Rorke's Drift (video game): Difference between revisions
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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 the game had limited replayability, with only one scenario available and it being only playable from the British side.<ref name=smith/> |
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 the game had limited replayability, with only one scenario available and it being only playable from the British side.<ref name=smith/> |
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Revision as of 16:21, 23 August 2022
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, Amiga and MS-DOS home computers
Development and release
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.[1]
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.[1][2][3][4][5]
Rorke's Drift was rereleased in 1994 by Tactix for the Amiga 500, Amiga 600 and Amiga 1200.[6]
Gameplay
The game 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.[2] The game allows the player the choice of facing Zulu attacks as they came historically or in a randomised fashion.[7]
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 his men to their fighting positions.[3] 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.[1][8] Victory is awarded to the player if any of his forces survive until the end.[1][9]
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.[1][3] There are 80 different frames of character position, depicting the men in kneeling, running, standing and fighting position in eight different directions.[1] 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.[2] Orders are given by mouse on an illustrated on-screen menu and are carried out when the player unpauses the game.[2][10] 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.[2][9] Only soldiers ordered to aim at a target can fine, the chance of a hit depends on the ability of the soldier and the time spent aiming.[11]
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.[1] 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.[2] As well as fighting the player must also manage the distribution of ammunition and tending of any wounded.[9] The performance of the characters is affected by their wounds and any treatment received.[8] The only sound in the game is a short burst of the song "Men of Harlech" (popularly associated with the battle by the 1964 film Zulu) at the start of the game. There is a save game feature.[9]
Reception
Reviews of the game were mixed; Laurence Scotford for ACE reflected on this, noting that it is "the sort of game you either love or you hate"[7] Some reviews discussed the moral standpoint of the game. Tony Dillon, reviewing for 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.[8] This position was shared by the West German magazine Power Play which considered the game glorified the British viewpoint.[4] 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.[8][12]
Graphics and performance
Many reviewers praised the quality of the graphics, though some thought them overly "cute".[1][2][3][9][7][12][5][8] Dillon considered that the cuteness of the graphics detracted from the atmosphere of a serious war game.[8] The French Joystick magazine thought the graphics were better than usually provided in war games.[3] 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 minded players".[11] Lucinda Orr, for Amiga Computing, considered that the graphics gave the game the feel of a table-top wargame and Andy Smith for Amiga Format thought this was the concept the designer had in mind.[2][9] A reviewer for ONE AMiga thought the game was a "good example of how wargames can cross over into the mainstream".[13] 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.[9]
Many reviewers noted the jerkiness of the animations and cursor movements.[3][10][7] Werner Hiersekorn for the German magazine Amiga Joker noted occasional system crashes.[10]
Gameplay
The reception of the orders system was mixed. Orr considered it gave the game a more personal feel but Smith found it "unwieldy and awkward", being tedious having to issue orders to each man individually.[2][9] Hiersekorn, Scotford, Smith, Hans Ekholm for Datormagazin and the ONE Amiga reviewer found the pace of the game, and the ordering system, too slow.[10][7][5][9][13] Pumphrey thought that the sequence of orders required to fire a rifle, in particular, was too long.[11] Although the "repeat order" command was praised by Phang, Rigby thought a group ordering system would have been beneficial.[1][12] Cam Winstanley for Amiga Power thought that a "fire at will" command would have been useful to avoid repetitive ordering.[6]
While the ONE Amiga reviewer found the ordering menu was intuitive Rigby found "some of the commands are not explained [in the manual] and others do not tally with the screen".[13][12] The lack of instruction in the manual was also criticised by Ekholm.[5] The freezing of the screen during the ordering mode was criticised by Smith and Rigby.[12][12] 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.[6][12] 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.[12] 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.[2]
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.[2] 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".[1] Smith noted the game had limited replayability, with only one scenario available and it being only playable from the British side.[9]
Review scores
Magazine | Author | Date | Format | Score |
---|---|---|---|---|
CU Amiga[8] | Tony Dillon | July 1990 | Amiga | 84% |
Amiga Format[9] | Andy Smith | August 1990 | Amiga | 62% |
The Games Machine[12] | Paul Rigby | August 1990 | Amiga | 34% |
Your Amiga[11] | Adrian Pumphrey | August 1990 | Amiga | 80% |
Advanced Computer Entertainment[7] | Laurence Scotford | September 1990 | Amiga & Atari | 70% (700/1000) |
Amiga Computing[2] | Lucinda Orr | September 1990 | Amiga | 80% |
Datormagazin[5] | Hans Ekholm | September 1990 | Amiga | 30% (3/10) |
Power Play[4] | Michael Hengst | September 1990 | Amiga & Atari | 4% |
Amiga Joker[10] | Werner Hiersekorn | October 1990 | Amiga | 21% |
Commodore and Amiga Review[1] | Andrew Phang | November 1990 | Amiga | 81% |
Joystick[3] | January 1991 | MS DOS | 65% | |
The ONE Amiga[13] | July 1994 | Amiga | 78% | |
Amiga Power[6] | Cam Winstanley | August 1994 | Amiga | 44% |
References
- ^ 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 g h i j k l Orr, Lucinda (September 1990). "Strategy with a cast of thousands". Amiga Computing. 3 (4): 42–43.
- ^ a b c d e f g "Rorke's Drift". Joystick: 207. January 1991.
- ^ a b c "Rorke's Drift". Power Play. September 1990.
- ^ a b c d e Ekholm, Hans (September 1990). "Vilse i Zulupannkakan". Datormagazin (14): 68.
- ^ a b c d Winstanley, Cam (August 1994). "Rourke's Drift". Amiga Power: 77.
- ^ a b c d e f Scotford, Laurence (September 1990). "Rorke's Drift". Advanced Computer Entertainment: 52.
- ^ 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 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 e f g h i Rigby, Paul (August 1990). "Rorke's Drift". The Games Machine (33): 79.
- ^ a b c d "Rorke's Drift". The ONE Amiga (14): 84. July 1994.