Rorke's Drift (video game): Difference between revisions
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{{Short description|1990 video game}} |
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{{Infobox video game |
{{Infobox video game |
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|title= |
|title=Rorke's Drift |
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| image= File:Rorkes drift DOS cover 1990.jpg |
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| image= |
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|caption= |
|caption=DOS version cover art |
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|developer=Plato |
|developer=Plato |
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|publisher=[[Impressions Games]] |
|publisher=[[Impressions Games]] |
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'''''Rorke's Drift''''' is a [[strategy video game]] for [[Atari ST]], [[Amiga]] and [[MS-DOS]] home computers, released in 1990. The game is a recreation of the [[Battle of Rorke's Drift]] during the 1879 [[Anglo-Zulu War]]. The player assumes command of the British garrison at the [[Rorke's Drift]] shortly before the arrival of the 4,000-strong attacking Zulu force. The post's 137 defenders are rendered as individual characters which the player must order to perform actions. The game is played in real time and lasts from 4.30pm on 22 January 1879 until 7am the following morning. The game received mixed reviews, with critics praising the graphics and criticising the slow pace and complicated orders system. |
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'''''Rorke's Drift''''' is a [[strategy video game]] for [[Atari]], [[Amiga]] and [[MS-DOS]] home computers |
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== Development and release== |
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'' Rorke's Drift'' was designed by Edward Grabowski. It was developed by Plato, the strategy branch of [[Impressions Games]], who also published the title. Distribution was by Pactronics. The games was released on the [[Atari]], [[Amiga]] and [[MS-DOS]] platforms in 1990.<ref name=phang/> |
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It retailed at £19.99 in the United Kingdom, $59.95 in the United States, 250F in France, 80DM in Germany and 299 Krone in Denmark.<ref name=phang/><ref name=orr>{{cite journal|last1=Orr |first1=Lucinda |title=Strategy with a cast of thousands |work=Amiga Computing |date=September 1990|volume=3|issue=4|pages=42-43|url=https://www.amigareviews.leveluphost.com/rorkesdr.htm}}</ref><ref name=joystick/><ref name=PP/><ref name=ekholm/> |
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''Rorke's Drift'' was rereleased in 1994 by Tactix for the [[Amiga 500]], [[Amiga 600]] and [[Amiga 1200]].<ref name=AP/> |
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== Gameplay == |
== Gameplay == |
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[[File:Rorke's.Drift.Post.jpg|thumb|Layout of Rorke's Drift. The game presents an isometric 3D view of the battlefield from the south. A plan similar to this is shown in game as an overview map.]] |
[[File:Rorke's.Drift.Post.jpg|thumb|Layout of Rorke's Drift. The game presents an isometric 3D view of the battlefield from the south. A plan similar to this is shown in game as an overview map.]] |
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''Rorke's Drift'' is a [[real-time strategy]] recreation of the [[Battle of Rorke's Drift]], a defence of a mission post during the 1879 [[Anglo-Zulu War]]. The player takes command of a garrison of 137 British troops to defend the post against a Zulu force numbering up to 4,000.<ref name=orr>{{cite journal|last1=Orr |first1=Lucinda |title=Strategy with a cast of thousands |journal=Amiga Computing |date=September 1990|volume=3|issue=4|pages=42–43|url=https://www.amigareviews.leveluphost.com/rorkesdr.htm}}</ref><ref name=phang>{{cite journal|last1=Phang|first1=Andrew |title=Rorke's Drift|journal=Commodore and Amiga Review|date=November 1990|page=75|url=http://amr.abime.net/review_4447}}</ref> The game allows the player the choice of facing Zulu attacks as they came historically or in a randomised fashion.<ref name=laurence>{{cite journal|last1=Scotford|first1=Laurence|title=Rorke's Drift|journal=Advanced Computer Entertainment|date=September 1990|page=52|url=https://ia800604.us.archive.org/view_archive.php?archive=/1/items/World_of_Spectrum_June_2017_Mirror/World%20of%20Spectrum%20June%202017%20Mirror.zip&file=World%20of%20Spectrum%20June%202017%20Mirror/sinclair/magazines/ACE/Issue36/Pages/ACE3600052.jpg}}</ref> |
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The game starts at 4.30pm on 22 January 1879, at which time the mealie bag and biscuit box defences have been erected, and the player's first action is to issue orders to deploy |
The game starts at 4.30pm on 22 January 1879, at which time the mealie bag and biscuit box defences have been erected, and the player's first action is to issue orders to deploy their men to their fighting positions.<ref name=joystick>{{cite journal|last1=|first1=|title=Rorke's Drift |journal=Joystick|url=http://download.abandonware.org/magazines/Joystick/joystick_numero012/Joystick%20012%20-%20Page%20207%20(1991-01).jpg|date=January 1991|page=207}}</ref> The Zulu attacks begin an hour later and the game runs, in real time, to a conclusion at 7am on 23 January when the British garrison is relieved by the arrival of reinforcements.<ref name=phang/><ref name=dillon>{{cite journal|last1=Dillon|first1=Tony |title=Rorke's drift|journal=CU Amiga |date=July 1990|page=57|url=http://amr.abime.net/review_15000}}</ref> Victory is awarded to the player if any of their forces survive until the end.<ref name=phang/><ref name=smith/> |
