Battlestations Midway Review

God of war.

Version tested: Xbox 360

Just when it looked like World War II games had been done to death, Eidos goes and releases one of the most ambitious and accessible ever made and scores a chart-topping hit in the process. Whodathunkit?

Developed at Eidos' new in-house studio in Hungary (of all places) over, ooh, many years, it's the latest in a looong line of videogames to tackle the infamous Pacific Theatre portion of the second world war. Kicking off at the attack on Pearl Harbour in 1941, you follow the events of naval recruit Henry Walker on his rise through the ranks, culminating with the epic battle for Midway. Via planes, boats and even submarines, it's a game very keen to try a different approach - and very nearly pulls it off.

Cross pollinating the chin-stroking world of strategy gaming with white knuckle action always sounded like the improbable dream of an overexcited marketing team. "You can play it like an action game, or direct the battle like an RTS," they'd tell us. We'd nod politely at the bold claims and enthusiastic demonstrations, but could never see how it could work properly without seriously alienating both audiences at the same time.

False start

'Battlestations Midway' Screenshot warporn

War porn: attention to detail is not lacking.

And those feelings don't go away when you first get your hands on it. For a start, the game lacks a real hook for the first few missions of the main campaign mode, making them feel bland and depressingly easy to complete. Guide this boat to that way point, point your reticule over there, shoot those targets, full steam ahead, make your escape, yawn loudly and hope that this isn't all there is to it. Not a good start.

The early flight missions are just as mundane, too, with floppy handling that made us wish that Totally Games would hurry up and make another flight combat game and show everyone how it's done (again). On the plus side, the extra development time afforded to Eidos Hungary has allowed it to produce a game that's undeniably polished and extremely impressive to look at, but the first hour or two with the game does very little to suggest that its chart topping performance was deserved.

But then the game starts handing your arse back to on a plate, almost sensing your indifference and daring to prove you wrong. Hitting this unexpected and inexplicable brick wall on the fifth mission (Raid on Balikpapan) made us realise that playing the tutorial might be a good idea after all - only to rub salt in the wounds by providing us with officially the world's longest gaming tutorial in history.

Too much information

'Battlestations Midway' Screenshot crispy

Crispy.

Fully an hour later, the 11-part tutorial was over - at which stage you're either the most qualified battle tactician or just horribly bored and confused. Fortunately, some of it is well worth paying attention to, and actually makes the difference between being able to enjoy the game or not. Sure, being shown how to pilot aircraft, boats or submarines feels beyond pointless, but majority of the tutorial offers much-needed encouragement with the tactical side of the game.

Just as tempting as skipping the lengthy tutorial is to try and play Battlestations Midway like a standard 3D action game, mainly because a) being in direct control of ships or planes seems the more exciting thing to do. B) the dual stick movement/camera control system feels intuitive enough to fool you into thinking you can take on the Japs by yourself. C) It's a fine looking game. You didn't buy that giant flatscreen high def TV to look at a bland map screen, did you? But unless repeat failure is your idea of fun, it's not a game that allows you to be gung-ho.

So, with thoughts of the tutorial still firmly in mind, it seemed like a sensible idea to bite the bullet and attempt a more strategic approach. So with a weary heart we started switching to the boring but effective map screen more often and began experimenting with giving the AI more responsibility in battle. This more hands-off approach to the task at hand turned out to be a smart move.

Guiding hand

By simply directing your aerial or naval units to where they should patrol or attack, you can get on with being more of an overseer; a battle director if you like. With a view of the entire mission area, you can see at a glance where enemy units are approaching from, enabling you crucial time to counter-attack. Likewise, flicking between units with the dpad allows you to assess their health status quickly, giving you a chance to deploy more units as required, or (in the case of the boats) nip to the repair screen and address any leakages, fires, mechanical issues or weapons failure.

But perhaps the most crucial element of letting the AI take charge of firing the weapons is that they're generally a lot better at it getting them on target than you will be - particularly naval units. One of the main problems with direct sea combat is the need to line up the ship just so to make sure your artillery, torpedoes or AA guns are pointing at a favourable angle. Given that the optimal time to strike might be when enemy units are distant specks on the horizon, it's a real struggle to line yourself up, zoom in with your binoculars and get a bead on your target from afar. Trying to fire artillery, line-up torpedo strikes, steer, manage speed, perform repair tasks, evade incoming torpedoes and manage other units turns your average battle into the kind of plate spinning task that quickly ends in disaster. Switching to the map might not be the sexiest way to experience the white heat of next generation battle, it's an extremely effective way of playing the game.

