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Armageddon Empires Review

PC Review by Kieron Gillen

19 December, 2007

There's something about December that makes me crave turn-based strategy. I don't know what it is - some kind of deep grained memory that when you can't go outside it's time to play boardgames or something. While I've been dabbling with everything from Fantasy Wars to (just starting) the New Galacitic Civilization beta, this is what's been dominating.

Dominating everything.

At the time of writing, a copy of Mass Effect sits unopened in the next room. Interviews with everyone from Warren Spector to Blood Red Shoes remain determinedly untranscribed. Rooms remain untidied (though that's a same-as-it-ever-was). It's compulsive, challenging, thought provoking, atmospheric and as generally neat an indie-strategy game I've played since - oooh - Weird Worlds: Return to Infinite Space. (And while Weird Worlds is more polished, Armageddon Empire has many times more depth.)

It's a 4X game, which stands for "I'm incapable of realising what letter starts a word" (or rather, "eXplore, eXpand, eXploit and eXterminate", which are the primary goals). You start in the corner of the map, and go forth exploring it corners, making new bases, collecting neat stuff and finally kicking the heads of anyone who has the audacity to start on the same map thoroughly in. File next to GalCiv, Civilization, and many other things with "iv" in them.

If I had to narrow it down, it's got three things which are its stand-out features, and core to its appeal. Its setting. Its recruitment mechanism. Its length. It's a post-apocalyptic game with a card-playing/deck building mechanism in lieu of (most) of its traditional building and you can play it in a relatively short time. Most games last one to three hours, though you can expand it up or down depending on changing the size of the map.

The card mechanism is the first thing you'll notice. Taking inspiration from games like Magic: The Gathering (in mechanisms, not in terms of paying money for a piece of card with a fancy orc with some numbers printed on), you can only put units into play which are in your "hand". Before the game, you design a deck of cards - each of the game's four sides have their own unique selections - up to a set point value (i.e. harder cards cost more). Or, if you're lazy or don't know what the hell's going on, you can pick a predefined one. Then, when you start, you get dealt a hand of cards, and you can bring them into play as and when you get enough resources (i.e. hard cards require you have secured more bits of space-floss and jam than others).

'Armageddon Empires' Screenshot 1

This is exciting. No, really.

It takes a while to realise, but the card mechanism integrates tightly into the setting. It's a post-apocalypse game - in other words, about not having much stuff. Once you've gone through your deck of cards... that's it. If a hero's killed in play, they're gone forever. If you only put one enormous death robot in your deck, and he gets turned to bolts, you're not getting another one. This leads you to thinking carefully, both about what units you want to have available, and their fates when you get them.

The third facet - that it's short - means that so you can experiment with more tactics, decks, approaches and just play more games. I'd argue this brings the strategy more sharply into focus than it does with a longer game - the link between your decisions and the resultant actions is clearer, meaning you really do know when you've made a hideous error.

Esentially, it's a glorified boardgame. Like most of its peers, really. But while most turn-based strategy games are glorified boardgames, Armageddon Empires makes it explicit. It actually shows you the dice as they roll, for example. However, it's a boardgame which would require such complex book-keeping to play on a tabletop that the only sane thing to do is turn to a computer. And it's a glorified boardgame which makes me want to glorify it.

Why do I love it so much? I think it comes down to meaningful decisions. Tying into your limited deck, it's a game were all your decisions are about scarcity. For example, rather than being able to order all your units every turn, you're provided a number of action points to spend. In most cases, you'll have about twenty action-points' worth of stuff you'd like to do, and only ten or so to play with. What do you prioritise? Is it more important to move your scouts or reinforce your bases? Play another card or draw another one from the deck? To save them for researching new weapons or keep them so you can play tactic cards during battles?

(And away from the action points, you also have to worry about resources, number of cards, where to explore, etc - the choices pile up.)

