Tuesday, April 24, 2012

GameRx: Sid Meier's Gettysburg!

One thing that has always really bothered me about modern RTS is that games are no longer based on tactical skill, but rather knowledge of the game engine and mechanics. In such games, knowledge of the game always comes before knowledge of tactics, where even a wonderfully planned assault can completely backfire if you haven’t bought the right upgrades or powerups for your troops. To me, this is pretty apparent in games like Starcraft -- any game where you measure prowess with “clicks per minute” seems like an exercise in tedium to me rather than a demonstration of strategic genius.

Where modern RTS’s largely fail to meet standard big-picture criteria, Sid Meier’s Gettysburg more than delivers. Based on the engine used in the game Sid Meier’s Waterloo, gameplay is reminiscent of games from the likes of Creative Assembly. One controls regiments rather than individual soldiers and moves them in formation across the battlefield, making an understanding of fronts, flanking, and the other essential parts of pre-twentieth-century strategy key elements in formulating your plans. Time passes more slowly, giving both players time to observe the field and react to each other’s movements, much like many battles of that era. Granted, this style of gameplay isn’t everyone’s cup of tea, but this is definitely a refreshing take on RTS for anyone with background in wargaming.

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