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Sid
Meier's Antietam!
DEVELOPER
: Breakaway
Games
PUBLISHER : Firaxis
System Requirements
Pentium 200 Mhz, 32 MB RAM |
Recommended
Pentium II 350MHz, 128+ MB RAM, 8 Megs Video card |
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Ratings
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| Code
Issues
Graphics: 7 Sprite
based allows a great deal of unit detail, beautiful map
Audio: 6 Unobtrusive,
effective
Interface: 9 Every
single command has a hotkey, making control a breeze.
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Play
Issues
Solo Gameplay: 8 An AI
that feels human, and an ability to control not just the computer opponent’s
“quality” but also their aggressiveness and tactical tendencies
Replayability: 8 A
host of mini scenarios as well as the full battle, a random battle generator
but oddly, no editor?
Multi-player: 8 LAN,
TCP/IP, modem play all supported, the ability to have multiple corps
commanders on a side makes this an interesting option for multiplayer
Learning Curve: 8 very
quickly learned
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| Other/Notes
Documentation
10 Fantastic documentation, including unpublished material from the
Library of Congress, also included as HTML on the cd for casual reading.
I wish more games did this.
Pros: Great overall
feel – an accurate Civil War game, yet reachable for non-Civil War fans.
Cons:
Narrow focus might put off non Civil War fans, no editor.
Other:
+.2 for their packaging – in the “why didn’t anyone else think of
that” category, as far as I can tell, they’re the first to sell a game
using the standard DVD packaging – smallish plastic case will be a welcome
space saver on my shelf of giant gameboxes filled with air.
Please also see the National Park Service page on
the Antietam Battlefield: http://www.nps.gov/anti/home.htm
Overall:
9.0
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When I first opened
up Sid Meier’s Antietam, I was a little nervous.
When Sid had turned his prodigious talents to Civil War games
with Gettysburg, everyone had been very impressed.
Antietam, while ostensibly still a “Sid Meier Game” is
pretty much just that – a license that’s been handed off to
Breakaway Games for the follow-on sequel.
Which, honestly, made me a skeptic.
Could it be as good, as visceral, as Gettysburg had been?
Antietem is the
name of what has been called “America’s bloodiest battle”,
where Union General George McClellan finally stirred from his
inexplicable torpor and lunged at the Confederate forces arrayed
before him. Taking
place on 17 September, 1862, more than 120,000 Americans (40,000
Confederates against 80,000 Union) struggled against each other in
places that have become monuments in history – Bloody Lane,
Miller’s Cornfield, Dunkard Church and otherwise forgettable
places where men fought, struggled, and died for their beliefs.
It was originally a
fairly neat plan, involving an attempted envelopment around the
Confederate left (or a feint there toward, depending on which
historical source you’re reading), but it turned into a slugfest
as units all along the line were drawn into combat.
Antietam became a grinding and bloody battle of attrition in
what would become classic Civil War style, where units were hurled
forward only to disintegrate moments later in a fusillade of Minie
Balls and grapeshot.
When the long day
had ended, one might have called it a Union victory.
But as a victory, it was Pyrrhic.
More than 23,000 casualties – nearly ten
times as many American casualties as in the Normandy Invasion -
(complete stats at http://www.nps.gov/anti/casualty.htm)
remained as the Confederate forces pulled back into Virginia.
Lee’s failure to follow up would prevent Great Britain’s
recognition of the CSA as a state, and Lincoln took the opportunity
to issue the famed Emancipation Proclamation, giving what had
hitherto been a struggle over states’ rights a moral dimension
that changed the character of the war forever.
The game Antietam!
is a real time grand tactical simulation of the battle.
The units are regiments and brigades, the scale ranging from
the intimacy of the East Woods to the complete battle from
Sharpsburgh to Dunkard Church.
It uses the Gettysburg engine, and benefits from the patches
and stability of the mature code.
When starting the
game, you have the advantage of a very effective tutorial, focusing
narrowly on the day’s opening probes in and around the East Woods
with infantry and artillery. Despite
the historical anachronism, I could imagine that it would have been
a slightly better learning experience with at least one or two units
of cavalry as well.. If
you didn’t play Gettysburg though, no fear: it will quickly teach
you the basics of unit handling and issuing commands.
You have several
options about just how you want to approach Antietam.
The whole battle is laid out in mini scenarios, each
representing an important segment of the battle (either
chronologically or geographically).
Of course, you can choose to play the whole battle as well,
although I would strongly advise against it until you’ve mastered
the art of handling the units.
Of course you can play either as the CSA (Confederate) or
Union armies, and have the option of choosing the actual
dispositions or one of many historical variants.
You can also control some of the elements of play by the AI,
selecting that it be prudent or aggressive, stupid or smart.
Finally, if you’ve tired of playing through the tons of
mini scenarios, and the challenge of managing the massive
full-battle scenarios has begun to pale they have even included a
complete random scenario generator for the ultimate in fog of war.
With this, you feel much like a real life commander, complete
with goals, troops, and no idea of the enemy’s dispositions.
Orders are issued
very simply – clicking on a unit will allow you to give it
movement orders (click & drag) or formation-changes, with the
predicted results (i.e. future position or formation) ghosted onto
the map. This is useful
for the smaller battles, but when managing a behemoth like Antietam
it quickly becomes unwieldy (despite the ability to issue orders
while paused – a nonetheless critically useful addition).
Therefore, it is
particularly useful that for these larger-scale conflicts, similar
movement or formation change orders can be issued to the brigade
commanders. When these
commanders are the order focus, their subunits all act as a team,
forming battle lines, double lines, maneuver columns or march
columns in groups. Even
on the smaller battles the ability to maneuver in large formations
is important, as critical morale bonuses are available to units
shoulder-to-shoulder with their brigade elements.