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[[File:Rorkes drift 1990 gameplay.png|left|thumb|A screenshot of a game in progress. Zulu and British characters are visible in the background. The bottom of the screen shows the menu options and the centre shows the orders menu for the selected character (a British private soldier).]] |
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[[File:Lady butler defense rorkes drift.jpg|thumb|left|A depiction of the historic defence of Rorke's Drift]] |
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The game is presented in [[isometric 3D]] view from the south of the mission post, the screen shows a section of the post and during gameplay the player can scroll the screen to view other parts. The player's command consists of 137 characters, a mix of soldiers (wounded and unwounded), officers, medics and quartermasters.<ref name=phang/><ref name=joystick/> There are 80 different frames of character position, depicting the men in kneeling, running, standing and fighting position in eight different directions.<ref name=phang/> Each individual character has different statistics that affect their movement, shooting and hand-to-hand combat abilities. The player orders men individually by entering an orders mode that pauses gameplay and prevents the screen from moving.<ref name=orr/> Orders are given by mouse on an illustrated on-screen menu and are carried out when the player unpauses the game.<ref name=orr/><ref name=Hiersekorn/> A "repeat order" function allows the player to issue the same order, individually, to more than one character. Orders include different speeds of movement, different firing positions, aiming, firing, reloading and fighting in hand-to-hand combat.<ref name=orr/><ref name=smith/> Only soldiers ordered to aim at a target can |
The game is presented in [[isometric 3D]] view from the south of the mission post, the screen shows a section of the post and during gameplay the player can scroll the screen to view other parts. The player's command consists of 137 characters, a mix of soldiers (wounded and unwounded), officers, medics and quartermasters.<ref name=phang/><ref name=joystick/> There are 80 different frames of character position, depicting the men in kneeling, running, standing and fighting position in eight different directions.<ref name=phang/> Each individual character has different statistics that affect their movement, shooting and hand-to-hand combat abilities. The player orders men individually by entering an orders mode that pauses gameplay and prevents the screen from moving.<ref name=orr/> Orders are given by mouse on an illustrated on-screen menu and are carried out when the player unpauses the game.<ref name=orr/><ref name=Hiersekorn/> A "repeat order" function allows the player to issue the same order, individually, to more than one character. Orders include different speeds of movement, different firing positions, aiming, firing, reloading and fighting in hand-to-hand combat.<ref name=orr/><ref name=smith/> Only soldiers ordered to aim at a target can fire, the chance of a hit depends on the ability of the soldier and the time spent aiming.<ref name=pumphrey/> |
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As well as the main screen the player can select a map icon to display a fixed overview of the post, a red cross icon to display the total of active, wounded and dead for each side and a clock icon which accelerates the game.<ref name=phang/> During accelerated play the battlefield is hidden and replaced by a clock and a display showing the number of wounded and dead on each side, the player can exit the screen at any time to return to the battlefield.<ref name=orr/> As well as fighting the player must also manage the distribution of ammunition and tending of any wounded.<ref name=smith/> The performance of the characters is affected by their wounds and any treatment received.<ref name=dillon/> The only |
As well as the main screen the player can select a map icon to display a fixed overview of the post, a red cross icon to display the total of active, wounded and dead for each side and a clock icon which accelerates the game.<ref name=phang/> During accelerated play, the battlefield is hidden and replaced by a clock and a display showing the number of wounded and dead on each side, the player can exit the screen at any time to return to the battlefield.<ref name=orr/> As well as fighting the player must also manage the distribution of ammunition and tending of any wounded.<ref name=smith/> The performance of the characters is affected by their wounds and any treatment received.<ref name=dillon/> The only audio in the game is a short burst of the song "[[Men of Harlech]]" (popularly associated with the battle depicted in the 1964 film ''[[Zulu (1964 film)|Zulu]]'') at the start of the game. The player is capable of saving a game in progress.<ref name=smith/> |
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== Development and release== |
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'' Rorke's Drift'' was designed by Edward Grabowski for the developer Plato, the strategy branch of publisher [[Impressions Games]]. The game, distributed by Pactronics, was released on the [[Atari]], [[Amiga]] and [[MS-DOS]] platforms in 1990,<ref name=phang/> and was re-released in 1994 by Tactix for the [[Amiga 500]], [[Amiga 600]] and [[Amiga 1200]].<ref name=AP/> |
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==Reception == |
==Reception == |
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{{Video game reviews |