In later missions, (and particularly in the game's 10 challenge missions), the need to deploy and replace units eventually makes it impossible to play the game effectively without being strategic about it. But one of the real master-strokes of the game's design is that it always gives you the option of taking direct control of any of the units whenever you see fit. So although, in general, you need to direct proceedings on the battle map, if you want to get your hands dirty in a crucial dogfight, you can. In fact, once you get more proficient at the game, and more familiar with specific missions, you might actually find that you can gain the edge by taking direct control more often. Being aware of where enemy units are going to appear takes a lot of the initial panic out of the game, and with a little bit of preparation you can ensure that you can not only get the jump on enemies, but be confident enough to be the one with your finger on the trigger.

Brief affair

'Battlestations Midway' Screenshot camo

Nice camouflage.

But a common complaint doing the rounds of the interweb is how short the game is. Certainly, were it not for the ludicrous difficulty spike encountered on Raid on Balikpapan (where actually being more thorough is a bad move) we would have finished the main US campaign game on regular difficulty in well under six hours. The ten challenge missions certainly more than double that figure (some of them are brutal), but it's hardly an epic voyage unless you're utterly determined to play every level on Veteran difficulty.

Another criticism is the game's lack of checkpoint save. Sure, some of the missions are easy and short enough for you to not miss it, but others can sprawl to 40 minutes or more of careful play time. Needless to say, failing at that stage and being left with no choice but to start over is hellishly annoying - especially when similar games of this ilk have long since implemented such frustration-reducing mechanics. Poor show, Eidos.

Also, as slick as the front end is, and as polished as the game is on a technical level, the general storyline and tenuous narrative connection to the action makes the between-level cut scenes as throwaway as they come. Admittedly, you don't play a game like this and expect life-changing storyline, but you wouldn't miss it if it wasn't there at all - put it like that.

Harbouring a grudge match

'Battlestations Midway' Screenshot view

Not a view I remember seeing, but a nice shot all the same.

Which leaves the games potentially excellent online multiplayer mode. With support for up to eight players, nine maps to choose from, and ranked or player matches, you basically fight on the side of the US or the Japanese, and can then choose which units to go into battle with. Playing out like a busier version of a typical single player campaign, the idea is to guide your units and attempt to wipe out the key units of the opposition. For example, just like in a normal game, you might have two destroyers, or a single heavy cruiser, or have an entire airfield or shipyard with the ability to launch various types of unit at the opposition. The match continues until one team has lost its key unit, which, as we found out, can take an awfully long time, leading to hosts quitting out if no imminent conclusion was apparent.

On the whole the multiplayer matches were a lot of fun, and each map offers up a wealth of possible roles and scenarios to play that differ wildly from one another. While 'only' having one mode might seem a bit of an oversight, each map is essentially like a mode in itself. For example, the 'Air Superiority at Luzon' map is essentially a dogfight match, while others are purely naval battles - with all points in between. The great thing is that it promises to cater for many different tastes, so it's no surprise that it's built up a following. It's not often we say this, but this is a very different type of online game, and somewhat unique for Xbox Live.

Battlestations Midway took a long time to grow on us, admittedly, but it felt like an effort worth making. It's a game that does things a little differently from its peers, and has the rare distinction of being a game that stands out in its own right. But the very fact that it's an action game with a strategic bent also makes it quite tough to appreciate at first. The traditionalist in you wants it to be one thing or the other, but by the time you're done with it you'll admire the flexibility on offer. You might even wish that other action games would give you the kind of tactical flexibility that Battlestations Midway offers - or you might even start to hanker for more hands-on action in real-time strategy games. Despite the largely successful genre splicing apparent, it's not a game that gets everything spot-on - with a short campaign, over-long tutorial and uneven difficulty, there's room for significant improvement for the inevitable sequel. For now, you'll just have to settle for game that's midway between good and brilliant.

7 / 10

Read the Eurogamer.net scoring policy

Comments (34) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • BartonFink #1 5 years ago

    Great to see the muppets rating this already with a 1.
    Anyhew back to the review
  • UncleLou #2 5 years ago

    Haven't you reviewed this already two weeks ago, or am I going mad? :)
  • krudster #3 5 years ago

  • Xerx3s #4 5 years ago

    Tjees, so sad that there are people consistently rating 360 games a 1 in the vein hope that they might actually persuade someone to not buy a game that they never played.

    Bunch of sad suckers.
  • UncleLou #5 5 years ago

    But ... but ... but ...

    I even remember how you complained about the lack of checkpoints,but that it fortunately isn't a problem most of the time!

