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Savage: The Battle for Newerth Review

PC Review by Tom Bramwell

17 February, 2004

Playing Savage brings to mind an old Super Play column called Daydreaming, in which readers submitted ideas for games and the best one each month received a prize. This is exactly the sort of idea people pitched: a strategic and fantastical war game hooked into an evolutionary colour clash - a post-apocalyptic struggle between technologically resurgent man and magical beast - where you can play everything from grunt to general, the nature your involvement and military discipline left entirely to your own discretion. A strictly multiplayer affair, Savage is hard to get into and eventually divides opinion anyway, but in the company of organised savages, it's an incomparably absorbing experience amongst a recent slew of pretty but vacuous shooters. It's the sort of game you dream about.

Above and below

'Savage: The Battle for Newerth' Screenshot 1

It's also the sort of game you have to invest in to truly enjoy, particularly if you aspire to more than just scampering around the lush plains of Newerth waving an axe, and have an eye to command from on high. See, Savage is a real genre-bender. At face value, S2 Games' oddity is a good-looking team-based WASD shooter with a third-person melee element a bit like Jedi Knight's, in which two teams of 30 or more Humans or Beasts spend about an hour fostering a stronghold on a massive map, whilst simultaneously trying to destroy their opponents'. But while the ranks of entry-level warriors repeatedly trudge from spawn to battle, giving their lives each time to further inconvenience the enemy and gather territory, one bloke on each side is busy sizing up the battle from above, playing a real-time strategy game with human-controlled units.

And yes, that does involve mining for gold and resources using up to ten NPC peon units (with optional help from the grunts), positioning and building new structures, choosing which new weapons technologies to research (of either the science fictionalised or magical variety, depending on race), and paying for mobile sensors and any funding requests from the troops on the ground, who keep respawning as the same boring default class and need a few extra quid to begin life with thicker skin. Commanding also involves figuring out what the enemy is up to and reacting by issuing orders to the troops in the thick of things.

Most of the time though, you'll be the one on the receiving end of orders, and sometimes they can seem baffling, not to mention boring. Escort another gamer's lumbering siege weapon so it can take pot shots at enemies from afar? Move to a waypoint way across the map when I'm quite busy building up experience by slaughtering the local fauna? There are more things going on in Joe Grunt's momentary existence than slashing alone, so it's up to the RTSing Commander to keep him happy, approving his funding requests, tossing him monetary scraps every now and then and even promoting him when he plays ball. If he proves himself competent, he'll fight better with more expensive weapons, and be more inclined to continue following your orders. And so the lines are drawn and the war rages.

Hardly a war in the park

'Savage: The Battle for Newerth' Screenshot 2

It's a fabulous concept, isn't it? It's a slow burner though. There's so much going on at first that it'll take hours of careful study and hard earned combat smarts before you truly influence the outcome of a substantial gathering. What are all these icons on the map? What do all these buildings do? Which ones should I protect? What are these bloody voices in my head? Those are just your initial worries. Tooled up with a chunky manual's worth of theory, your first few rounds are still a baptism of fire until you gather some experience and buy some proper tools from your team's stronghold or the nearest sub-lair. Even then you may find the endless trudging around tedious, and the often-fleeting skirmishes that result both tough and somewhat lethargic.

Although some of the better projectile weapons are pretty direct, most of them are a bit slow with limited ammo, and some of these units have massive health stats, so it'll take a while before you're confident enough to lead a target at distance and brandish the weightier attacks effectively, thanks largely to a combination of predominantly open map design and your opponent's dash key. That, and enemy magic or long distance weapons raining fire and brimstone down upon you. Closer up it's a third-person click-for-all as enemies circle each other erratically, swinging as precisely as possible to try and click each other to death. Although I'm by no means accomplished at this even now, I'm getting better, and it must come eventually because there are plenty of people doing it convincingly in every game I join. Practise obviously reaps rewards - few finer than picking off an enemy with a well-aimed lightning bolt - but then that's little comfort when the next guy spawns as an elephantine super beast and tramples away from you with an uprooted tree slung casually over his shoulder as a club, his every footstep jarring your view of the action. When do I get to do that?

Combat proficiency is key to advancement, and it's definitely an area that could do with proper documentation, so it's a bit disappointing to find no tutorial (or offline mode of any kind) included in the retail version, even after a lengthy delay prior to its release in Europe. One benefit of the game's extended incubation period has been the addition of a 64-page strategy guide to the package, but it's difficult to see this having a significant impact on your initial combat skills whatever its contents (and they didn't send me one, sadly). Fortunately though, S2 Games is a small developer which has gathered a loyal following, most of whom will be happy to help you out either on the boards or in game if you're having trouble finding your feet. The class/weapon/item select screen (which determines your load-out prior to each spawn) has a larger chat window, and the last few lines are always visible in the game, so it's easy to seek advice even on the front lines. There is the danger you'll encounter a few unsympathetic wasters more interested in heckling than helping, but the odds are no worse than anywhere else on the Internet.