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Reviews of the game were mixed; Laurence Scotford for ''[[ACE (magazine)|ACE]]'' reflected on this, noting that it is "the sort of game you either love or you hate"<ref name=laurence/> Some reviews discussed the moral standpoint of the game. Tony Dillon, reviewing for [[Commodore_User#CU_Amiga|''CU Amiga'']], questioned the moral position of the player "wiping out an under-equipped army fighting for their homeland" in a war in which Britain was the aggressor.<ref name=dillon/> This position was shared by the West German magazine ''Power Play'' which considered the game glorified the British viewpoint.<ref name=PP>{{cite journal|last1=|first1=|title=Rorke's Drift|work=Power Play|date=September 1990|page=|url=https://www.kultboy.com/index.php?site=t&id=1964}}</ref> Dillon considered the player would have been assisted by the provision of more historical background in the game or manual, including details of the Zulu viewpoint; teh lack of background information was also criticised by Paul Rigby in ''[[The Games Machine]]''.<ref name=dillon/><ref name=TGM/> |
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<!-- Reviewers --> |
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| ACE = AMI, AST: 700/1000<ref name="laurence" /> |
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| AmComputing = AMI: 80%<ref name="orr" /> |
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| AmFormat = AMI: 62%<ref name="smith" /> |
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| AmPower = AMI: 44%<ref name="AP" /> |
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| JS = DOS: 65%<ref name=joystick/> |
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| TGM = AMI: 34%<ref name="TGM" /> |
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<!-- Custom Reviewers; limit is set to 10 --> |
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| rev1 = ''Amiga Joker'' |
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| rev1Score = AMI: 21%<ref name="Hiersekorn" /> |
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| rev2 = ''Commodore and Amiga Review'' |
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| rev2Score = AMI: 81%<ref name=phang/> |
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| rev3 = ''CU Amiga'' |
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| rev3Score = AMI: 84%<ref name="dillon" /> |
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| rev4 = ''Datormagazin'' |
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| rev4Score = AMI: 3/10<ref name="ekholm" /> |
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| rev5 = ''Power Play'' |
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| rev5Score = AMI, AST: 4%<ref name="PP" /> |
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| rev6 = ''The One Amiga'' |
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| rev6Score = AMI: 78%<ref name=ONE/> |
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| rev7 = ''Your Amiga'' |
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| rev7Score = AMI: 80%<ref name="pumphrey" /> |
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}} |
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Reviews of the game were mixed; Laurence Scotford of ''[[ACE (magazine)|ACE]]'' reflected on this, noting that it is "the sort of game you either love or you hate."<ref name=laurence/> Some reviews discussed the moral standpoint of the game. Tony Dillon of [[Commodore_User#CU_Amiga|''CU Amiga'']] questioned the moral position of the player "wiping out an under-equipped army fighting for their homeland" in a war in which Britain was the aggressor.<ref name=dillon/> This position was shared by the West German magazine ''Power Play'', which accused the game of glorifying the British viewpoint.<ref name=PP>{{cite journal|last1=|first1=|title=Rorke's Drift|journal=Power Play|date=September 1990|page=|url=https://www.kultboy.com/index.php?site=t&id=1964}}</ref> Dillon suggested that the player would have been assisted by the provision of more historical background in the game or manual, including details of the Zulu viewpoint; the lack of background information was also criticised by Paul Rigby of ''[[The Games Machine]]''.<ref name=dillon/><ref name=TGM/> |
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=== Graphics and performance === |
=== Graphics and performance === |
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The graphics were praised for their quality, though some reviewers considered the presentation overly "cute".{{who|date=September 2022}}{{efn|<ref name="orr" /><ref name=phang/><ref name=laurence/><ref name=joystick/><ref name=dillon/><ref name=smith/><ref name=TGM/><ref name=ekholm>{{cite journal|last1=Ekholm|first1=Hans|title=Vilse i Zulupannkakan|journal=Datormagazin|date=September 1990|issue=14|page=68|url=http://amr.abime.net/review_31501}}</ref>{{Excessive citations inline|date=September 2022}}}} Dillon felt that the cuteness of the graphics detracted from the atmosphere of a serious war game.<ref name=dillon/> The French ''[[Joystick (magazine)|Joystick]]'' magazine deemed the graphics better than what was usually provided in war games.<ref name=joystick/> Adrian Pumphrey of ''Your Amiga'' warned that "dedicated strategists may find this game a little too colourful for their palates", but figured the game would appeal to "[[arcade game|arcade]] minded players".<ref name=pumphrey>{{cite journal|last1=Pumphrey|first1=Adrian |title=Rorke's Drift|journal=Your Amiga|date=August 1990|page=46|url=http://amr.abime.net/review_11152}}</ref> Lucinda Orr of ''[[Amiga Computing]]'' observed that the graphics gave the game the feel of a [[miniature wargame|table-top wargame]], and Andy Smith for ''[[Amiga Format]]'' speculated that this was the concept the designer had in mind.<ref name="orr" /><ref name=smith>{{cite journal|last1=Smith|first1=Andy |title=Rorke's Drift |journal=Amiga Format|date=August 1990|issue=13|page=52|url=https://www.amigareviews.leveluphost.com/rorkesdr.htm}}</ref> A reviewer for ''ONE AMiga'' considered the game to be a good example of how war games can cross over into the mainstream.