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Swords & Soldiers Review

Wii Review by Simon Parkin

1 June, 2009

Page 2 of 2. <- Page 1

These factors remove a lot of the freedom RTS fans will be used to and shift the emphasis away from geographical strategy onto a strategy of process, that of choosing which units to create in what order. As your units all move at different speeds, much of the challenge derives from perceiving the timing of creating, say, a slow-paced Aztec giant and a fast-paced necromancer so that they'll arrive at their target concurrently.

As well as gold, your units also accrue mana that can be used to purchase spells. These spells are used by you, as an esoteric force on the field, rather than given to any particular unit. Purchase the heal spell, for example, and you'll be able to race about applying magical first aid to units in trouble. Likewise, buy the snowstorm spell and you can bury a battalion of advancing enemies in a temporary avalanche, allowing your units to group together around them.

Each faction presents ten missions to play through, the stories that drive the scenarios as bold and silly as the graphics that act them out. While most of the missions require you to overcome a rival force and destroy their base, these are mixed up with challenges where you have, for example, a limited amount of gold to spend or a set amount of time, for which you have to merely survive.

A detailed statistical rundown follows every mission, recording the time taken to completion, the amount of gold mined, the number of warriors deployed, spells used and enemies killed. However, your performance in each area doesn't contribute to an overall rating or score, so there's little incentive to play through the campaign for a second time beyond gunning for missed achievements.

'Swords & Soldiers' Screenshot 2

Certain missions restrict you to a limited set of units, while others require you to simply fulfill the level objectives within a strict time limit.

A two-player skirmish mode offers longevity after the core single-player game is finished. Splitting the screen horizontally, each player churns out units in an effort to shunt the frontline ever closer to their opponent's base. As with many RTS titles, two evenly-matched players will find often themselves in a deadlock, repeating the same few interactions over and over again in the hope that their opponent is first to make a mistake. In these protracted two-player matches, the game shows its repetitive core. Indeed, there's no denying that, across both the single-player and multiplayer modes, it's at its best when it's brief. Missions or matches that last for more than fifteen minutes become something of a drag.

But in bite-sized chunks Swords & Soldier is a riotous experience, bursting with the kind of visual character and creativity that typifies Behemoth's Castle Crashers on Xbox Live Arcade, while offering a rare sort of mechanical polish. As with PopCap's best titles, Swords and Soldiers reworks the weary conventions of its tradition to compelling effect. Its deliberately restricted perspective is unlikely to sate the appetites of hardcore RTS fans, but the move to 2D acts as a concentration of the genre's charms, not a dilution, and is perfectly suited to WiiWare. Its vim, accessibility and choice of platform will no doubt do more than almost any other title in recent memory to expand the genre's fanbase.

8/10

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Comments: 1-13 of 13 in total

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Bloodloss
01/06/09 @ 05:29
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Yum
figaro7
01/06/09 @ 05:31
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Great review for a great game, highly recommended even if its all a matter of timing!
Dezm0nd
01/06/09 @ 06:45
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This and Little Kings Story? Wii players are spoilt for awesome console RTS! :)
Ryuken
01/06/09 @ 06:46
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"As a result, the transition from sprite to polygon was irrelevant to the genre's underlying systems, which have remained largely constant from hardware generation to generation."

I think someone needs to play TA or Homeworld or so many other titles again, fast. :) Dark Reign didn't even need a 3D engine to simulate some of the benefits of a 3D environment.

That being said, it's nice to see the genre being expanded like this but it proves again that all those predictions of how RTSs would fluidly transfer over to the Wii control scheme without any changes to the design have been mostly wishful thinking.
Oh-Bollox
01/06/09 @ 06:50
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More to do with the lack of RTS' games made for the Wii than anything else, though.

Same with FPS, it's a great FPS control system, but hardly anyone has taken advantage of it.
HuggyAtHome
01/06/09 @ 06:51
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Agree with the comment about FPS controls - Metroid was a pleasure to play.
Wastelander
01/06/09 @ 08:01
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Hmmm, pretty good run of Wii games recently.
Der_tolle_Emil
01/06/09 @ 11:22
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This is really fun. Completed it last week and was well worth the money. The only thing a bit frustrating is that when you lose sometimes you don't really know why. I only had this happen in two missions though, so it's not that a big deal but it's still annoying when you don't really know why you failed.
Stoatboy
01/06/09 @ 13:14
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re:" Ever since Herzog Zwei, they've always been viewed from a top-down perspective"

PC Indie game Steam Brigade says otherwise (as does GrimGrimoire on PS2, but that came later):

http://www.pedestrianentertainment.com/
SirScratchalot
01/06/09 @ 15:06
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@Ruyken;
Slightly of topic but I thought Total Annihilation played exactly like every 2D RTS before it but without any of the finnese.
Certainly nothing gained by going 3D. Homeworld though, there my limited spatial abilities were thouroughly tested I agree.
Matthew_Hornet
01/06/09 @ 16:52
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@Stoatboy:
Totally, man. I love GrimGrimoire and I'm still playing it; and I remember playing a demo of Steam Brigade, a generally pleasant experience. Steam Brigade especially came to mind the moment I saw this game, since that plays exactly like this, along a one-dimensional field, while GG has floors and is more 2D (though Steam Brigade expands the mechanics with flying units, which is totally cool).

So basically this game has a number of predecessors, all of them really good, with more advanced game mechanics and, dare I say, better graphics even. It's getting close to a subgenre now, and forgetting to mention them was a big fault on the part of the writer. Not to mention the whole intro is flawed for ignoring the existence of Homeworld, one of my favorite games of all time.

WTF?
Harmonica
12/07/09 @ 18:32
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Belatedly commenting, but I'd say this games most obvious predecessor was the little-known (or little talked about) Gearheads, on the PC. There's more tactical nuance on display here, but that game had the player working across a wider playfield, dropping his 'troops' (wind up toys) on whatever horizontal path he wanted.
lord
03/08/09 @ 09:37
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yeah, wanted something a little different at the weekend and DL'd this. This is quite nice. Worried about the length and replayability though, although I had no problem replaying pixeljunk monsters multiple times.

Comments: 1-13 of 13 in total

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