Artillery are
particularly well handled (in Gettysburg they were broadly
generalized into only a couple different types) with
differentiations for range and effect for everything from Parrot
Rifles to Napoleons. Note
that artillery units are not attached to brigades – they are
independent units. Upper
level commanders do have the ability to “gather artillery”- a
useful shorthand for a common command, allowing the player with a
single button to form grand batteries.
Surprisingly there
is no implementation of command delay.
Units take time to move into position or change formation of
course, but immediately begin these actions at the player’s
say-so. With the
confusion and chaos of the Civil War battlefield, and the very small
timescale of some of the mini scenarios, I would have expected at
least an option button for a delay in order implementation by
brigades and units. Historically,
I think this was a not-insignificant factor in some battles.
As it is, your troops are amazingly flexible and responsive
– as long as you happen to see what’s going on around them (an
important limiting factor). Interestingly,
something on this order IS however implemented for the AI.
In Gettysburg, the AI was ultra-responsive, brutally so.
Launch an advance, and enemy units (especially enemy
artillery) would happily and instantly change targets and
collectively annihilate your troops.
Now, according to the designer notes, there’s an AI
“governor” algorithm between planning and implementation.
The computer may recognize that an assault is coming, but
units aren’t always freely able to respond.
This makes playing against the computer feel much more like
playing against a human.
Once the action is
joined, everything seems to happen at once.
Units drive forward and retreat with staggering frequency.
The cannons wheel into place, load canister and discharge
into the lines of men, brutally checking an enemy assault.
As the battle wears on, replacements appear and are tossed
into the cauldron, usually pell-mell as reserves melt away.
As a mainly
turn-based gamer, I had some trouble with this. In the first few
games I found myself hitting Pause frequently, although
I felt somehow that this was a betrayal of the immediacy of
the event. After a half
dozen games though, I was confident enough in the orders I’d
issued to sit back and watch events develop.
I’d strongly recommend to turn-based devotees: don’t
necessarily pass this title by because it’s “real time”.
I found that in
most cases the real time structure is in this game functionally
realistic – it more effectively simulates the limits of the
commander’s (your) strategic focus than any artificial mechanism
of ‘command points’ or suchlike.
Units are
represented by surprisingly detailed sprites (you can tell the Iron
Brigade from normal Union troops, and the Confederates are clad in a
motley collection of butternut and brown).
The number of “men” shown in a unit visibly decreases as
the unit is whittled down through fire, melee, and desertion.
Fire volume and
effectiveness is represented numerically and graphically, so you can
tell which regiments are pouring fire onto the enemy and who is
sitting on their thumbs. This
graphic is dynamic, with occasional sharp-shooting only rating a
thin red arrow (20) and canister cannon fire into close-by troops in
enfilade a huge thick red line (200+).
The sound is better
than average, with the occasional “We’ll get it back General!”
when you have suddenly lost a victory location, as well as the
obligatory repertoire of cannon and rifle fire, cavalry, etc.
It would have been nice to have the sound stop when the game
was paused, however. The
music is pretty good, and not terribly repetitive.
The Civil War has
been gamed extensively, and the designers didn’t venture into
these waters unprepared. They
appear to have thought a lot of about what they were trying to do.
In the issuance of orders, you have a great deal of flexibility.
As mentioned in the designer’s notes, the game is designed
to pull you into the action at an appropriate level.
Therefore you don’t really have to order your units when to
fire or at whom; it’s assumed your regimental commanders are
bright enough to understand and deal with their situations.
Your goal, as overall commander, is to employ your troops
effectively and it that sense it really becomes a game of movement
and timing.
And what a game it
is. I was initially
going to complain about the unforgiving pace (the speed slider
notwithstanding, it’s hard to keep an eye on what’s going on
everywhere at once, and I wasn’t too fond of the fact that
whenever you leave ‘paused’ you start at normal full speed).
That is, until I did a little historical research.
Reading the “Illustrated History of the Great Rebellion”
written as a serial on or about 1870 with many eyewitness accounts
of the battles, I developed a great deal of respect for the efforts
of the designers in historical verisimilitude.
It’s hard to believe how quickly the action in the game is,
until you read from firsthand observers that the entire scenario you
just played in a half-hour (without pauses) took only 30 minutes in
real life! Suddenly,
the seeming-compression of events was to me not a hindrance, but an
asset.
A valuable look at
the action is available from the after-action reports and graphics,
showing you graphically what happened, unit “blocks” moving to
contact, taking fire and disintegrating into a mob before your very
eyes. Complete casualty
stats are also available. Furthermore,
the game names awards certain formations by naming them “most
effective” and “hardest fighting” (my interpretation of this
last is that it got it hammered repeatedly).
Sid Meier’s
Antietam is very much a worthy successor to Gettysburg – from the
engaging and immerse gameplay, to the comprehensive history on the
CD (a previously unpublished work from the archives of the Library
of Congress). Even the
map on which you play – a reproduction of a post war survey – is
educational and quite interesting.
For me, Antietam started as a chaos of too many things
happening at once. Importantly,
however, I should note that it was never the game itself that was
confusing (I couldn’t imagine a more completely hotkeyed command
set). I’ve said in
many reviews that what I like in a wargame is its ability to put me
in the position to make realistic (as opposed to game-based)
decisions. In that, and
in many other ways, Antietam succeeds with flying colors.
By the time I’d played through the tutorial and a scenario
or two, I was confident in my ability to stay on top of the
information and manage the battlefield.
Besides that, it was fun!
Whether I was any good at it or not, well, that’s not the
subject of the review, is it?
If
you like to comment on this review, please post a message at the forum.
Reviewed by Steve
Lieb
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