<ref name=ONE>{{cite journal|last1=|first1=|title=Rorke's Drift|journal=The One Amiga|date=July 1994|issue=14|page=84|url=http://amr.abime.net/review_38087}}</ref> Smith remarked that the adherence to turn-based wargaming principles did not always work in the context of a real-time game, with characters stuck walking into one another until interrupted by the player.<ref name=smith/> Some reviewers noted the jerkiness of the animations and cursor movements.<ref name=laurence/><ref name=joystick/><ref name=Hiersekorn>{{cite journal|last1=Hiersekorn |first1=Werner|title=Strategische Magerkost |journal=Amiga Joker|date=October 1990|page=82|url=https://www.amigareviews.leveluphost.com/rorkesdr.htm}}</ref> Werner Hiersekorn for the German magazine ''Amiga Joker'' noted occasional system crashes.<ref name=Hiersekorn/> |
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Many reviewers praised the quality of the graphics, though some thought them overly "cute".<ref name=phang>{{cite journal|last1=Phang|first1=Andrew |title=Rorke's Drift|work=Commodore and Amiga Review|date=November 1990|page=75|url=http://amr.abime.net/review_4447 |
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}}</ref><ref name="orr" /><ref name=joystick/><ref name=smith/><ref name=laurence/><ref name=TGM/><ref name=ekholm>{{cite journal|last1=Ekholm|first1=Hans|title=Vilse i Zulupannkakan|work=Datormagazin|date=September 1990|issue=14|page=68|url=http://amr.abime.net/review_31501}}</ref><ref name=dillon>{{cite journal|last1=Dillon|first1=Tony |title=Rorke's drift|work=CU Amiga |date=July 1990|page=57|url=http://amr.abime.net/review_15000}}</ref> Dillon considered that the cuteness of the graphics detracted from the atmosphere of a serious war game.<ref name=dillon/> The French ''[[Joystick (magazine)|Joystick]]'' magazine thought the graphics were better than usually provided in war games.<ref name=joystick>{{cite journal|last1=|first1=|title=Rorke's Drift |work=Joystick|url=http://download.abandonware.org/magazines/Joystick/joystick_numero012/Joystick%20012%20-%20Page%20207%20(1991-01).jpg|date=January 1991|page=207}}</ref> Adrian Pumphrey, for ''Your Amiga'', thought that "dedicated strategists may find this game a little too colourful for their palates" that oit would appeal to "[[arcade game|arcade]] minded players".<ref name=pumphrey>{{cite journal|last1=Pumphrey|first1=Adrian |title=Rorke's drift|work=Your Amiga|date=August 1990|page=46|url=http://amr.abime.net/review_11152}}</ref> Lucinda Orr, for ''[[Amiga Computing]]'', considered that the graphics gave the game the feel of a [[miniature wargame|table-top wargame]] and Andy Smith for ''[[Amiga Format]]'' thought this was the concept the designer had in mind.<ref name="orr" /><ref name=smith>{{cite journal|last1=Smith|first1=Andy |title=Rorke's Drift |work=Amiga Format|date=August 1990|issue=13|page=52|url=https://www.amigareviews.leveluphost.com/rorkesdr.htm}}</ref> A reviewer for ''ONE AMiga'' thought the game was a "good example of how wargames can cross over into the mainstream".<ref name=ONE>{{cite journal|last1=|first1=|title=Rorke's Drift|work=The ONE Amiga|date=July 1994|issue=14|page=84|url=http://amr.abime.net/review_38087}}</ref> Smith considered that the adherence to turn-based wargaming principles didn't always work in the real-time game, with characters stuck walking into one another until interrupted by the player.<ref name=smith/> |
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Many reviewers noted the jerkiness of the animations and cursor movements.<ref name=joystick/><ref name=Hiersekorn>{{cite journal|last1=Hiersekorn |first1=Werner|title=Strategische Magerkost |work=Amiga Joker|date=October 1990|page=82|url=https://www.amigareviews.leveluphost.com/rorkesdr.htm}}</ref><ref name=laurence/> Werner Hiersekorn for the German magazine ''Amiga Joker'' noted occasional system crashes.<ref name=Hiersekorn/> |
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=== Gameplay === |
=== Gameplay === |
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The reception of the orders system was mixed. Orr |
The reception of the orders system was mixed. Orr felt that it gave the game a more personal feel, but Smith found it "unwieldy and awkward", citing a tediousness in the requirement of individually issuing orders to each man.<ref name="orr" /><ref name=smith/> Hiersekorn, Scotford, Smith, Hans Ekholm for ''Datormagazin'' and ''The One Amiga'' reviewer found the pace of the game and the ordering system too slow.{{efn|<ref name=laurence/><ref name=smith/><ref name=Hiersekorn/><ref name=ekholm/><ref name=ONE/>}} Pumphrey singled out the sequence of orders required to fire a rifle as too long.<ref name=pumphrey>{{cite journal|last1=Pumphrey|first1=Adrian |title=Rorke's Drift|journal=Your Amiga|date=August 1990|page=46|url=http://amr.abime.net/review_11152}}</ref> Although Phang appreciated the "repeat order" command, Rigby suggested that a group ordering system would have been beneficial.<ref name=phang/><ref name=TGM>{{cite journal|last1=Rigby|first1=Paul |title=Rorke's Drift|journal=The Games Machine|date=August 1990|issue=33|page=79|url=http://amr.abime.net/review_9920}}</ref> Cam Winstanley for ''Amiga Power'' felt that a "fire at will" command would have been useful to avoid repetitive ordering.<ref name=AP>{{cite journal|last1=Winstanley|first1=Cam|title=Rourke's Drift|journal=Amiga Power|date=August 1994|page=77|url=http://amr.abime.net/review_941}}</ref> |