Human nature

'Savage: The Battle for Newerth' Screenshot 3

When you do get to grips with Savage, it's a totally different game. If you have a handful of gaming pals with similar tastes, or better yet you're in a half-decent clan, turn them onto it at the same time as you, get organised and take on some of the public server crowds, find some equally organised opponents or head off to a LAN party. If the logistics of such operations are beyond your motley band, then you'll be pleased to learn there are usually enough people online for a decent sized game, with the crowds set to increase following the game's European debut, and even with complete strangers you sometimes fall into exactly the right mix - like I did earlier today as a noble human repelling wave after wave of beast incursions in a slightly lop-sided gathering, occasionally pilfering enough dinero to buy myself a catapult. With enough people, Savage truly is strategic team-based multiplayer on an unprecedented scale. You will still spend plenty of time darting between base and battle whatever your skill level or chosen character class that round (unless your healers are particularly well protected), but as a team you'll also fight shoulder-to-shoulder defending your sub-lairs, and work together overrunning the enemy's, with each loss or gain felt up and down the chain from the man in the sky to the face in the dirt.

Savage has roles for everyone - the twitch kill prodigy with solid projectile skills, the keyboard gymnast with a taste for hand-to-hand combat, the flatmates who like to gang up on stragglers beneath a canopy of lush vegetation, the room full of networked gamers yelling positions to each other, and even the quick-witted armchair general. But it is a game that lives or dies based on who's playing it. This sort of freedom breeds unpredictability, and from time to time as a general you'll be annoyed by the inaction, incompetence and insubordination of your supposed underlings, whilst on the ground you'll sometimes feel disconnected from your team-mates, frustrated by the endless respawn cycle, or disappointed by a lack of intuition from your comrades, particularly if it's the man upstairs. Join a clan, play it properly, and it's gold dust. Pick it up hoping to dive onto a public server every night though, and you'll strike out more often than not. It is a game that's only at its best when everyone's on the same wavelength.

The guts of the beast

'Savage: The Battle for Newerth' Screenshot 4

That is the nature of the design though, and under the right circumstances it's a risk worth taking. Sure, there are too many wannabe chiefs and not enough braves, and it's a game that's only ever going to satisfy a small minority of gamers, but if you are one of those people then you could play it for months on end. S2 isn't a big developer, and publisher Digital Jesters doesn't have bottomless pockets, so there are still a lot of outstanding issues unresolved by the small dev team, like the sight of catapults floating and clipping awkwardly as they climb ramps, but at least they're being dealt with steadily and in order of severity, and the developer has still managed to be very active in supporting the game with content updates. On top of that, the European Savage will ship with an inventory of community creations and an official "Samurai Wars" mod (sadly unfinished at the time of review) on a bonus disc, which should keep you going even longer.

Technically speaking Savage is an impressive accomplishment too. Although it's undoubtedly going to stress lower end machines with its vast draw distances, swaying fields of long-grass and huge numbers of intricately detailed units, there are options to turn things off until it suits. Viewed at its best though, it's surprisingly good looking considering how small the dev team was, how epic the scope of the game was, and how many things are going on at once on-screen. If the sight of a beast horde rampaging through a garrison, gigantic tree trunk-swinging elephant monsters at the front and sulphur and electricity raining from the heavens, buildings exploding under the strain and bodies piled everywhere doesn't elicit some form of reaction, then there's no hope for you. The soundtrack too continually rouses the player, latching onto larger conflicts and adding a flavour of grandiosity to proceedings, while the sound effects are suitably medieval and, dare I say it, savage. (That is, if you can hear them - one of the outstanding bugs means that Santa Cruz chipset soundcard owners have to employ a workaround, turning audio hardware acceleration down a couple of notches to compensate. Don't worry though; it's on S2's bug list.)

Primordial

In an industry driven largely by the obvious, the uninspired and the bankable sequel, there's a growing tendency amongst critics to latch onto new ideas and blow them out of all proportion, so it's important for us to accept that while Savage may be refreshing, it is also flawed. Like a lot of games, there is the temptation to mark it down because it doesn't service enough of the people enough of the time. But herein lies the key difference: while it's fair to level some criticism at the lack of tutelage, and the combat is a bit divisive and unforgiving to begin with, you can't really blame the developer for Savage's biggest problem - the way it's played online. Given the right people and the right attitude, this is one of the finest multiplayer games of the year so far. If you can give it that, then you should give it a go.

