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Editor's note: We're not sure if we'll catch a lot of heat for promoting this story to the front page -- Rob sure calls out a lot of reviewers in his well-written rant.
I'm not going to agree or disagree with his specific points about the game -- that's not really the point here. He makes some excellent points about how seemingly innocuous statements in a review can raise so many legitimate questions for a reader. Yes, Mr. Reviewer...why do we need better graphics, exactly? -Shoe
The recent release and subsequent slamming in the press of Military Madness: Nectaris have revealed to me the lack of historical appreciation amongst game critics.
Many of the reviews I read knocked the game for lacking modern innovations, but few explained what those innovations are or how they would improve Military Madness.
The other common criticisms were of graphics and story -- that each were lacking to the detriment of the game. But both of these strikes, I feel, are of little consequence to what Military Madness achieves as a game.
As I read these reviews, one thought continued to cross my mind: Did they miss the point?
First introduced in 1989 in Japan as Nectaris (and later in North America as Military Madness), the original game was most recently ported to the Wii’s Virtual Console. Military Madness: Nectaris is simply the same product with 3D graphics and competitive four-player support.
Military Madness: Nectaris is a return to a classic turn-based tactics game. Players take control of a set of units, each representing a small squad(ron) of either infantry, armor, artillery, or aircraft. The object is to either wipe out the enemy or capture his command base.
This deceivingly simple setup hides a deep tactical game. Terrain and positioning are of the utmost importance in Military Madness. By taking advantage of mountainous terrain, for example, players receive a high defensive boost. Additionally, positioning units around an enemy unit grants offensive bonuses to the attacker. Intelligent maneuvering can mean the difference between victory and defeat in many situations.
Taking advantage of these two game mechanics is extremely important due to the game’s focus on tactics rather than production or resources. Aside from stealing hidden units by capturing factories on the map, the only troops players will have are those given to them at the beginning of a level.
Because of this, keeping units alive and decisive positioning are much more important than in similar games like Advance Wars. Each mission is puzzle-like in design, encouraging players to use smart tactics. Military Madness is all about exploiting enemy mistakes and clever positioning to force the opposition into a disadvantageous situation.
In this sense, Military Madness is a lot like chess -- the game is focused and satisfying. Above all else, it’s a game first, which is why I found many of the complaints to be puzzling.
I’ve criticized video games before for focusing too much on narrative at the detriment of gameplay. Military Madness is a title in which story takes a backseat. The narrative is just dressing for the conflict, which works perfectly.
But so many critics focused on the lack of an engaging narrative. One reviewer even went so far as to discuss how the best strategy games “offer something to push the player forward through the ‘I’m bored with this’ period,” such as a story twist.
Are you fucking serious?
I’m sorry, but if the strategy game you’re playing needs story twists to keep you engaged, then your game has some bad design. Do you also need to know the king’s motivations in chess in order to muster up the willpower to finish a match?
Graphics were also a major concern for reviewers. Why? They get the job done, and that’s all that really matters in a game like this. Do you need to zoom in and relish minute graphical detail? GamePro Arcade seems to think so. What would strategic zoom add to Military Madness in terms of gameplay? GamePro Arcade never says.
Another unifying theme amongst reviews was one of “dated” or “archaic” gameplay. Few specifically named any innovations sorely lacking from Military Madness, but one reviewer did mention fog of war. How would fog of war make a better game? We’ll never know because the author doesn’t offer an explanation.
What I’m getting at here is the seemingly pervasive idea which runs through the video game press -- that newer games and concepts always do things better. I don’t believe this to always be true. I think reviewers need to understand classic games in order to have a better appreciation of video games as a whole. Anything less will only leave readers uninformed.
In other words: Is chess archaic or just damn good game design?
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