What adds a second edge to the action-points decisions is that it's not a stable reservoir. At the start of every turn, dice are rolled to determine which side goes first. As well as having the initiative, whoever rolls highest also gets more points, so can do more stuff. To help secure it, you can spend your resources on buying more dice. Of course, if you do that you won't have them to spend on constructing new material. The pay-off is tense, rewarding and totally game-shaping. Identifying when you need to win is critical - hell, one of the joys is when you have the AI on the ropes, having sprung a trap to capture his (Armageddon Empire's AI are men - I don't know why, I just know they are) capital and he spends as many resources as he can to make sure he gets to go first, in a desperate attempt to foil the plan. You lean back and laugh at the desperation.

'Armageddon Empires' Screenshot 2

Nuclear Desert Oasis: Roll With it.

(It's always a good sign when you start to actually picture the thought pattern behind computer players' actions. This makes them more human. This makes it more of a pleasure to kick them in their vulnerable hexes.)

As all the mentions of dice rolling suggests, it means the game involves a lot of luck. This is actually one of the reasons why it's so tense - like some kind of HyperRisk, you may know the odds are enormously in your favour, but you can't be completely sure. But in all the games I've played, it hasn't felt random, and that's due to all those decisions yo get to make. You've massaged the odds in whatever what you think best. Now let's see them roll.

All of which is so brilliant, that it saddened me that I realised I probably, in good faith, should give it a seven. Technically it's hardly exemplary - programmed in Macromedia Director, it's limited to a single resolution. Its buttons, especially when battles clash, can be a little sluggish. It occasionally throws up a scripting error for some reason - restarts are very occasionally needed, though the auto-save feature normally covers you. Away from that, it's also deeply inaccessible - while the manual is in-depth, there's no in-game training bar button pop-ups, the game doesn't have enough decks to show you what to do (in fact, you have to download a few of the factions basic deck from the Cryptic Comet site). The interface hides information from you in the most bizarre ways - for example, some actions requiring you to select an army's icon and right-click, and others requiring you to go into the army and select the individual unit. I learned to play by starting several games, going along until I realised something fundamental I was missing completely (like, say, how to build a resource-gatherer on a square), then restarted. Oh - and the mini-map actually obscures the top left corner, requiring you to turn it on and off to see what's going on up there. The deck builder especially does its best to be unfriendly. Also, while a flexible and deep game - the levels are randomly generated, with maps and encounters always being a surprise - it's missing several elements you may expect. For example, no hot-seat multiplayer or anything resembling a predefined series of missions.

But it's getting an eight anyway, because what it has on its side kind of overrules other considerations: it's up there with any strategy game released this year, and if you have any affection for the genre whatsoever, you'll adore it. In fact, I suspect it may end up as a minor classic of the genre.

'Armageddon Empires' Screenshot 3

Sexy dice.

It's obviously a work of love. For example, despite the fact the only sense of the factions are the pictures at the top of each card, you genuinely know who each are. Take the Free Mutants' Zentrads. All I know about them is the picture: a bare-chested giant with some manner of Merlin-from-Excalibur-esque skull-cap, with their hands clasped around the head of an unfortunate soldier's helmet, squeezing. From the coldly malicious look and the almost laziness of the action, it's clear that the skull's about to pop and there's nothing the soldier's going to do with it. The "s" at the end of Zentrad implies the unit includes loads of these guys, and their enormous attack value plus the commando special ability (so allowing them to act without supply - supply being another one of the tactical considerations that weigh on your every decision which I haven't room to talk about). And from that, I've got the image of some kind of brutal mutant elite and... well, when they go into action I know them. Same's true for - say - the Zombie Launcher (picture: a square WW2-styled launcher, in silhouette, with a figure propelled from it instead of missile). Or any of them, really. I was unsurprised to discover the developer's got enough background on the world which isn't in the game to make him talk about writing a novel set there. For a hex-based game to have this sense of place implies he's thought it all through.