    And what's with the gaslight always getting darker in the evening, and the footsteps in the attic at night?
  • Overlush #6 5 years ago

    Not to be picky, but hasn't this been out for two weeks? And isn't this a quiet time for reviewers?

    Hey ho.

    I think a 7's a little bit generous. It seems to have many ingredients....except fun :(

    EDIT: sorry for being miserable...hangover ;)
    Edited by 1 at 02/03/07 @ 11:54
  • krudster #7 5 years ago

    A quiet time for reviewers? I suggest doing a little count-up of how many reviews we've done this year :)

    Edit: This is the *90th* so far...
    Edited by 2 at 02/03/07 @ 11:56
  • space_ace #8 5 years ago

    stop! it's all happening again, we're wasting away
  • MikeP #9 5 years ago

    I found that in the later campaigns you spend so much time in the map screen it starts to feel like it could have been implemented as a 2D top-down strategy game.

    The challenges are pretty tough, although I have managed to finish the sub ones. The second of which is a right barsteward.
  • UncleLou #10 5 years ago

    *sigh of relief*

    I am not entirely mad yet. Eurogamer.de has reviewed it, twice even. I had clearly remembered reading a review in the EG layout.

    Good game, anyway, in principle - I have, however stopped playing it as the lack of checkpoints drives me mad.
  • Chtulie #11 5 years ago

    So where batallion wars takes individual unit controls and scales up, battlestations midway takes the strategic map and scales down to individual unit controls.
    And somwhere in there fits Pikmin as well.

    Console rts games, and by that I mean rts games designed for the console not ported to the console, are a much more interesting beast then pc rts games. Though I think they are so very, very diffirent that it's hard to compare them.

    Still neat to not once see the rts acronym used in the review. Probably because the genre isn't an cliché as it is on the pc.
  • BBIAJ #12 5 years ago

    Krudster, any idea what happened to the DLC that should have gone up yesterday, as reported by your good selves earlier in the week?
  • krudster #13 5 years ago

    Yeah, it's been delayed until later this month "due to technical issues". No word on how much it will cost, though.
  • UncleLou #14 5 years ago

    @Cthulie

    That there are admittedly lots of cookie cutter RTS games on the PC doesn't change the fact that there is a broad selection of entirely different games in that genre. Supreme Commander, Company of Heroes, Europa Universalis and the Total War games could hardly be more different, to name a few recent examples. To say that console RTS games (all 3 of them) are a lot more interesting strikes me as a little peculiar, espcially as they're a bit light on the actual "strategy" part. I guess it depends on what you want from a strategy game.
  • BBIAJ #15 5 years ago

    Ah right, okay. Cheers for the update guys!

    I read somewhere that it would be 600M$ points, which sounds reasonable enough I guess.
  • Overlush #16 5 years ago

  • groovychainsaw #17 5 years ago

    I played the multiplayer demo and though the engine was awful, with planes lagging throughout the sky, flying underwater?!! And none of my shots seemed to connect with anything. I was distinctly unimpressed. Maybe I'll take a look when i can pick it up for £10...
  • glaeken #18 5 years ago

    I have mixed feelings on this game. I did enjoy it but found myself spending most of my time in the 2d map and barely getting to control individual units. This just became more and more the case as I played through the campaign.

    The challenge missions do allow you to get more hands on but the difficulty level on these is a little extreme.

    Overall I think I give it a 6/10. I am glad it seems to have been commercially successful though as hopefully it will encourage development of more diverse titles for consoles.
  • Aurifex. #19 5 years ago

    Played the demo and did not like it at first. Went back to it later and started to enjoy it more and played it for a while. Because of the flying bits i got Crimson Skies (looks great on the 360). Not got round to getting the full version yet, but may do later on.
  • silver-jon #20 5 years ago

    "being left with no choice but to start over is hellishly annoying - especially when similar games of this ilk have long since implemented such frustration-reducing mechanics. Poor show, Eidos."

    +1 to that. Somewhere someone made the decision. Fool.
  • morriss #21 5 years ago

    I'll do a few reviews to ease the burden if you like. For money of course.

    Well, I'll let you have the first one for nothing and then we can talk, ok?

    Ok you can have the first 5.

    10.

    Oh well.
    Edited by 1 at 02/03/07 @ 13:41
  • Chtulie #22 5 years ago

    IIt is because RTS games are one of the three viable genres on the pc that I meant that it was a cliche to make an rts for a pc.
    And because there's about only a few rts games made for the console in the entire history of the platform, it makes it less of a cliche to do make an actual console rts.

    It's a genre thing, not down to the specific games. Making a console rts broadens the genre types on the console, but making a pc rts won't broaden the genre types on the pc.