Savage: The Battle for Newerth (PC) is due out in the UK on February 27th, and throughout the rest of Europe during March and April. You can download a demo of the game here.

8/10

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Comments: 1-27 of 27 in total

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BravoGolf
17/02/04 @ 09:16
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Hmmm...
/Adds game to already too large a 'To Buy' list
lost_soul
17/02/04 @ 09:27
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Well, you've convinced me to try the demo.

While on the subject of RTS games, has anyone played Massive Assault? I looked quite interesting and has some good reviews on gamerankings.com
Edited 1 times, most recently on 17/02/04 @ 09:28
Blerk
17/02/04 @ 09:28
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System Requirements
GeForce or Radeon series graphics card


Does this game really only work with one brand of graphics card? o_O
Mugwum [staff]
17/02/04 @ 09:51
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"Does this game really only work with one brand of graphics card?"

No, it works with two - GeForce and Radeon.

:-)
Blerk
17/02/04 @ 09:57
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No, it works with two - GeForce and Radeon.

/shows complete lack of knowledge of PC graphics cards

Does this game really only work with two brands of graphics card? ;-)
disc
17/02/04 @ 10:09
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pointless blerk... go to sleeeeeeeeeeep again
Whizzo
17/02/04 @ 10:43
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Does this game really only work with two brands of graphics card? ;-)

It probably just means it needs a card with hardware T&L but uses Geforce and Radeon names not to confuse people like you Blerk! :-P
Blerk
17/02/04 @ 10:51
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/blows raspberries at the funny PC people
/sticks DVD in console and has fun without worrying

;-)
Nemesis
17/02/04 @ 10:56
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^ Note...

Don't try this on the GC Blerkie.
DNM
17/02/04 @ 11:50
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"While on the subject of RTS games, has anyone played Massive Assault?"

It's a TBS actually, and a pretty bloody good one too.. I wrote a review for it:- http://www.deadalfs.co.uk/reviews/1195/index.html
Edited 1 times, most recently on 17/02/04 @ 11:51
WriterUK
17/02/04 @ 12:30
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Great review, well considered.
The_Pope
17/02/04 @ 13:41
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Does it remind anyone of Giants: Citizen Kabuto?
Thorbar
17/02/04 @ 18:18
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I think the article should have mentioned the Natural Selection HL-mod, that pioneered this type of gameplay. Also it made it really fun.

http://www.natural-selection.org/


I was thinking the exact same thing when I was reading it. Looks like a decent game tho. If I wasn't fucked with college work and didn't have a firewall on my connection I'd try it out.
Edited 1 times, most recently on 17/02/04 @ 18:19
Aaarrrgh
17/02/04 @ 19:44
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As a player of both NS and Savage (although I've not played much of the latter, lately), I just thought I'd drop a comment on how I feel about the two games.

Savage is much larger, technically superior in terms of large areas, and is often a breeding group for large scale battles. Ns however, focuses on tight areas, intense firefights, and extreme teamwork (especially compared to Savage). Furthermore, I find that the 2 sides in Savage are somewhat similar, whereas they're widely different in NS.

As mentioned above, the levels in savage are much bigger than those in NS, and more importantly, they feel like RTS levels rather than FPS levels. But while the levels are big, and the grass sure is pretty, I often feel that some of these levels lack personality. NS, in the other hand, is technically inferior, But while the engine lacks power, the level design, and general design of the game certainly delivers. No wonder though, as it using one of the biggest, oldest and most experienced pools of mappers in the world. From the Monstrous halls of "ns_agora" (which happens to be the prettiest map on I've ever seen on the aging HL-Engine) to the claustrophobic rooms in co_core, this mod is quality throughout.

I'll honestly admit being quite biased when it comes to these games. I like NS much more, the entire gameplay is much more in my taste. It's a clear 9/10 in my book. This does not mean that I don't enjoy Savage however. They're just two different experiences.

I do however recommend that you check out natural selection. It still deserves some shine.
Mean Marine
18/02/04 @ 10:05
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Try the demo! Its fun at least after you have learned the basic controls and commands, but I found it a bit boring and limiting after a while. Its still worth a try.