This sense of real armies viewed through the abstract dice-rolling shows best in the combat, one of the mini-sections requiring its own set of tactics. Armies are divided into two rows, with only artillery able to engage from the back. You take turns to attack. Since each card has its own abilities, the order you use them is where you win or lose. The card with Shock Attack, if it hits, will prevent a unit from attacking, if they haven't yet, for example. Do you use this card first? If so, who do you aim at? What if it misses - perhaps it'll be better if your hardest hitter engages before the other side's Shock Attack can come into play. And that's one special ability. There's dozens. And there's influence of generals, tactic cards, equipments, supply, assassination and... DECISIONS. IT IS A GAME ABOUT DECISIONS. IT IS ABOUT MORE DECISIONS THAN YOU CAN FIT IN A REVIEW BUT - CRUCIALLY - NOT MORE DECISIONS YOU CAN FIT IN YOUR HEAD.

This is exactly what we play strategy games for.

All other considerations, ultimately, are secondary. It's a game about meaningful decisions. The first, most meaningful decision, surely, is to play the demo and buy the bloody thing.

8/10

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Comments: 1-35 of 35 in total

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skillian
19/12/07 @ 11:37
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Same score as CoH: Opposing Fronts?

Armageddon outta here.
AcidSnake
19/12/07 @ 11:39
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File next to GalCiv, Civilization, and many other things with "iv" in them.

Final Fantasy IV?

/coat
BremXJones
19/12/07 @ 11:51
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Skillian: Yeah, defo.

KG
Clive Dunn
19/12/07 @ 11:51
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I worry that a load of Magic : The Gathering fans are going to turn up in a minute and launch a forum invasion on us. But I guess they'll need to spend £50 on cards first.
Stoatboy
19/12/07 @ 11:52
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Sounds good to me. Will give it a go.
Azazel
19/12/07 @ 12:03
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Sounds like it's got the Hex Factor.

/kills witnesses and self
Mentalist(air)
19/12/07 @ 12:03
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It's a 4X game, which stands for "I'm incapable of realising what letter starts a word" (or rather, "eXplore, eXpand, eXploit and eXterminate"

Really, then they should be called 4ex games. Although, it'd be even better if they added "eXperiment" (i.e. Research, which often plays a bit part in these games). Then they could be 5ex games!
Leolian'sBro
19/12/07 @ 12:07
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Sold.
espy
19/12/07 @ 12:15
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So essentially brilliant, lovable, overambitious but somewhat flawed, like most of my favorite games :D Bought!


BremXJones
19/12/07 @ 12:18
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Google for Dubious Quality Armageddon Empires to read their five part walkthrough, if you're playing the demo. It kind of introduces stuff well. There's a manual on the site too.

Its' worth the effort getting in, I think.

KG
UncleLou
19/12/07 @ 12:43
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Good. I will definitely try the demo.
Ginger
19/12/07 @ 12:44
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downloading the demo from http://www.crypticcomet.com/games/AE/ae_... so I'll see what it's like. At $30 it's cheap as chips :)
MrChuckles
19/12/07 @ 12:50
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I already bought this a month or two ago. The base game is great, but they have missed a trick with unlocking cards in a campaign game tbh. But plays like a short MOO without the complexity of building on planets, which is no bad thing.

Just diappointing you get to choose from EVERYTHIng as soon as you load the game up. i want a base set of crap to beat a similarly crap deck of enemies, then earn more cards etc...

Then again, i am a nerd...which is the target audience...
Maldoror
19/12/07 @ 12:55
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Will it be available on Steam?
mingster
19/12/07 @ 12:56
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This sounds right up my street. Considering i liked playing Yu-Gi-O. And Galactic Civilization and hex based war games this sounds like my perfect game.

Can't wait to get home and try it out, i'd never heard of it before.

May buy it as a christmas present to myself.
neuroniky
19/12/07 @ 13:33
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Downloading this tonight, definitely sounds like my cup of tea...

(remembers the time and the money spent playing Magic Online... sobs a little...)
FWB
19/12/07 @ 13:39
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And there's a Mac version!!!