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While ''The One Amiga'' reviewer found the ordering menu intuitive, Rigby complained that the manual provided insufficient explanation for some of the commands, while others did not tally with the screen.<ref name=TGM/><ref name=ONE/> Ekholm also criticised the lack of instruction in the manual.<ref name=ekholm/> The freezing of the screen during the ordering mode was criticised by Smith and Rigby.<ref name=smith/><ref name=TGM/> The fixed isometric view came in for negative comment from Winstanley and Rigby, with the foreground buildings hiding some characters from view and the view making it difficult to judge ground distance.<ref name=AP/><ref name=TGM/> Rigby also thought the overview map could have been a more useful feature if it showed the positions of troops rather than just an image of the battlefield.<ref name=TGM/> Orr found the accelerated time mode was risky as the only indication of a Zulu attack was when casualty figures began to increase, at which point it was often too late for the player to direct shots at the Zulus.<ref name="orr" /> |
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Orr noted that with a confined battlefield it was difficult to develop any elaborate strategies and that the game was more about how the player chose to deploy their limited forces.<ref name="orr" /> However, Phang described the game as "an exercise in tactics to be enjoyed by those who are dedicated strategy fans, and those who are just looking for an enjoyable game".<ref name=phang/> Smith noted that the game had limited replay value, with only one scenario available and it being only playable from the British side.<ref name=smith/> |
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-------------- |
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Orr noted that the only indication of a Zulu attack when using the acclerated time mode was when the casualty figures started to increase, which typically came at a point when it was too late for the player to co-ordinate British shooting. Orr noted the confined space of the battlefield made it difficult to develop any elaborate strategies and that the game was more about how the player chose to deploy their limited forces. <ref name="orr" /> |
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==Notes== |
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Smith criticsed that ther ewas only one scenario and onyl playable as the British, hindering replayability.<ref name=smith/> |
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{{Notelist}} |
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Criticised the manual as poor with not all of the commands explained, no discussion of tactics Cannot scroll the screen in the order phase, only in combat and this very slowly. Teh 3D viiewpoint sometimes restrictive in judging of distances.<ref name=TGM/> |
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Criticised the isometric viuew for allowing characters to get hidden behind buildings and for lack of fire at will order.<ref name=AP>{{cite journal|last1=Winstanley|first1=Cam|title=Rourke's Drift|work=Amiga Power|date=August 1994|page=77|url=http://amr.abime.net/review_941}}</ref> |
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lack of instructions.<ref name=ekholm/> |
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Suggested the control system was intuitive.<ref name=ONE/> |
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"an exercise in tactics to be enjoyed by those who are dedicated strategy fans, and those who are just looking for an enjoyable game". <ref name=phang/> |
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The map is just an image, not showing any gameplay. "manual is very poor" "some of the commands are not explained and others do not tally with the screen". No discussion of tactics. Cannot scroll when paused and scrolling is very slow. Restrictive viepwoint. 34%<ref name=TGM/> |
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{| class="wikitable sortable" |
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|+ |
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!Magazine |
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!Author |
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!Date |
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!Format |
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!Score |
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|- |
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|''CU Amiga''<ref name="dillon" /> |
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|Tony Dillon |
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|July 1990 |
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|Amiga |
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|84% |
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|- |
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|''Amiga Format''<ref name="smith" /> |
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|Andy Smith |
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|August 1990 |
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|Amiga |
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|62% |
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|- |
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|''The Games Machine''<ref name="TGM" /> |
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|Paul Rigby |
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|August 1990 |
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|Amiga |
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|34% |
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|- |
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|''Your Amiga''<ref name="pumphrey" /> |
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|Adrian Pumphrey |
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|August 1990 |
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|Amiga |
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|80% |
