Game Over Online ~ Hammer & Sickle (c) CDV Software



Hammer & Sickle (c) CDV Software

Published: Wednesday, August 31st, 2005 at 05:33 PM
Written By: Phil Soletsky


It’s a little weird coming back the venerable GO offices (which occupy a secluded 214 acre estate in Connecticut) after more than a year away. The valet doesn’t know me, the chef has forgotten that I dislike artichokes, and all my plants are dead. Oh, and we apparently lost the company masseuses (We’ll miss you, Paris and Jennifer!). But I feel good, and in the time off I recharged to ole’ batteries, contemplated life and the deeper meaning of microwaveable spaghetti in a pouch, and built about 1200 square feet onto my home. So, I’m back, blowing dust out of my keyboard and cleaning my mouse balls, and I pull the first game off the stack to review, and lo and behold, it’s not a game to review at all, but a preview. And then it occurs to me that in the 100+ reviews that I’ve written for GO (not counting movie reviews and blogs and other assorted buffoonery) that I’ve never, ever written a preview. I’m uncertain, right off the bat, how much criticism to levy because the game is as yet incomplete, and it comes without a manual, and all the CD reads is “Hammer and Sickle Preview CD.” I’ve decided, by and large, to just let you know what the game is like, and leave the criticizing to the reviewer when that happens. I should probably add that for the most part I don’t read game previews myself – they are often a sort of squishy combination of screenshots and promises from the developer anyway – IMHO.

First point: for a preview CD the game is remarkably complete. In fact, with the exception of the fact that all of the dialog and movies are in Russian (with the subtitles in a hodgepodge combination of Russian and poorly translated English), I can’t really specifically point to anything in the game that isn’t complete at all. Oh, the mission journal is a mess and gives me notes all out of order, and perhaps there’s a little weapon balancing and level design fine points to polish smooth, but it’s not like the interface is full of buttons that don’t work. I am severely hoping that they improve what translated English exists in the game, because phrases like “I hope he doesn’t thrust himself up” are common and mean nothing to me.





Second point: Hammer and Sickle is from the same guys that brought us the fairly popular squad-based Silent Storm – a game that I only sort of sparsely played. In fact, if you want to find a squad-based strategy game that I played with great regularity you might have to go all the way back to X-Com 2 – Terror from the Deep. That said, squad-based shooters remarkably haven’t evolved all that much. Oh, the graphics are vastly improved, but the fundamentals of the games – encumberment, action points, running, crawling, line of sight, action allocation – all that stuff is still used.

These kinds of statistics were used even back into pencil and paper Dungeons & Dragons games (depending on which combat system you used), and I can vividly recall whipping out a ruler and calculator and arguing with the DM that some monster couldn’t see me because a mound of dirt was in the way, or I was kneeling in a trench deep enough to hide myself. On the plus side, the computerization of these games has done away with all of the paperwork and arguing, while on the minus side the computerization has done away with all the paperwork and arguing. I mean, you can play with the camera – slide the 3rd person isometric view around any which way you please – but you just can’t tell if that hole is deep enough, or if you’re going to be in the pool of light cast by that lightpost until you try, and if a sentry sees you, you have little choice but to reload and try again. That can lead to some frustration as you try and thread your way through a group of sentries without being spotted.

A tutorial (presently mostly in Russian, but some day probably in English) teaches you the fundamentals of getting around the world, but even going back to X-Com, almost everything was familiar to me on at least some level. Each character has a certain number of action points that are allocated to doing stuff. Looking around, reloading a weapon, crouching down, climbing a ladder – it all takes action points. You have as long to allocate these actions as you like as if the world is frozen while you make your moves. All directions can be given using the mouse by clicking around on the 3rd person isometric view of the world or activating buttons along the bottom of the screen, or many of the commands are mapped to keystrokes, whichever you find easier. Once you’ve done all the moves you want to do (or are capable of doing given your action point allocation) you end your turn and then the enemy goes. Unused action points are for the most part lost, the exception being if and enemy crosses your field of fire during his turn, you can interrupt his turn to spend your remaining points to, say, take a shot at him, or duck. I would call the strategy level of this game fairly high, and while there are exciting moments as you try and sneak up and make a silent kill while avoiding detection, it’s a very different sort of thrill than from an FPS.