Will give this a go for sure.
mingster
19/12/07 @ 14:07
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lol is magic online still going?

there's a nice technical positive review of armageddon empires here:

http://www.gameshark.com/features/359/p_...

mingster
19/12/07 @ 14:13
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ahh man the artwork on the cards is awesome...

totally hoping this will keep me going through my xmas hoilday.
WanderingTaoist
19/12/07 @ 14:16
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I have it for some three months now and I love it. Fast, engaging, Falloutesque, very deep. Get it.
groovychainsaw
19/12/07 @ 14:17
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It's brilliant, trust me. The demo will convert all who are interested in this type of game. I'm just not allowed to buy any more games this side of xmas (sob), but new year, this is must first purchase. Yes, it has all the flaws that Kieron mentioned (you WILL play your first couple of games before you find out how to access your commander's abilities - its not obvious!), but it has great depth and a great boardgame feel.
mingster
19/12/07 @ 14:31
#22
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sweeet roll on 5.00pm... /drools

(am reading the 5 part playing guide to get me up to speed)

this kinda game is why i haven't bought a PS3/360 yet.
FWB
20/12/07 @ 00:23
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Does anyone know if the Mac and PC versions are compatible over multiplayer?

Had my first game and while it took me a while to get into to it I did enjoy it. Would be great on the DS. Hint hint.

EDIT: Ohh... no MP. :(
Edited 1 times, most recently on 20/12/07 @ 01:50
mingster
20/12/07 @ 09:25
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Thankyou Kieron for bringing this game to my attention....
played it all last night .. haven't even managed to complete 1 game of the demo but loved every minute figuring stuff out. Reading the manual now at work..
will purchase this tomorrow when my wages come through, for £15 its a bargain its going to save me a fortune i wont need another game for months now.
What a corker just in time for the xmas holiday ..
BremXJones
20/12/07 @ 10:47
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Oh - important and useful shortcut: "F" makes you make the next dice roll in battles. Saves a lot of clicking.

KG
robg
20/12/07 @ 11:16
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Looks a little like Settlers of Catan.

But because I don't know enough, I'm now going to get flamed to death by hordes of relentless Settlers fans, each one screeching the hideous note of one whose game has been possibly slightly slandered.
Coughthulu
20/12/07 @ 12:10
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Woohoo!

Never heard of it till this review yesterday. Played demo, got hooked, bought game. Can't stop playing it.

Now I can do something worthwhile on the laptop and still be "social" whilst the rest of the family watch Christmas Tele Tat. ;-)

Cheers to Kieron for reviewing deserving Indie stuff like this!

mingster
20/12/07 @ 12:51
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i reckon for an indy game this guy has a solid demo to full game takeup.

makes me happy to think theres still a chance for bedroom coders / small developers to make a few quid.

All these multi million pound / 100+ people dev team games are stifling innovative/niche titles like this.
espy
20/12/07 @ 13:25
#29
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Ok. I have never done this before: played demo, got interrupted by the "demo finished, buy full product now"-screen, clicked "buy now"-button without a moment's hesitation.

93%... :D
pumpkin
20/12/07 @ 22:22
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Yep, same here. This game is like a caramelized digital crack pipe. Two thumbs up.
Megalodon
21/12/07 @ 14:43
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Tried the demo - really painful to get into. Really annoying and unfriendly interface. It somehow reminds of Europa Universalis and Hearts of Iron which I really couldn't get myself into.

Yet if you give it an eight, there must be more to it, so I will try again at the lame PC at work to see if it works.
FWB
21/12/07 @ 16:06
#32
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HoI and EU are awesome! But yeah, they aren't easy to learn. AE is simpler but still takes some time to fully grasp.
espy
27/12/07 @ 10:24
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Played this a lot on the train in the past few days, and it really is very good. It's a lot less fiddly if you know that you can avoid about 60% of your mouse clicks by pressing "f". There's a surprising amount of depth to it, and it's filled with fun popular culture references :D Thanks for reviewing it, Kieron!

And: free expansion pack in March!
alco75
28/12/07 @ 12:16
#34
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Portal is my GotY 2007, but if there were only one game I could take into 2008, this'd be it. Interface issues aside, it's absolutely brilliant.

1.06a is now out (see here) which, among other things, allows armies to be renamed, which is a godsend.
Edited 2 times, most recently on 28/12/07 @ 12:17
jimb12345
16/11/09 @ 18:55
#35
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i was wondering if you can play this on a mac. I have an apple and would love to play it on there.
orlando personal injury

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