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Battlestations: Pacific Review

Xbox 360 PC Review by Dan Whitehead

12 May, 2009

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Battlestations: Midway has lived in the "flawed but promising" file ever since its release back in 2007. A peculiar hybrid of real-time strategy and shooting action, it tasked players with commanding various US naval forces through pivotal World War II scenarios.

You could direct your ships and planes from the tactical map, or prod a button and be instantly transported to the pilot's seat of a fighter or the artillery guns of a battleship. It was great in theory, but the reality was less enthralling due to a catalogue of clunky grumbles. The single-player campaign was truncated, the lack of checkpoints made long missions a real chore, the tutorial was tiresome and the multiplayer was too slim.

The good news is that all of these complaints have been addressed by the sequel, which picks up with the US Navy pushing towards Guadalcanal, their eyes fixed on the Japanese mainland. Not only is this scenario considerably more fleshed out than in the brief original, but it's joined by another parallel campaign in which you play as the Japanese, rewriting history as you emerge victorious from engagements that led to defeat in the real world. Opening, rather boldly, with the bombing of Pearl Harbor, to which you contribute, it's a welcome addition and one that pretty much doubles your single-player options.

Checkpoints have also been added to the missions, although the game is still tough enough that you can easily lose 20 or 30 minutes of progress should you fail, and, rather bizarrely, there's no option to restart from the last checkpoint within the game. You can jump back into a mission halfway through from the main menu, but restarting from the pause screen forces you to start over from the beginning. Discovering this the hard way, right near the end of a particularly lengthy encounter, was not funny.

'Battlestations: Pacific' Screenshot 1

Submarines are some of the toughest vehicles to master, but the undersea view they offer is undeniably cool.

Multiplayer has also benefited from a few blasts from the gameplay pump. Whereas before you got a series of maps, but only one game mode to play on them, there are now a decent spread of ways to play communally. Escort games find one side protecting a vessel while the others try to sink it. There are also competitive and co-operative modes, where you play on the same side, trying to either top your ally's score or work together for victory. All modes are playable as single-player skirmishes as well, so you can get some practice in, or just enjoy a standalone confrontation outside of the main campaign path.

More impressive, however, is Island Capture. This new mode takes advantage of one of the game's new features - the ability to send landing craft to capture ground installations - and the result is fantastic. Played on large, generous maps, these matches can be epic, with up to eight players battling to take and hold key locations, each of which bestows a gameplay perk. Take over a radar outpost, for example, and you get the option to recon the entire map. It's in this mode that the game's future potential seems to lie, offering a compelling naval complement to the sort of air and ground action found in DICE's Battlefield series.

'Battlestations: Pacific' Screenshot 2

The tactical map. Boring as arse, but absolutely essential to progress.

The plodding tutorial has also gone, though this isn't exactly a good thing. It may have been overlong and off-putting, but at least it left you more than ready to tackle the unique challenges of directing battles at sea. Now we get nothing more than a practice mode, in which you can fart around and shoot down dummy enemies, but while this lets you fumble your way to an understanding of how the controls work, it does nothing to instruct you in the tactical nature of the game. Fine for a shooter, in other words, but a bit useless where strategy is concerned.

This rather obtuse nature was another of the original game's sticking points, so it's a shame that all the progress made in enhancing the options available hasn't resulted in a more obvious gameplay overhaul. In pure play terms this is, more or less, the exact same game as last time and the learning curve goes through the same awkward trajectory. First there's annoyance and confusion at the lack of guidance and the multitude of things you need to keep tabs on. This melts into grudging admiration once you get a handle on things and realise that there are some seriously cool ideas at work here, even if the execution sometimes seems to be going out of its way to stop you noticing them.

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Comments: 1-27 of 27 in total

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thegogsunit
12/05/09 @ 16:03
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Demo was ok, dont know about buying it though
PearOfAnguish
12/05/09 @ 16:10
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A later one sends you after an armoured train, but only in a fighter with a machinegun, even though you had rockets moments before. Why? Because it makes the mission harder.

