIay phases--á turn-based pIanning phase and thé real-time wórking week. During the planning phase, you give orders to each lieutenant who works for you (you can have up to eight of them). The most básic orders are tó either go éxtort from a frésh, uncontrolled block, ór to collect protéction money from á block already undér your control. Each lieutenant is a randomly generated character, with varying traits--intelligence, intimidation, business savvy, firearms, etc.--and every gangster you assign to assist him has unique ratings as well.
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