![]() Review by Oliver Lan Name: Master of Orion II: Battle at Antares Publisher: Microprose Format: CD Master of Orion II: Battle at Antares Now, I think that the developers must have been having a bit of a joke
with this one. I mean, Master of Orion was bad enough, but it has to be
said that the sequel has the silliest initials I've ever seen in a game: You are the Emperor of what you hope will become a vast, galaxy spanning
empire. Your race (which you can choose from a few, or even design your
own) has just developed FTL (faster than light) travel and is now setting
about colonising the galaxy. Of course, you're not alone In fact, there are three ways to win. One, conquer everyone else (the
traditional way). Two, rather cunningly, when the galaxy is almost fully
settled there will be a vote to choose a single ruler (to avoid war). If
you win it, you win. And Three, the most highly scoring (probably 'cos
it's in the subtitle) - find a way to cross into the dimension of the
incredibly advanced Antarans and destroy them. Quite simple really. Oh,
and as for Orion, that's just a very nice, rich, lush world, that's
unfortunately guarded by a big robot ship type thing called (fittingly)
the Guardian.
Of course, in one of Microprose's strategy games, these aims are all
achieved through careful resource management, with expansion being the
key. Most people, though, just don't seem to appreciate such 'in yer
space' colonisation. And others are just damned aggressive. So
although there are extensive diplomacy options, you're going to end up
fighting eventually.
The Best Defence
...is an enormous Class X hard multi-phased shield.
(er, Oli... - Ed.)
Er, OK... er, and yes, you're going to need it, when you go to war. You
start off able to build ships of four sizes, from the tiny 'frigate' up
to the reasonable 'battleship', armed only with the odd laser and nuclear
missile. These are not good. You improve your 'stuff' through These are better, basically because they're bigger. Yes, size is
everything in MOO2, at least where ships are concerned, because on the
ship design screen (yes, you do this yourself) you get to stuff your
ships as full as you can with the latest technology, before sending them
for 'field testing' in one of your neighbour's systems. And that's not
all, because although size is so important, sometimes small is beautiful.
Miniaturisation takes effect every time you research a certain area
(e.g. physics, chemistry, force fields), and makes everything to date
(i.e. the old technology) smaller. This means you can now have 10 laser
cannons in your ship when you could previously only have 5, and is a very
clever mechanism that makes research (even when you're researching
'future technologies') always important. It unfortunately means you're
forever updating your ship designs, but hey, an Emperor's work is never
done.
Combat itself (unless you've chosen Strategic [read: boring] combat, in
which case it's all done for you) takes place with a top down, 2D, turn
based system. You guide your ships individually, blowing your opponents
into outer... er, out of the sk... er, well, up. Yes, OK, it is turn
based, but I think this is well in keeping with the feel of a strategy
game - you wouldn't want your galactic conquests to depend upon your
reactions and co-ordination, would you? The tactical combat gives you
control of everything, and in case you can't be bothered, you can get the
computer to run combat for you. There's even a handy speed mode (not in
the manual, BTW, to activate it you press 'z' on the keyboard during your
turn).
But of course, it's not all about fighting. It's a strategy game, and
that means lots of... well... other bits.
The Other Bits
(I'm not even going to try to come up with a silly comment for that one.)
Yes, I mean, this is a Microprose strategy game, after all. Cynics may
say 'so it's just Civilisation all over again', and yes, you might say
that. Like other Master... games (the prequel and Master of Magic), MOO2
is a sort of Civ, with a twist, in this case being that you're in space,
with a galactic rather than global empire.
But this is no bad thing. Let's face it, Civilisation has a winning
formula, and it would be hard for any of Microprose's strategy games to
fail to be gripping. But these games, in dispensing with some of the
complexities and subtleties of Civ. manage to concentrate on some of the
more interesting facets of these games... by which I mean combat. Forget But this emphasis in no way detracts from the strategic nature of things.
As with all these games, although you can opt for out and out fighting,
if you're not developing your infrastructure and keeping up with
research, you'll just fall behind. It's just a more dynamic version of
the same, sort of a double chocolate fudge rather than just a plain
vanilla Civilisation. The actual mechanics of the game are pretty
similar - you have colonies (entire planets in this case) that you have
to build up with buildings gained through research. The population is
split between three jobs: farming, working, and science. You have to
juggle these three around to your maximum benefit, whilst at the same
time expanding and quite possibly war-making.
The general formula remains the same, but with each incarnation from
Microprose, the interface improves. Firstly, the graphics (as you might
expect) are in smart hi-res, and for once might even edge past being
'functional' into 'quite nice looking, actually'. The main improvements,
though, are in the interface itself. It's always been a problem with
these games that as you expand, there's just too much information to
handle. MOO2 goes several steps further to help with this. There are
now more ways to control your colonies through summary screens listing
them all at once, and more options to avoid having to wait around at the
beginning or end of your turn. All turn events are now listed at once,
rather than (as in Civ) going through every colony one by one (and
cheering every time). You know, like the way when you suddenly got a 'We
Love the King Day' and every one of your hundred colonies celebrates -
well, not only will MOO2 not do anything like that, you can even turn off
turn summary events all together, or have serious ones only, and so on.
Perhaps the best improvement, though, is the way the building itself
actually works. There's now a queue of up to six or seven items, which
turns out to be extremely useful when you know exactly what you want to
build. Furthermore, the auto-build, where the computer chooses what
buildings to produce, is far more intelligent than in previous games, and
can also be over-ridden - for example, you can choose to build a
battleship, then when that's done the auto-build will just kick in again.
As for the turn-summary list you get, it will tell you exactly what the
auto-build has chosen to build each time. Add to that the repeat-build
option (great for building large fleets) and you get a really fluid
system. It's really refreshing to see a sequel where the developers have
really taken care of the finer details - undoubtedly those players must
have suggested. There's also a flash multiplayer mode, and although as
you can imagine it takes ages (not one to do over a modem), it of course
adds a new dimension to the game - you get much more attached to your
galactic civilisation than you do, say, a Command & Conquer base, so
taking the multi-player experience to a whole new level of satisfaction.
OK, it's not perfect. There are a few annoying niggles with ship designs
that just create unnecessary work for you - for example, ship orders in
the queue aren't updated when the ship design is, even if the ship's name
doesn't change (so that Panther Battleship your building could actually
be out of date when built). Although you can refit ships to update their
designs once built, this is another major source of irritation - there's
no way to simply 'refit to current design specs' - you have to manually But this is all in the realms of IWBNI (It Would Be Nice If...). You
honestly don't find any of these problems getting in the way, and the
gameplay remains as addictive as all these games seem to be. I don't
know how Microprose do it, but every one seems to be a winner. You just
can't tear yourself away, and even when you do, you find yourself
secretly plotting your enemies' downfalls as you do anything else. You
are supreme. You are the Emperor. You will not be questioned. Then
someone accidentally bumps into you in a corridor and you can't help
yourself but cry out 'How dare you! Do you know who I am? The verdict: Utterly, utterly compulsive.
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