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|- |
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|''Advanced Computer Entertainment''<ref name="laurence" /> |
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|Laurence Scotford |
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|September 1990 |
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|Amiga & Atari |
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|70% (700/1000) |
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|- |
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|''Amiga Computing''<ref name="orr" /> |
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|Lucinda Orr |
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|September 1990 |
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|Amiga |
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|80% |
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|- |
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|''Datormagazin''<ref name="ekholm" /> |
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|Hans Ekholm |
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|September 1990 |
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|Amiga |
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|30% (3/10) |
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|- |
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|''Power Play''<ref name="PP" /> |
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|Michael Hengst |
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|September 1990 |
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|Amiga & Atari |
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|4% |
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|- |
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|''Amiga Joker''<ref name="Hiersekorn" /> |
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|Werner Hiersekorn |
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|October 1990 |
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|Amiga |
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|21% |
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|- |
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|''Commodore and Amiga Review''<ref name=phang/> |
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|Andrew Phang |
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|November 1990 |
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|Amiga |
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|81% |
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|- |
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|''Joystick''<ref name=joystick/> |
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| |
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|January 1991 |
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|MS DOS |
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|65% |
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|- |
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|''The ONE Amiga''<ref name=ONE/> |
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| |
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|July 1994 |
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|Amiga |
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|78% |
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|- |
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|''Amiga Power''<ref name="AP" /> |
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|Cam Winstanley |
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|August 1994 |
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|Amiga |
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|44% |
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|} |
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==References == |
==References == |
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{{reflist}} |
{{reflist}} |
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[[Category:1990 video games]] |
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[[Category:Amiga games]] |
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[[Category:Atari ST games]] |
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[[Category:DOS games]] |
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[[Category:Impressions Games games]] |
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[[Category:Single-player video games]] |
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[[Category:Strategy video games]] |
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[[Category:Video games set in Africa]] |
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[[Category:War video games set in the British Empire]] |
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[[Category:Works about the Anglo-Zulu War]] |
Latest revision as of 22:18, 9 September 2024
Rorke's Drift | |
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Developer(s) | Plato |
Publisher(s) | Impressions Games |
Platform(s) | Atari ST, Amiga, MS-DOS |
Release | 1990 |
Genre(s) | Strategy |
Mode(s) | Single-player |
Rorke's Drift is a strategy video game for Atari ST, Amiga and MS-DOS home computers, released in 1990. The game is a recreation of the Battle of Rorke's Drift during the 1879 Anglo-Zulu War. The player assumes command of the British garrison at the Rorke's Drift shortly before the arrival of the 4,000-strong attacking Zulu force. The post's 137 defenders are rendered as individual characters which the player must order to perform actions. The game is played in real time and lasts from 4.30pm on 22 January 1879 until 7am the following morning. The game received mixed reviews, with critics praising the graphics and criticising the slow pace and complicated orders system.