And it ran on my gf2mx
smirny
18/02/04 @ 10:53
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"not sure if the demo of savage has been updated to the new 2.0 which made a huge difference"

there will be a new demo in the next few days including the 2.0 features (new unit, maps, gfx overhaul and greatly improved netcode, the UK retail ver will be ver 2.00c out of the box)
spelk
18/02/04 @ 15:46
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You can actually purchase the full game and a CD-Key now online. At their website.
Subquest
21/02/04 @ 12:41
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^

and the current exhange rate means it's only about £15 for us to download the full game.
Subquest
21/02/04 @ 13:09
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^

and the current exhange rate means it's only about £15 to download the full game.
Subquest
21/02/04 @ 13:18
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^

and the current exhange rate means it's only about £15 to download the full game.
spelk
22/02/04 @ 19:12
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I must say, after having purchased the game online, and having had a good too many online sessions with it, I am still suitably impressed. I think the RTS tie-in really does add a new dimension to the game, because you can go it alone if you want to - but I find it infinitely more rewarding to follow orders and become one of the trusted players the commander will look for. The action is usually fast, and you'll be involved in building garrisons or sub-lairs to poke a hole in the oppositions defence, or you'll be on a raid, or defending a key base, or protecting a heavy artillery assault. The combination of large scale battles and one-on-one skirmishes gives a breadth to the game. Plus it edges more towards the fantasy genre with bows, axe and claw, but does reward progress with more sci fi based pulse and beam weapons.

There are some public servers which have a good following, savageeurope.com and multiplay.co.uk being popular. More often than not, people who take the reigns and command are quite experienced, because most teams of players don't suffer poor commanders long. I've tried a private game at commanding and it does indeed require lightning fast skills at resource, troop and building management. Not to mention the ability to instill a will to win in the troops. There are the l33t players who will go it alone just for the kill awards at the end, but I'd like to think there are a core of players who also follow commands and work as a single side. I try to be one of them. Its definately worth a punt, if you found large scale combat like Planetside interesting, but too expensive in the long run.

The melee is interesting, in that its presented from a third person perspective and it involves timing the blocks and blows along with trying to get around the side of your opponent. This requires much practice. The different units have different timings also, so it takes plenty of effort to become proficient in taking on enemy after enemy with all unit types. The FPS side of the game, mainly the ranged weapons are standard fare, apart from the bows and crossbows seem to be excellently executed. You have trajectory and pull strength playing a big part in becoming good at using these starting weapons. The more advance railgun style weapons or radial beam weapons seem to take less skill, or at least require less judgement. The mortar (bouncing glass balls) requires unusual appreciation of the bounce physics and the rocket type weapons require usual quake splash damage style usage. The catapults and ballistas are really well implemented, in that they are tricky to use, but can be devastating if backed with a solid defence force. Not to mention the towering Behemoths of the beast brigade. 5 or 6 of these stomping into your base is quite a daunting site.

Anyway, if you can wait a week, grab it boxed off the shelf, but if you're keen, and want it cheap, buy it online.
jonww74
26/02/04 @ 13:03
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www.play.com do it for 18quid delivered.

plus it'll have a manual, strategy guide and bonus cd. :)
Edited 1 times, most recently on 26/02/04 @ 13:07
Tiger_Walts
26/02/04 @ 13:15
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Also, even Play could deliver it faster than a 56k connection could download it ;)
funk
07/03/04 @ 11:59
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you would be needing broadband to enjoy this eh?
spelk
17/03/04 @ 08:03
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To get the most out of the game, you'll wang pings of sub 150 at least, which can be done on 56k modems on the European servers. Broadband is recommended if you want to play properly on the US servers. I've not played on a 56k modem, but have heard that the game is very playable - and you can still be an effective warrior/commander - under modemah conditions. More information can be found at the SavageEurope Forums.
spelk
17/03/04 @ 08:10
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I should say, I'm well into my first month and a half of playing Savage, and I'm still coming back for more. I also joined one of the Euro clans, because they can help you with certain skills needed for effective map control, having controlled practices on a clan server is very worthwhile, and will improve your abilities above the general public playing masses. Plus you get to make some mates to play along with. The Euro community is still in its infancy, so now is the time to take the plunge and purchase the retail copy and be a part of it. Lots of Euro leagues and ladders just forming (multiplay,clanbase,Euro League).

Firstly I would encourage anyone to try out the newly updated demo, its free to download and it gives you enough of gameplay to evaluate the game with. But, to really feel the games width and breadth, then you need to retail with the beasts, they play so much differently than the humans its a shock at first.

Some interesting mods coming our way soon, refining the Samurai Wars mod, a World War II based mod, and a Fantasy western mod have been promised, from Digital Jesters. Plus there are number of dedicated player mods being crafted for a Mod competition as we speak. Plenty of custom maps are already out on some of the servers. Interesting times for Savage players.
darkgame
22/07/09 @ 15:55
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