Battlestations:
Midway
by Neal Stevens
March 13, 2007
Planes,
subs, and surface ships
A few years back, there was this naval game called
Battlestations: Midway being developed by someone called Mithis Games.
Occasionally some artwork would surface on the web, showing tantalizingly
detailed ships and provoking a flurry of speculation. I contacted Mithis
Games in March 2003 to get some details and the rep told me they had
just signed a publishing deal and to "be patient, more info would be coming
soon". Well, we all know what "soon" means in the game business. It doesn't
mean anything.
Jump ahead four years,
factor in publisher Eidos (Tomb
Raider), and Battlestations: Midway is here. The first question that came to
my mind was would Battlestations: Midway be a dated game? A 2004 game
released in 2007? If that occurred to you, relax. Battlestations: Midway does
not look or play like a game trapped in development purgatory at all. It is
a WWII Pacific theater naval action game that gives the player planes, subs,
and warships to command, similar to some of the other naval games Subsim has
reviewed over the last year (Navy Field, Warship Gunner 2, Pacific Storm).
It comes in PC and X-box 360 varieties. This review covers the PC version.
The action begins with a basic set of tutorial missions
that quickly get the player up to speed with the controls and features. Anyone intimidated by the complexity of a
simulation like Silent Hunter 3 or Sub Command will love
Battlestations: Midway. This is an arcade action game, not a simulation, and
the controls are fairly easy to master. The ships, planes, and subs are not
difficult to manage; of course, their sailing behavior and physics are not
realistic, either.
Speed, direction, and aiming the guns are about all the player controls.
The
game boasts having 60 planes and warships, from Yamato battleships, B-17
bombers, Elco torpedo boats, Zero fighters, Northampton Class cruisers,
Brewster Buffalo fighter, and Yorktown carriers, to name a few. Visually,
this is true but in an arcade game, a Type-B Japanese sub feels pretty much
the same as a US Gato sub. Although
planes and ships exhibit
arcade physics, they do not all fly or sail exactly the same; bombers and
carriers maneuver more slowly than PT boats and fighters. Torpedo bombers
cannot simply fly at the enemy ships and let rip, they must slow and descend
close the the water for the torpedoes to survive the impact and track
true. Same with dive bombers--come in to steep and the bombs will not
explode properly. Ship's guns have a nominal reload time of a few seconds,
and the player will need to plan his maneuvers to bring the guns to bear on
the target. These are essential elements that force the player to develop
realistic skills and fight accordingly.
The same can't be said for the submarines, unfortunately.
Subs can sail faster than their WWII predecessors, around 30 knots surfaced,
25 knots submerged, a nod to action-oriented game design, no doubt. They
only carry a few more torpedoes than historically accurate, but they have
greatly shortened reload times. Setting up a firing solution for submarine
torpedo attack is a simple matter of point and shoot, being sure to get in
close and lead the target. Everything is sped up and simplified as a part of
the game balance.
Each vessel has a health bar
(but no floating power-ups, thank Neptune) and ships also include a
simple damage control station where the player can assign manpower to stop
flooding, fires, and repair equipment. Subs can descend to three preset
depths: periscope depth, cruising depth, and test depth. They are safe from
detection or attack at the deepest setting; but they slowly accumulate hull
damage so the player has to use the deep setting very sparingly. The subs
also have a tightly limited supply of air, and this aspect together with the
undetectable depth setting comprise the most prominent tactical elements of
the game. Subs can readily take out oncoming destroyers with head-on
attacks, and they can blast speedy PT boats with the deck gun; but when a
combination of DD, PT boat, and a cruiser attack, the player will have to
employ skill and quick tactical thinking to survive, let alone prevail.
Once
you complete the naval academy, you can select between the campaign,
multiplayer, or challenge missions.