    Also, console rts games definatly have a long way to go to match the grandness of the pc counterparts and EA's attempts to figure out a formula to be able to port pc rts games to the console isn't helping.
    Don't compare them directly when it comes to standards of mechanics though. They seem to be very diffirent beasts when done right. It'd be like comparing apples and oranges. Both of them are fruit, and round, but that's it.
  • Turrican #23 5 years ago

    The lack of single player length for people who don't play online stops this being a purchase, despite the interesting splice of 2 genres. Sounds like the single player is basically a training scenario to prepare you for the multiplayer game.

    Games need to get this balance right or not bother trying to release a game that is aimed at both single and multiplayer.
  • repairmanjack #24 5 years ago

    Needs a skirmish mode!

    Had my first online game last night. It's where the longevity is. With folk on your friends list, of course. More people quit out of this game at the first sign of a loss than anything else on Live.

    For how long the SP game is, that DLC should be given away for nothing.
  • urban #25 5 years ago

    took me a long while to change the bloody controls to a situation where i could use them, its really time i bought a 360 controller for my pc.
  • BBIAJ #26 5 years ago

    Uh, guys?

    In the last paragraph you referred to the game as BattleFIELD Midway, not BattleSTATIONS Midway, lol!

    Oh, the hilarity...

    Edited for clarity.
    Edited by 1 at 02/03/07 @ 15:53
  • krudster #27 5 years ago

    That's commonly known as a brainfart. Thanks for alerting us to the error :)
  • bonker #28 5 years ago

    Was looking forward to this but most of the reviews I've read so far really slated it and this is hardly glowing.

    /Bugger
  • krudster #29 5 years ago

    Like everyone else notes, the harder the game gets, the more time you spend looking at a 2D map, which just feels a bit...wrong. There's oodles of potential here, mind you.
  • Poorandugly #30 5 years ago

    I'll wait for the new and improved sequel then...
  • Walshicus #31 5 years ago

    This is a game you'll either love or hate. Luckily it seems to have turned out that the demographic most prepared to give the game a chance are 18-30 year old European males, which means you don't get so many lippy pre-pubescent Americans online.

    For me the game is a 85%-er. I can totally see how others would hate it though. Seven out of ten seems about right given that fact.
  • bonker #32 5 years ago

    I've read up on more reviews now and it's not been slated as much as I thought it had - probably reading the poor review in 360 magazine most recently gave me that impression.

    I must say, having read half a dozen reviews now, people really do seem to struggle with the action/strategy concept. I know it's likely that anything pitched this way will tend to fall between the two camps but it also strikes me that perhaps the reviewers simply aren't up to the job of appreciating the blend.

    I got the distinct impression many times that the reviewer was struggling purely because this was something 'new' and had difficulty relating to, particularly, the strategic aspects and I'm sorry but complaints about having to 'endure' a one-hour training session aren't fair for something that offers so much depth-of-gameplay and which clearly requires you to be able to *think* as well as act especially in the later stages.

    It's lack of perspective like this that kills anything original at birth and it'd be sad to see this game sell poorly given the 'bravery' of the concept and the decent job they seem to have done to push it through. It's particularly unfortunate as its a 360 game, a format that's desperately in need of major portfolio-broadening ...

    Less than 10 hours of SP gametime though is definitely unacceptable and I suspect the (equally unacceptable) lack of checkpoints was used to try and lengthen this somewhat. MP sounds like an outstanding experience though, with the right person of course.

    Perhaps they can take on board some of the criticism (tho I suspect some of it is just inherent discomfort with the blend of two gaming styles and can't be 'fixed') and double/triple the SP gametime to knock out a good sequel around Xmas time ...

    Finally, how does a game that's midway between good and brilliant only get a 7? I'd have stacked the numbers up something like 7-decent, 8-good, 9-great, 10-brilliant which should have it in at a 9 or at least an 8??? Unless 4=good on Eurogamer? :)

    Edited by 1 at 04/03/07 @ 13:24
  • BremXJones #33 5 years ago

    Talking as someone who's loved the real classic action strategy games - Hostile Waters, Sacrifice, et al - I'd have given it a 7/10 too. The game's fine. The problem is there's simply not enough of it.

    KG
  • floppylobster #34 5 years ago

    I love it. But I love this sort of game. I like Action AND I like strategy. It's made for me!

    However, they definately could have worked on making the missions consistantly more engaging and interesting. The game does have a brilliant game engine and it looks damn fine. But it looks as though it's been designed with sequels in mind. (Hence the 'Midway' part of the title).

    I'm really look forward to more. The gameplay, sound design and graphics are all in place. It's all just waiting for some better level design.