They can piss off, I hate shit like that.
levitate
12/05/09 @ 16:17
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Not my cup of tea then.
D_arkTrooper
12/05/09 @ 16:20
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Is this coming out on PS3?
DFawkes
12/05/09 @ 16:35
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I liked the first, but it was best played from the Tactical Map most of the time and rarely gave you reason to do stuff yourself. I disliked that at the time, but I love it now. I don't like the sound of it forcing piloting on you, I'll stick with the first one. Nice that there's a sequel to move onto though :)
Edited 1 times, most recently on 12/05/09 @ 17:36
Emilia'sHorse
12/05/09 @ 16:38
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I never gave the first one much time. I really should remedy that....one day. Sequel will likely never even make it to the pile in the first place.
Rirekon
12/05/09 @ 16:43
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The demo really frustrated me by limiting my options actually - why the hell do I have to use planes to destroy the shipyards when I've got huge ships with whopping great cannons floating around nearby?!
GamesConnoisseur
12/05/09 @ 17:05
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Dont think its coming out on PS3, but the shit of tieing person hands behind their back for the sake of keeping game interesting ie the 'no rocket' game design school of thoughts should be outlawed!

DONT remove or change things unless it is really pertaining, ie you used up all your rockets or due to sly but clever use of how it was central to the story of having enemy ACE fighter damaging your rocket control and so on.

Cheap tricks doesnt belong on the HD gaming machines! Still wondering if I should get this or perhaps a rent?

RedSparrows
12/05/09 @ 17:07
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I wouldn't get this for SP. MP is where this baby's gonna shine.
RedSparrows
12/05/09 @ 17:11
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HOWEVER - question: is the text too small on an SDTV? It was in the demo. grrr.
Whizzo
12/05/09 @ 17:17
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MP is the main thing for me too, the fact there's bots in this version makes getting a game on the go so much easier as well.
Vordred
12/05/09 @ 18:11
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all the single player stuff doesn't bother me, buying this for MP anyway.
Stickman
12/05/09 @ 19:06
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Hey, that actually sounds half decent! Who'da thunk it?
Walshicus
12/05/09 @ 19:21
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They had a really nice blend of action and sim in the first Battlestations. My time with the demo for this leads me to believe they've veered too far toward the mindless action end of the spectrum. :(
repairmanjack
12/05/09 @ 19:25
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Does this have the SP challenges, as were in the first game? I loved the sub ones... and would happily have an entire game of those alone.
RedSparrows
12/05/09 @ 20:13
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Walshicus - I doubt the MP modes and larger campaign missions are pure action.
Anthony_UK
12/05/09 @ 22:00
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So there's still no need to leave the map screen....again? That was the main issue with the first game! The dev's even answered my question re this in the recent Q&A session they did on here and said it was one of the main things they were looking at this time round?

It just sounds like to get around the problem they've added the odd overly restrictive mission here and there to force you into controling a single unit manually, instead of coming up with something new when controlling a huge fleet etc

Dissaponting! The demo hardly sold itself either, really fancied this but I think this might have to be a renter before we go anywhere now!
offside5
12/05/09 @ 22:04
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Is is true that if you are playing on multiplayer that it is better to focus on the map rather than jumping into the action
JayKwon
12/05/09 @ 22:33
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It probably won't sell well, wich is a shame.
phAge
12/05/09 @ 22:46
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Loads of moaning here over single player issues in a game where 90% of the appeal is/should be MP. Skirmish against bots is ace, so can't wait to go toe to toe with real human opponents.
RedSparrows
13/05/09 @ 02:18
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I never got the 'no need to leave the map screen' complaints. Did nobody feel the need to jump in the seats and play the action side too? Or did the screen take hold of you and say 'No, you must play it this way, or else'? No, it didn't. I played Midway like so: launch planes/ships, flick to map and set out co-ords, then pilot the most interesting attack, and repeat.
thegogsunit
13/05/09 @ 08:03
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Im gonna hold off till IL-2 Sturmovik: Birds of Prey. Was crackin on the PC, just hope they havent made an arse of it for the 360
bdaggers
13/05/09 @ 15:19
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^ Bunch of whinging bastards ^

It`s a great game, get out there and have some fun with it, ya tossers !

metalangel
13/05/09 @ 16:13
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While you could play the original from the map screen, you could be far more effective than the AI at controlling vehicles. I could weave a cruiser through a slew of torpedoes or score a lethal hit on a battleship with a torpedo plane in ways the AI just can't. I wish this had an option where one player is the supreme commander and can direct all the units, leaving other players free to micromanage individual units or formations.
rob76
13/05/09 @ 16:44
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good shout metalangel

floppylobster
14/05/09 @ 02:23
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"Too many missions involve hauling flotillas of ships sloooowly across the map."

Well at least they're creating a realistic impression of the Pacific War.
RedSparrows
18/05/09 @ 13:38
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I like how complaints here veer between too much action and too much strategy. Make up your minds.

Comments: 1-27 of 27 in total

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