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109 lines
6.4 KiB
Plaintext
109 lines
6.4 KiB
Plaintext
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JOAN OF ARC: SIEGE AND THE SWORD
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JOAN OF ARC: SIEGE AND THE SWORD (JOAN) details the end of the Hundred Years'
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War between England and France. As Charles VII, you must drive the English out
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and defeat the other French factions. While control of towns is the primary goal
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(rendering campaigning unavoidable), there are a variety of other options,
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including peace treaties, ransoms, espionage, assassination, kidnaping,
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taxation, and the suppression of rebellion. (This review is based on the IBM-PC
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version; Amiga version notes follow.)
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JOAN has several strengths. The diplomatic options and the range of characters
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are nice. JOAN takes full advantage of EGA graphics, and from the box photos,
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VGA graphics appear to be even better. The sound is fairly decent, reminiscent
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of BATTLE CHESS, with metal-against-metal clanks and agonized gasps. On the down
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side, the "hoo-wah!" of an attacking opponent sounds like something out of Monty
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Python.
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Although an interesting concept, and technically excellent, JOAN fails as a
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game. For one thing, several aspects of JOAN repeatedly remind you that it _is_
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merely a game, rather than a faithful portrayal of the time.
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For example, four actions (field battle, town assault, town defense, and the
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Cavalier Challenge) are resolved in arcade sequences, with the difficulty
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dependent on the forces involved. These sequences are just difficult enough to
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irritate a strategy gamer, but not interesting enough to engage an arcade
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player.
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To illustrate, assaulting a town has two parts: taking the bridge, and climbing
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the wall. Taking the bridge is trivial, simply a matter of holding down the
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"overhand attack" key until the opponent misses. When you climb the wall, you
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must dodge oil and rocks. Rocks can be blocked and have a fair warning time, but
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oil cannot and has none. Hence you generally stick to one ladder, blocking rocks
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and hoping they won't dump oil.
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The Cavalier Challenge is another sore point. This random event occurs after
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you move an army; if your contestant loses the joust, 90% of your army deserts.
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There is no corresponding advantage to a win. This happens to be the only arcade
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sequence that requires any skill, and even so, the correct tactic -- whirling
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after an attack pass -- bears no resemblance to reality.
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Another point of unreality of money. Ransoms are the best source of income, by
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far. The annual hearth tax nets about 1.5 million pounds if you control all of
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France, and you'll get around half that during most of the game. Taxing an
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individual province will net about a hundred thousand, requires an action, drops
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the province's loyalty, and can only be done once a year for each province. In
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contrast, even a minor noble will net half a million pounds. The best tactic to
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raise money, then, is to repeatedly kidnap nobles (for which you'll need about
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20,000 pounds to insure success) and ransom them back. Properly done, this will
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net you 8-10 million pounds before they catch all your agents, which is more
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than enough money for the rest of the game.
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The turn sequence is constraining, too. Each action requires a certain amount
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of time to resolve. In good weather, you can take two to three actions a month;
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in bad, only one, or even none. This means that there's no advantage to multiple
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armies, since only one of them can act at a time. Espionage is pointless,
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because it consumes too much time, and gains little information. The turn
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sequence also results in some silly situations, such as the ordering of an
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execution preventing any other action that month.
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Despite all its failings as a simulation, JOAN at first seemed interesting as a
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game. The English send out armies of 50,000-90,000 men in the mid-game, which
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are hideously expensive in both men and cash to counter. After a few hours of
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play, however, I discovered that you don't need to. By simply avoiding these
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armies and snapping up towns faster than the English can retake them, you can
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easily win. A 4,000-man army with a strong general (Joan of Arc or Richemont)
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can take any fortification, and costs little to maintain. Once you hit upon this
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tactic, winning is no challenge and requires little thought.
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JOAN OF ARC occupied me for a total of about eight hours. Perhaps four of those
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were spent fumbling around, learning which dumb mistakes one ought not to make
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(about par for any complicated game). Although no computer game lasts forever,
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four hours of play after you have the basics down is a bit slim for a $35 street
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price.
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AMIGA VERSION NOTES AND ANOTHER OPINION
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The Amiga version plays identically to the IBM-PC version, and its arcade
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sequences are just as difficult (and, seemingly, pointless). However, I think
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JOAN is a much better game than the original review makes it out to be. If
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you're expecting a strategy game in the same mode as Koei's fascinatingly
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complex historical simulations, you're likely to be very disappointed; JOAN
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isn't anywhere near as deep as Koei's games in terms of its strategic, tactical,
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economic, and diplomatic aspects. In this regard, the initial review is fully
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justified in its criticisms.
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But what JOAN _does_ provide is a nice balance between a "cinematic" kind of
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game and a boardgame-derived simulation. I enjoyed the Monty Pythonesque quality
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of the raids on and defenses of castles, and the Cavalier Challenge arcade game
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is somewhat reminiscent of DEFENDER OF THE CROWN. The graphics/arcade sequences
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provide an interesting and original multi-media/collage combination of digitized
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photographic backgrounds with overlaid cartoon-animated characters -- something
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seen in games from Dynamix on the IBM, for example.
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The Amiga version of JOAN comes on two unprotected disks, and uses a
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brownish-purple sheet for copy protection (you're asked to match an on-screen
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territory with its named equivalent on the sheet, which is not as much of an
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eye-killer as more textually dense versions of this kind of protection can be).
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The game must be played from floppy disks; it cannot be installed on a hard
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drive, and doesn't multi-task at all. Gameplay is managed with a mouse, a
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joystick, the keyboard, or a combination of the three. Option selection is
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easiest with the mouse; battle and arcade portions of the game are best handled
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with either keyboard or joystick. 512K of RAM is used.
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JOAN OF ARC: SIEGE AND THE SWORD is published and distributed by Broderbund.
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*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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