Gameplay
[edit]Rorke's Drift is a real-time strategy recreation of the Battle of Rorke's Drift, a defence of a mission post during the 1879 Anglo-Zulu War. The player takes command of a garrison of 137 British troops to defend the post against a Zulu force numbering up to 4,000.[1][2] The game allows the player the choice of facing Zulu attacks as they came historically or in a randomised fashion.[3]
The game starts at 4.30pm on 22 January 1879, at which time the mealie bag and biscuit box defences have been erected, and the player's first action is to issue orders to deploy their men to their fighting positions.[4] The Zulu attacks begin an hour later and the game runs, in real time, to a conclusion at 7am on 23 January when the British garrison is relieved by the arrival of reinforcements.[2][5] Victory is awarded to the player if any of their forces survive until the end.[2][6]
The game is presented in isometric 3D view from the south of the mission post, the screen shows a section of the post and during gameplay the player can scroll the screen to view other parts. The player's command consists of 137 characters, a mix of soldiers (wounded and unwounded), officers, medics and quartermasters.[2][4] There are 80 different frames of character position, depicting the men in kneeling, running, standing and fighting position in eight different directions.[2] Each individual character has different statistics that affect their movement, shooting and hand-to-hand combat abilities. The player orders men individually by entering an orders mode that pauses gameplay and prevents the screen from moving.[1] Orders are given by mouse on an illustrated on-screen menu and are carried out when the player unpauses the game.[1][7] A "repeat order" function allows the player to issue the same order, individually, to more than one character. Orders include different speeds of movement, different firing positions, aiming, firing, reloading and fighting in hand-to-hand combat.[1][6] Only soldiers ordered to aim at a target can fire, the chance of a hit depends on the ability of the soldier and the time spent aiming.[8]
As well as the main screen the player can select a map icon to display a fixed overview of the post, a red cross icon to display the total of active, wounded and dead for each side and a clock icon which accelerates the game.[2] During accelerated play, the battlefield is hidden and replaced by a clock and a display showing the number of wounded and dead on each side, the player can exit the screen at any time to return to the battlefield.[1] As well as fighting the player must also manage the distribution of ammunition and tending of any wounded.[6] The performance of the characters is affected by their wounds and any treatment received.[5] The only audio in the game is a short burst of the song "Men of Harlech" (popularly associated with the battle depicted in the 1964 film Zulu) at the start of the game. The player is capable of saving a game in progress.[6]
Development and release
[edit]Rorke's Drift was designed by Edward Grabowski for the developer Plato, the strategy branch of publisher Impressions Games. The game, distributed by Pactronics, was released on the Atari, Amiga and MS-DOS platforms in 1990,[2] and was re-released in 1994 by Tactix for the Amiga 500, Amiga 600 and Amiga 1200.[9]
Reception
[edit]Publication | Score |
---|---|
ACE | AMI, AST: 700/1000[3] |
Amiga Computing | AMI: 80%[1] |
Amiga Format | AMI: 62%[6] |
Amiga Power | AMI: 44%[9] |
Joystick | DOS: 65%[4] |
The Games Machine (UK) | AMI: 34%[10] |
Amiga Joker | AMI: 21%[7] |
Commodore and Amiga Review | AMI: 81%[2] |
CU Amiga | AMI: 84%[5] |
Datormagazin | AMI: 3/10[11] |
Power Play | AMI, AST: 4%[12] |
The One Amiga | AMI: 78%[13] |
Your Amiga | AMI: 80%[8] |
Reviews of the game were mixed; Laurence Scotford of ACE reflected on this, noting that it is "the sort of game you either love or you hate."[3] Some reviews discussed the moral standpoint of the game. Tony Dillon of CU Amiga questioned the moral position of the player "wiping out an under-equipped army fighting for their homeland" in a war in which Britain was the aggressor.[5] This position was shared by the West German magazine Power Play, which accused the game of glorifying the British viewpoint.[12] Dillon suggested that the player would have been assisted by the provision of more historical background in the game or manual, including details of the Zulu viewpoint; the lack of background information was also criticised by Paul Rigby of The Games Machine.[5][10]
