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Swords & Soldiers Review

Wii Review by Simon Parkin

1 June, 2009

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When Mario popped from 2D to 3D it was as if we had previously only seen him through a glass darkly, but now could see him in full. Sure, his pixel moustache was at last rendered in polygons, offering us a more vivid portrait of the plumber than we'd yet known. But far more than that, the added dimension gave Miyamoto's venerable mechanics room to flex and unfurl, revealing their full, unrestrained potential for the very first time. Never before had we experienced the platform game in such terms, and never again could it be the same again.

The real-time strategy genre, by contrast, has never enjoyed the sort of epiphany that platformers underwent with the release of Mario 64. Ever since Herzog Zwei, they've always been viewed from a top-down perspective, units moving to and fro over a map in a race to dominate the opposing force. 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.

As such, Swords & Soldiers, a side-scrolling RTS game, is a regression back to a formative period that never was, imagining what the genre might have looked like had it started life as Super Mario Bros. Viewed sideways on, its mechanics have been necessarily compressed and flattened to focus only on the core elements of the modern RTS title. That's not to say the game is regressive or overly simplistic. Ronimo Games, the Dutch studio best known for the freeware version of de Blob, press the game's nose hard against the boundaries they've imposed for it, extrapolating on their core ideas in interesting, creative ways over the game's 30 core missions. But it's a focused game, one that trims the fat from the form to present a familiar yet novel experience quite unlike any other.

'Swords & Soldiers' Screenshot 1

As with the mini-games in Plants vs. Zombies, Swords & Soldiers' extra-curricular challenges offer some of its finest moments.

That said, at its heart, Swords and Soldiers' core is wholly orthodox: you mine resources in order to fund your army, whose job it is to vanquish whichever foe is set before you. Unusually, however, you don't position your units. Rather units arrive on screen and, depending on their type, automatically toddle off to collect gold, or begin an inexorable march to the right of the screen. They continue with dogged determination until they encounter an enemy foe, at which point they automatically start attacking. If victorious, they continue on their merry way, but if defeated, they crumple dead to be replaced by the next soldier you've already lined up. In this way, the game has more in common with Lemmings than Command & Conquer: units follow preset paths and AI routines, which you can do little to interfere with directly.

There are three factions in the game - Vikings, the Aztecs and the Chinese - each of which offers only a handful of different units to work with. Some units are close-combat warriors, while others throw axes or spears from a distance. As you progress you'll be able to deploy some structures but these can only be constructed in predetermined locations.

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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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