There are three challenge missions for each category;
ship, plane, or submarine challenges, a series of instant encounter missions
with objectives and they are challenging. But they play out
exactly the same way each time so it's just a matter of adjusting your strategy
until you find what works. For example, on the third and most difficult
submarine challenge, I had two Japanese subs to take out the USS
Enterprise carrier. Enemy forces included a pair of destroyers, air
patrols, a cruiser, and a swarm of PT boats. After I discovered that Enterprise
leaves harbor and proceeded north after a certain point in the game, I
developed a strategy of drawing out the escorts and sinking the DDs with
torpedoes, then surfacing and attacking the speedy little torpedo boats with
my deck gun, all the while keeping an eye out for the air patrol and away
from the cruiser. I
stationed one of my subs in Enterprise's path to complete the level.
The
single player campaign offer only the US side. It is tightly scripted and centers
around a young naval officer. His career begins commanding a PT boat during
the attack on Pearl Harbor and progresses through the main engagements of
the war to Midway. Along the way he and his buddy fly torpedo planes,
sail destroyers, and cruisers, and eventually command a fleet. (John F. Kennedy makes a cameo over the
radio during one of the high-paced PT boat missions). At the beginning of
each mission the player is given a chance to set the difficulty level, so if you
fail a mission a few times, you can always make it easier on the next
attempt. Some of the missions have several encounters, so after you
accomplish one objective you may be given another. However, there are only
eleven missions in the campaign, so when you complete it, you are finished.
This game does not include any kind of instant action generator, mission
editor, or dynamic campaign, greatly limiting the replay value.
A key feature of
Battlestations: Midway is the ability to play as a first person shooter,
where you are onboard a battleship or plane, directly controlling the unit; and the
ability to direct the entire fleet from a map. At any time during the game
the player may hit the TAB key from the map and assume first person control of the
unit he has selected. The most notable thing is the other units will carry on
their orders with competent AI. I would direct a squadron of fighter planes to
intercept an incoming air attack, then set a destroyer on a zigzag pattern
to search for enemy subs, while ordering a battleship to engage the enemy
carrier. Then I could jump in a plane, dogfight until I lost the enemy
planes in the clouds, then jump to the destroyer and fire at the same planes
with the AA guns. When you leave a unit, the AI takes over. In another mission you may have control of two submarines
and you can jump from one to the other, working over the enemy ships and
evading the escorts. It
is a standout feature that
works very smoothly and adds a great deal to the
appeal of the game.
As
I pointed out, there is only one campaign and just a few single missions. The
good news is Battlestations: Midway includes multiplayer that supports 8
players over the web and it works. The gameplay is very reminiscent of
Iron
Wolves; fast-paced, intense, and entertaining. An assortment of nine multiplayer
maps often allows the player control of several units, but once the
engagement commences you will be hard-pressed to switch around until your
present unit is killed. The battles last between 20-40 minutes and usually you only have to wait a couple of minutes from the time you enter a server
lobby until the game gets underway. Unless you know the other guys on the
server, it may take a couple of games for everyone to settle down and
cooperate but once the communication and tactics are ironed out,
Battlestations: Midway multiplayer is a very enjoyable and rather addictive
experience.
The
overall game design of Battlestations: Midway is well constructed but I did
have some gripes. As pointed out previously, this is an action game, not a
simulation. Health bars and simplified sailing models are expected, but there
are parts of the game that step too far across the arcade line to keep me
fully immersed in the gameplay. The
control scheme for the subs is one example. You can view all around
when beneath the water and visually track the surface ships as they
approach. You can even see clouds and planes above the surface. I would have
preferred this to be a realism option where the sub player could opt for
more realistic combat and be forced to employ
only
the
normal map view with sonar bearing lines when submerged with the scope
down.
Once
the mission objective is reached, the mission is over. So, if you are in a
hotly contested battle with all sorts of units, and the main target is sunk,
you do not get the opportunity to continue the fighting or land your planes.
