Warhammer originally was, and still is, a tabletop game that is
based on the acquiring of small metal figures at inflated prices,
painting them and then fighting battles with them. If you are at all
serious about it, you have to dedicate more hours than the average
person has to, in order to create a nice army, and thus most people shy away
from the game despite the fact that it can be quite fun. Enter the
computer and it's magnificent ways; SSI has taken the Warhammer
40k (a futuristic sci-fi version of warhammer) universe and plopped
it onto a cd for your time saving desires and consumer dollars. Of
course, the translation from tabletop to computer also included the
required voice acting, automated enemy with bad AI, and some
music and pretty graphics (or so the theory goes). While this
translation wasn't terrible in Rites of War, it also lacks the flare that
the computer is able to provide. The choice of using turn based,
while appropriate, was not the best decision as is evident when
looking at the current best Warhammer translation to computer:
Dark Omen. Dark Omen uses real time strategy to create
something sufficiently different, and yet as complex as the tabletop
game, while Rites of War merely replicates the turn-based nature
of the original game.
Rites of War uses the Panzer General 2 engine, which to say the
least is somewhat outdated these days and so, while not quite as
bad as PG2, (which was good in it's day I admit) it has that washed
out look which was far more effective in a World War 2 setting
than in this colourful sci-fi world. Units are pretty nice to look at but
they are also bland and could be a hell of a lot better, without a
serious performance hit, since there is not much animation and
never more than 30 units on the screen at the same time.
Additionally, I found the units to be rather large. When my unit's
helmet is the size of the forest that he just entered for protection,
something unexplainable, but definite, is lost in the process.
Weapon effects are animated and again aren't bad, but they aren't
great since without 3d acceleration you just can't create weapon
effects that are convincing or exciting. Maps are pre-drawn and
lack any sort of animation or interactivity in the graphics
department. Pre-drawn maps can be excellent as shown by
Baldur's Gate, but only when properly implemented with the
game, which Rites of War fails to do. Mediocre graphics don't
entice gamers to pick up a title, and in the case of Rites of War,
are the first glimpse into what turns out to be a very mediocre
game.
Forced. That's the word I choose to use when discussing the voice
acting of Rites of War. Did they hold this guy in the Tower of
London under threat of the rack? Because that's sure as hell what
it sounds like when the Eldar leader gives you your orders in the
most phony "cool sounding" voice I have ever heard. When
thoughts of "the antithesis of cool" start popping into my head, you
know something is seriously wrong. Fortunately, you are only
subjected to this pitiable attempt once per mission and usually for
only about a minute at a time. The remainder of the sound effort is
much improved from this sorry attempt and it effectively provides
an auditory environment that you would expect of this sci-fi world,
but not much more. Orchestral scores accompany the marching
and weapon firing sounds known so well to the armchair general
but unit speech is suspiciously absent as is the all-important
ambient sound element. Fighting for worlds that have no life, or at
least no vocal chords on them, does not inspire valor or genius but
rather indifference. A good game should provide an enveloping
soundscape that envelops the player; Rites of War simply cannot
accomplish this.
The shell of a game is all fine and dandy but what about the heart,
the essence, the gameplay. Strategy this is, complex it is not. Rites
of War offers the same gameplay as Panzer General 2 with
futuristic units, only one race to control (even though there are 3 in
the game), no supply lines, smaller maps, and less variety. There
are of course elements that are not common between the two, but
as the engine is the same the gameplay is, remarkably so, quite
similar. Fortunately for SSI, since Panzer General 2 was so good,
this game is saved from the pits of the bargain bin. But years later
the flaws have become far more obvious and far more detrimental.
Strategy does exist and you can't be successful by just randomly
attacking units, but rather Rites of War requires careful planning in
the creation of your army for each battle as well as a proper
generalship of this army. Combined arms are necessary for victory,
however are not very complex and are easily mastered in 3
missions. I found that after the third mission, I was losing very few
units while taking out an army of superior size.
There is one glaringly positive aspect of Rites of War which is the
inclusion of psyker powers, special weapons/items, special
"strategies", and unique unit abilities. Psyker powers are
possessed by the more powerful units and are akin to magic in that
they are cast on either friend or foe to create either a positive or
negative effect. The powers are fun to use and can make a
difference in the outcome of a battle. Weapons and items are
implemented on the idea that any unit may carry only one, but this
will give them special powers in a certain area. As with the Psyker
powers, the weapons can make a big difference in the outcome of
the battle, and are also helpful in creating units that you care
about and don't want to lose. The "strategies" are special powers
that you can purchase between campaigns using the glory points
that you won during the previous campaign (more on these points
later). These strategies can be used only once but are often very
useful in accomplishing a specific task. Often the "strategies" are
geared towards the outright destruction of a particular type of unit,
and as such can be excellent to eliminate a powerful artillery unit
(or something similar) that is causing havoc to your army. The
special abilities are related to the type of unit you are using and
often help that unit perform it's specified task. An easy example is
the invisibility ability that the scout has, which of course is very
helpful in allowing him to scout out the map while avoiding
detection. The reason why these special bonuses work so well is
because they are directly ported from the Warhammer tabletop
game, which was very intricately designed and balanced so as to
create a fair and addictive game. These graces are not enough to
save the gameplay, however, and are pretty much a ray of light in
an otherwise dull game.
A brief description of the glory point system is in order at this point,
but I won't be too lengthy. Glory point are used to purchase
everything in the game from new units to "strategies". You gain
glory points by capturing enemy held towns and fortifications as
well as by completing your mission's primary goal. Once the
current mission ends you are brought to another mission briefing
(with our friend from the tower of London) and then you are
allowed to reinforce your army and purchase "strategies" for the
next scenario. Be careful about losing too many units however as
you will run out of glory points with which to buy new ones and
thus you may lose the next battle. Not to mention losing units will
also lose their experience and any special weapons or items they
had acquired previously. Green units are very weak but as they
gain experience they gain power and thus keeping units alive is
an important objective (although not a necessary one). The system
is fairly effective but I found myself with a large excess of points
due to the AI problems: it sucks at grand strategy.
I found the story behind Rites of War to be extremely detailed and
well thought out, but I was totally clueless as to what the hell it all
meant and why I was doing what I was doing. I'm sure there is
some more detailed history, which would be understood by
warhammer junkies, but I have no clue what my eldar leader is
talking about and he speaks with allusions to things I have never
heard of (namely because they never actually happened). Some
more background and coherency would have been much
appreciated to make what I was doing have a purpose rather than
me just kicking everyone's ass.
Adequate is not a positive word in gaming anymore and Rites of
War adheres to it far too well to be a noteworthy gaming
experience. While it doesn't "suck" it certainly pales in creating
anything of special merit. I doubt I'll play this game after I'm
finished this review and I know I won't regret escaping the
clutches of the "tower of London" guy's voice. Essentially, the only
reason to play this game would be because of it's summer release
and there being so few other games available. However, if you
have a hankerin' for some turn based strategy spankerin' then I
suggest you check out Jagged Alliance 2 as it promises to be far
more entertaining, (well I hope so) not to mention it has WAY
cooler voice acting.