Argentum is an RTS title; that very statement itself in the PC world
should send shivers down many of our readers. But RTS titles are far
and few in between in the handheld world due mostly to the constraining
factors of that platform. Chief among them is the restrictive view of a
PDA screen. You can't plan much in the way of strategy if you can't
see. Control is also another issue that has inhibited the proliferation
of this genre on to handhelds and consoles too. It's hard to replicate
the usability of the mouse even with a stylus. Argentum is an RTS title
that rectifies all those shortcomings. If there were people who doubted
that the RTS was ever possible on a console or a handheld, these doubts
have been silenced by Ionside ipso facto of their release of Argentum.
It draws much of its influence from second or third generation games
even though its premise is spiritually similar to the primordial
progenitor of the RTS genre, Dune II.
Argentum is set in an unnamed futuristic time for Earth. Space travel
is rampant and Earth becomes the epicenter of a consortium known as the
Galactic Exploration Alliance, otherwise known as the GEA. The GEA has
exposure to other alien cultures including the Ni'rikei and their allies
but the two conglomerates come to blows over a single substance aptly
named argentum. What is argentum? That's exactly what the two
antagonists try to find out. It is the primary resource of both the GEA
and Ni'rikei. It fuels the economy. It provides energy. It acts as a
form of currency and the Ni'rikei apparently claims it has sentient
biological pretenses. All this sounds uncannily like Dune II but while
Argentum's RTS principles revolve around a one-resource based economy,
it draws influences from many other RTS titles most notably Blizzard's
Starcraft and Westwood's Command and Conquer.
As far as RTS titles go, Argentum is easy to get into. Many of the
precepts established by the canonical titles I mentioned above have also
made it into the fundamentals of this game. For those who are not
inundated into an RTS and I admit, there could potentially be many who
have so far only used their PDAs for solitaire, Ionside has included a
set of tutorials to get people going, starting from the basics like how
to select and move units.
Argentum begins with a slideshow cinematic sequence where you assume the
shoes of Commander Steele under the tutelage of a senior officer named
Admiral Harrison. Steele is a green cadet at first. It follows that in
the beginning, you're involved in small skirmishes with a heavy dose of
mentorship from Harrison. There's some character development involved
between the two principle characters but most of the plot afterwards is
carried out in prose and in scripted events during missions. Although
the first cinematic sequences had some decent voiceovers, the voiceovers
are curiously missing within the game itself. That I found myself
wishing the written parts spoken is a testament to the overall quality.
However, the writing and scripts within the game maintain the ongoing
storyline effectively, which is a good thing because the missions are
classic cases lifted out of Command and Conquer or War/Starcraft. You
have the usual motifs: have base-must kill enemy base, have no
base-must kill power structures to bring down defenses, use hero units
to bring down a base with periodic reinforcements, defend for x minutes,
etc. These map designs have been done before but Argentum's rendition
of them is still fresh due mostly to the effective plotlines. As the
story progresses, Steele gains more autonomy and Harrison, at first a
jingoistic officer, evaporates this façade and develops a more personal
connection to his subordinate.
As I mentioned before, Argentum carries some elements from RTS canons
and really, there's no shame in doing that as long as one is original.
Argentum carries over the bottom layout design of Starcraft. All your
unit selection, minimaps are manipulated in a bar below. On the other
hand, the base building element is not unlike Command and Conquer.
Everything rests around an immobile command center. From here, you
generate construction vehicles to create buildings, repair structures
and harvest argentum. Construction vehicles implode to create buildings
but the harvesting part is completely automatic like Command and
Conquer. All your buildings, including the minimap radar, turrets and
production structures are dependent on power plants making this the
Achilles heel of any base layout.
The piece de resistance of Argentum is the approachability of the
controls. I've reviewed some RTS titles for the Pocket PC in the past
but none possess the intuitiveness of Argentum. One of the problems
with RTS titles on a PDA is the inability to scroll around a map like
one does with a mouse. Argentum solves this by putting some virtual
bars around the gameplay area so if you tap at the edge of the screen,
the screen will move correspondingly. Alternatively, you can tap on the
minimap to move around the maps. The maps in and of themselves are not
big, geographically speaking. They possess height characteristics that
belong to a second or third generation RTS title. This lets you
practice some classic tactics using elevation. The second thing
Argentum does correctly is resolve how to select units. One tap selects
a unit. One tap shows information about a unit, including status and
what actions they are capable of. A double-tap will move units, buy
items and generally issue orders. Although Argentum lets you play
toggle to single-tap mode, I thought this system was executed much
better than before and as such, it lets me focus on playing the game.
Pathfinding in Argentum is fairly good as a result. Units still take
some obtuse routes to destinations but at least you will know since
Argentum uses trajectory lines to show the pathfinding route each unit
will take. This is effect was first seen in Tiberian Sun and it gave
the game a futuristic look; something that is still preserved in
Argentum. Without unit postures though, the artificial intelligence is
a hit and miss for friendly units. On the one hand, if a harvester
walks by, units won't move to chase it down even if you instruct your
units to attack it. That's fairly smart. On the other hand, units
don't know how to scatter themselves in front of turrets automatically.