Planes seem to have unlimited ammo and AI ships will reverse course and skit
around dodging torpedoes much more adroitly than a 10,000-ton vessel has a right to. Another
significant shortcoming is the lack of joystick support. There is a preset
for a Logitech Extreme 3D Pro joystick but it did not work for my Sidewinder
Pro. This makes piloting aircraft a mouse and keyboard affair;
allowing the player the ability to fly planes using a stick
would really enhance the
PC version.
Visually
Battlestations: Midway is no Silent Hunter III but the graphics are solid. You can play using three different overall graphic themes, with the game looking
like old grainy movie reels, normal, or bombastic. The ships, planes, and
installations are nicely presented. Sailors and officers populate the decks
of ships and airfields. Explosions send pieces of ship hurtling into the
skies with billowing fireballs, but depth charge blasts did not produce the
typical geyser effect associated with their use. I especially liked the water beading effect
on the screen when my ship took a near-miss or my torpedo bomber ducked too
close to the waves. In addition, the sound effects are adequate and the score
stands out.
While battles in BSM are strictly clear weather, daytime affairs, the
gameplay keeps you interested. A carrier op may have you stationing escorts
ahead to search for subs and launching a fighter umbrella over your ships
while your Avenger torpedo bombers take off. Then when your PBY scout plane
locates the enemy task force, you strike out for the enemy. Flying the
Avenger was my favorite role; coming in low and slow, lining up for a
torpedo shot on a carrier while destroyers throw up sprays of AA and Zeros
swing in on your six to take you down.
Battlestations: Midway can generate some intense moments.
Some players are strictly simulation-only guys, others could care less, they
just like stuff with subs and ships and things that go "boom!". I'm in the
camp that treasures a highly accurate and challenging simulation, but also
enjoys a fast-paced romp with a naval game. My only insistence is that an
action naval game has to be fun and entertaining, and Battlestations: Midway
is both. By combining the tactical map and capable AI with seamless first
person control, Eidos have created a nice little game that will appeal to
causal gamers and first-time subsim players. But the amount of gametime it
offers is really, really short. If it had a dynamic campaign or
random mission generator, it would rank among the best naval action games I've played. Unless Eidos
fixes this or releases additional campaigns*, the multiplayer is all
that keeps it from ending up as shelf ballast after a week. Which is a shame
because Battlestations: Midway has a lot going for it. I hope the fact
that there were three more years of naval
battles in WWII after the Battle of Midway is not lost on Eidos.
Rating:
72
Realism |
Historical Accuracy |
Graphics |
Sound/
Music |
Game
play |
Repeat
Play |
Stability
/Bugs |
Multi-
play |
Mission
Editor |
9/20 |
8/10 |
8/10 |
7/10 |
17/20 |
4/10 |
9/10 |
5/5 |
0/5 |
BONUS: +5
Well-designed unit switching scheme |
Publisher: Eidos
Developer: Eidos Hungary Studio
*Xbox 360 Battlestations: Midway players will get the chance
to engage in fresh new Pacific battles as two new historical battle maps and
brand new vehicles become available on Xbox Live Marketplace for the Xbox
360 video game and entertainment system from Microsoft.
Read here for more.
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SYSTEM REQUIREMENTS:
Minimum configuration
(640X480, detail reduced)
o OS: Windows XP Home, Pro, 64bit edition, Windows Vista
o Processor: Intel Pentium 4 2Ghz or AMD Athlon XP 1800+
o RAM: 512 MB
o Video card: nVidia GeForce4 series (not including MX cards) or Radeon 9000
(1.1 pixelshader compatible)
o Sound card: DirectX 9 compatible
Recommended configuration
(Up to 1280X960, all features on)
o OS: Windows XP Home, Pro, 64bit edition, Windows Vista
o Processor: Intel Pentium 4 2.5Ghz or AMD Athlon XP 2400+
o RAM: 1 GB
o Video card: nVidia 6800 Series or Radeon X800 (2.0 pixelshader compatible)
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