Graphics and performance
[edit]The graphics were praised for their quality, though some reviewers considered the presentation overly "cute".[who?][a] Dillon felt that the cuteness of the graphics detracted from the atmosphere of a serious war game.[5] The French Joystick magazine deemed the graphics better than what was usually provided in war games.[4] Adrian Pumphrey of Your Amiga warned that "dedicated strategists may find this game a little too colourful for their palates", but figured the game would appeal to "arcade minded players".[8] Lucinda Orr of Amiga Computing observed that the graphics gave the game the feel of a table-top wargame, and Andy Smith for Amiga Format speculated that this was the concept the designer had in mind.[1][6] A reviewer for ONE AMiga considered the game to be a good example of how war games can cross over into the mainstream.[13] Smith remarked that the adherence to turn-based wargaming principles did not always work in the context of a real-time game, with characters stuck walking into one another until interrupted by the player.[6] Some reviewers noted the jerkiness of the animations and cursor movements.[3][4][7] Werner Hiersekorn for the German magazine Amiga Joker noted occasional system crashes.[7]
Gameplay
[edit]The reception of the orders system was mixed. Orr felt that it gave the game a more personal feel, but Smith found it "unwieldy and awkward", citing a tediousness in the requirement of individually issuing orders to each man.[1][6] Hiersekorn, Scotford, Smith, Hans Ekholm for Datormagazin and The One Amiga reviewer found the pace of the game and the ordering system too slow.[b] Pumphrey singled out the sequence of orders required to fire a rifle as too long.[8] Although Phang appreciated the "repeat order" command, Rigby suggested that a group ordering system would have been beneficial.[2][10] Cam Winstanley for Amiga Power felt that a "fire at will" command would have been useful to avoid repetitive ordering.[9]
While The One Amiga reviewer found the ordering menu intuitive, Rigby complained that the manual provided insufficient explanation for some of the commands, while others did not tally with the screen.[10][13] Ekholm also criticised the lack of instruction in the manual.[11] The freezing of the screen during the ordering mode was criticised by Smith and Rigby.[6][10] The fixed isometric view came in for negative comment from Winstanley and Rigby, with the foreground buildings hiding some characters from view and the view making it difficult to judge ground distance.[9][10] Rigby also thought the overview map could have been a more useful feature if it showed the positions of troops rather than just an image of the battlefield.[10] Orr found the accelerated time mode was risky as the only indication of a Zulu attack was when casualty figures began to increase, at which point it was often too late for the player to direct shots at the Zulus.[1]
Orr noted that with a confined battlefield it was difficult to develop any elaborate strategies and that the game was more about how the player chose to deploy their limited forces.[1] However, Phang described the game as "an exercise in tactics to be enjoyed by those who are dedicated strategy fans, and those who are just looking for an enjoyable game".[2] Smith noted that the game had limited replay value, with only one scenario available and it being only playable from the British side.[6]
Notes
[edit]References
[edit]- ^ a b c d e f g h i j k Orr, Lucinda (September 1990). "Strategy with a cast of thousands". Amiga Computing. 3 (4): 42–43.
- ^ a b c d e f g h i j k Phang, Andrew (November 1990). "Rorke's Drift". Commodore and Amiga Review: 75.
- ^ a b c d e f Scotford, Laurence (September 1990). "Rorke's Drift". Advanced Computer Entertainment: 52.
- ^ a b c d e f "Rorke's Drift". Joystick: 207. January 1991.
- ^ a b c d e f g Dillon, Tony (July 1990). "Rorke's drift". CU Amiga: 57.
- ^ a b c d e f g h i j k l Smith, Andy (August 1990). "Rorke's Drift". Amiga Format (13): 52.
- ^ a b c d e Hiersekorn, Werner (October 1990). "Strategische Magerkost". Amiga Joker: 82.
- ^ a b c d Pumphrey, Adrian (August 1990). "Rorke's Drift". Your Amiga: 46.
- ^ a b c d Winstanley, Cam (August 1994). "Rourke's Drift". Amiga Power: 77.
- ^ a b c d e f g h Rigby, Paul (August 1990). "Rorke's Drift". The Games Machine (33): 79.
- ^ a b c d Ekholm, Hans (September 1990). "Vilse i Zulupannkakan". Datormagazin (14): 68.
- ^ a b "Rorke's Drift". Power Play. September 1990.
- ^ a b c d "Rorke's Drift". The One Amiga (14): 84. July 1994.