Hammer and Sickle takes place shortly after WWII. You play a Russian soldier going on a mission deep undercover – so deep that even Russian troops will shoot at you if they see you. It’s something involving secret agents and the A-bomb; my Russian sucks worse than their English, and I guess in the grand scheme of a game preview it doesn’t matter all that much anyway. You may select to play as a scout (long range vision, good with melee weapons), sniper (good at sniping, duh), heavy weapons expert (good with grenades, rocket launchers, and the like), or a soldier (well-rounded individual). Ultimately you build a party with characters chosen to compliment your own skills, so the initial choice of vocation is not terrifically significant. In an RPG-ish kind of way, characters gain experience that can be used to enhance their skills – scouts can improve their sight or hearing, or learn to move silently, that kind of thing – as well as allowing them to gain more hit and action points.

So the game purrs along fairly smoothly in a sort of third-person adventure mode, and while the game is keeping track of your action points, for the most part they don’t mean anything until an enemy shows up. Then the game kicks seamlessly into turn-based mode, where everything you do costs you action points and you’re turn ends when you run out, or when you click the ‘End Turn’ button. Then your allies (if any) go, their progress indicated by a filling bar across the top of the screen, and you can pan around the battlefield so you can see what they’re doing. Finally, your enemies go. Your enemies also have a progress bar, but unless they are in your line of sight (or that of your allies) you don’t get to see what they’re doing, though sometimes you hear their actions like shooting or opening doors. Here is where Hammer and Sickle bogs down a little, because if there are a lot of allies and enemies on the field their turns can take several minutes apiece, and you’re just sort of hanging out waiting for your turn. Depending on how long you take to make your moves, you could easily spend half your time just waiting.





The world is rich and fully interactive, and sports an impressive physics engine. You can open drawers, break windows, blow stuff up with grenades, plant land mines, defuse land mines and take them to later set up your of booby traps. Just about anything you could want to do is possible, though the levels are pretty tightly scripted so the number of things you can or have to do to complete your mission is finite. They’ve modeled a vast array of weapons with good sounds and special effects. I would have liked to see greater use of light, especially as I’ve previously mentioned with regards to the light cast by streetlights and security spotlights, but I’m not going to whine about it. The missions have a variety of objectives requiring stealth, cunning, and often no small pair of huevos. There are times, however, that your mission is very poorly defined, and you end up wandering around trying aimlessly opening doors and searching buildings to get the plot rolling somewhere productive

If this were a game review I’d recommend Hammer and Sickle to anyone who plays squad-based strategy games and certainly anyone who liked Silent Storm. I should probably also add that I thought that the difficulty level of this game was quite high, even on the ‘easy’ setting. Maybe I’m just a moron at this sort of thing, but I found that the computer has a much greater feel for action point usage than I do. So, while I have sort of this half-assed plan of running down an alley, hopping a fence, going prone, and firing my rifle, the reality runs me out of action points just as I climb over the fence leaving me completely vulnerable. Meanwhile the computer can step forward the perfect amount, get off a shot, and still get back behind cover for its turn runs out. At any rate, if you’re going to skip the strategy – go at every mission with guns blazing – you’re probably going to die a lot. Careful planning is the rule, and if you’re in the mood for it as I was it can be a heck of a lot of fun. I probably would have enjoyed it even more if I spoke Russian.


Questions or comments about the upcoming release of Hammer & Sickle for the PC? Talk to us!


[ E-Mail Phil Soletsky ] [ Comment in our Forums ]

Copyright (c) 1998-2009 ~ Game Over Online Incorporated ~ All Rights Reserved
Game Over Online Privacy Policy