There are no provisions to do this manually. Some other problems are
also related to the lack of unit postures. There are times where one
freestanding unit will let its adjacent partner get killed and not move
to help out. There are also times when a traveling convoy will get
waylaid by a turret or some other form of harassment. However, in
general, the artificial intelligence for both sides is pretty
challenging. Your own construction vehicles, for example, will repair
damaged buildings within its range automatically. Argentum carried over
one of the nagging problems of Command and Conquer. While the
artificial intelligence is adept at recognizing which areas to
reinforce, it's scripted to rebuild structures at the same places, over
and over again.
Even with the greatest artificial intelligence routines, an RTS game can
still suffer greatly from the lack of balanced units. Many RTS titles
from Blizzard and Westwood get their technical components done long
before their release date. The last bulk of time, usually lasting
months at a time, is dedicated to balancing the units involved. In
Argentum, the care put into balancing units definitely shines. There's
no single unit that is more overwhelmingly powerful than others. Unit
queues are held at six to prevent rushing. In practice, I found that
was a good number. Infantry are multi-versatile but weak against
turrets. Tanks are strong against stationary targets like turrets but
weak against air power. Mech-like units (quadwalkers) are great against
infantry but susceptible to heavy weapons. These attributes force the
player to adopt different strategies to the various obstacles they come
up against. This type of challenge is the quintessential difference
between a mediocre RTS game and an excellent one.
So far, I've made various references to Blizzard's Starcraft and
Westwood's Tiberian Sun. This kudo is earned and not awarded simply
because the unit cast for Argentum (marines, mech-like units) resembles
those found in Starcraft. One of the things that seperates Argentum
from all its (very few) competitors on the Pocket PC is its
presentation. It's simply a top-notch title that involves some visceral
cutting-edge features. Argentum features copious amounts of special
effects for explosions. Units and structures all have some sort of
animation, whether it is a rotating radar dish or a moving turret.
Argentum also boasts real-time shadow effects, changed by the elevation
of hills and mountains nearby; something that more pedestrian RTS titles
on the PC cannot even boast of. The textures for the terrain are
vividly smooth and they do not seem at all based on tiles. Gamma
control is also provided and is an absolute godsend for PDAs, since
mobile users tend not to be in an optimal viewing environment. The only
hiccup with the visuals is the animation of the heavier vehicles, which
seem to lack the girth and weight when they travel. A lot of times, if
you look closely, the tanks appear to be gliding off the surface of the
ground. The visuals themselves come with a price though. Argentum will
tax your handheld, especially when the action gets frenetic and you have
many units in one area. You can switch off some of the special effects
to help alleviate this but Argentum features an internal performance
toggle to help you out. Unfortunately, there was one time in a 'defend
for x minutes' mission that had a little too much action for the
automatic controls to cope with and in the end, I had to load from a
previous save to prevent that from happening.
Argentum is also a taxing game in the audio department. At any one
particular time, there are multiple channels of sound going off for guns
and explosions. Coupled with a soundtrack, this makes it even more of a
resource hog. However, none of it is worth turning off. With a new
soundtrack piece for every level of the game, the music never gets old
even in long drawn out battles. The care put into the music is
something that every game hereafter should try to emulate. Another
feature that is useful is 'hibernate'. How many times have you played
an engrossing PDA game only to have someone call or have to look up a
contact? No worries with Argentum because you can hibernate the game,
which saves the game state as it is; do what you need to do, then start
the game again to return to where you last left off. There's also
multiple save slots for anytime during a level, organized by visuals
rather than save names (which are hard to type in anyway), as well as
auto-save between levels.
Simply put, Argentum leaves very little for others to improve on. Every
refined aspect of the RTS is included in this inaugural release from
Ionside. Elements like rally points, building queues and hero units are
things we would expect from RTS titles a few generations later and not
necessarily from a debut one. The only crucial thing Argentum is
missing is a skirmish mode or even a multiplayer component. Right now,
if you wish to replay the game, you'll have to go through the campaign
again and Argentum's campaign is heavily structured, such that units,
structures and upgrades are slowly disseminated as the plotline
progresses. The difficulty also ramps up along with the storyline so it
makes replaying the single component part tougher, although still
doable.
Argentum makes no claim to be a tactically involving title. This isn't
what Rainbow Six did to the first person shooter genre. This is RTS at
its roots and at its finest. It's the very substance that turned RTS
into a sport overseas and on Battle.net. It pays homage to a great many
titles; Dune II, Starcraft, Command and Conquer, so on and so forth.
The fact that it sounds and looks great is a bonus duly appreciated.
The very word argentum is derived from Latin and has connotations to the
word we would call in English, silver. While its titular name may be
silver in this respect, its achievements, in nearly all its categories,
is solidly aurum - gold all the way.
Ratings:
[09/10] Addictiveness
[19/20] Gameplay
[14/15] Graphics
[10/10] Interface/controls
[08/10] Program Size
[05/05] Sound
[05/05] Discreetness
[15/15] Learning Curve
[ N/A ] Multiplayer