Warning: mysql_fetch_row(): supplied argument is not a valid MySQL result resource in /home/modsonli/public_html/themes/MODS3/Reviews.php on line 296
MODSonline - Games, Silent Storm
MODSonline
  Welcome Guest to MODSonline Home | Forums | Register | Login
Main-Menu
Home
Login
Register
Add Download
Add News
Add Tutorial *
Forums

Advertise
Affiliate Store US *
Affiliate Store UK *
Affiliate Store CA *
Angry Letter Generator
Avatar Upload
Calendar of Games
Contact
Downloads
FAQs
Forums
Member List
Member Projects
News
News Grabber *
Policy
Polls
Private Messages
Reviews
Screenshot Gallery
Search
Servers - Game
Store - Shirts *
Subscribe
Topics
Tutorials
Weblinks
Tutorials
CoD Mapping
CoDUO Mapping
CoD2 Mapping
CoD4 Mapping
CoD FAQs
HL2 Mapping
HL2 FAQs
SOF1 Mapping
Crysis Mapping
Q4 Mapping
Doom 3 Mapping
Doom 3 FAQs
UT2K3 Mapping
SOF2 Mapping
SOF2 FAQs

Lightray Modeling
General Modeling
General Modding
Adobe Photoshop
Common Mapping Errors

Readme.txt Generator
Members-Online
MasterChief [Today]
CptGodervi... [Downl]
NovemberDo... [Forum]
Sgt.Finly [Today]

4 Members and 9 Guests
Chat MODSonline
0 People Now Chatting
MODSOnline TeamSpeak

download TeamSpeak

In-The-News
Sunday, Aug. 17th
MODSonair 141 LIVE
Saturday, Aug. 16th
Crysis Warhead - World Exclusive Trailer
Friday, Aug. 15th
MODSonair Episode 140
Sunday, Aug. 10th
MODSonair 140 LIVE
Friday, Aug. 8th
MODSonair Episode 139
Latest Poll
Want a MODSonline Wiki for various games?
I think a Wiki would be a great addition to MODSonline. 78.09%
I could see a benefit of a Wiki. 3.93%
I think it would take away from the community. 5.06%
Wiki sites are never good. 2.81%
Wiki... isn't that Buck Roger's robot slave? 10.11%
Read More...
13 comments

Newsletter
Name:
Email:
Newsletter Archives
Your Membership
User Name:
Password:
Register.
In The Forums
Sounds
CoD 4 Level Desi.. Posts: (1) Views: (8) by Marsh999
viewing models as a thumnail
CoD 2 Level Desi.. Posts: (3) Views: (26) by Nemo06c
Texture probs
CoD 4 Level Desi.. Posts: (2) Views: (10) by Nemo06c
terrain patch
CoD 4 Level Desi.. Posts: (3) Views: (13) by Nemo06c
Google 468 Banner Quake 4 Mods for Dummies
Games

Silent Storm comments
Posted by: foyleman on Fri. Mar. 19, 2004
 Silent Storm

     I wager this is going to be a difficult review to write. Since I feel that there needs to be ample explanation for why I'm going to rate certain items the way I rate them. What you also need to know, before we begin, is what I am, and am not considering a spoiler. What I do not consider a spoiler, is me talking about the Panzerkleins in any detail -- since I believe they are even mentioned in the instruction manual. The only surprise there is what you might discover while using them. What I will consider a spoiler, and will duly note and separate from the rest of the review, is information on various missions, especially those at the end.

     Please note that this review is being written after completion of the Allied campaign, and after having gone through roughly a half of the Axis campaign. Also, scores are given in comparison with concurrent type games: for example, the graphics are rated for a game of this particular type, not in comparison with first person shooters or games that really push and rely on graphics as a main selling point. With that in mind, let's begin.

Graphics:

     There are two things to consider when discussing the graphics of the game. They can range from fantastic, to merely ok -- and largely that depends on how fast of a video card you have. However, even on the lower settings, there is still enough attention to detail, and an attention paid to smooth animation, to make the game visually attractive. Let's dissect this further, first talking about the engine and performance:
     The engine uses a sort of dual anti-aliasing to display the graphics. There is a slider bar in the game options, that allows you to pick low, medium, and high (very high?). This might not actually be doing what you'd expect. On the high levels, the game uses full screen anti-aliasing, as well as a selective anti-aliasing/sharpening process. Things look FANTASTIC. On medium, the full screen anti-aliasing is turned off. However, the game still uses a sort of selective anti-aliasing to smooth out certain areas and details. This was the setting I used, and truth be told, I still found the graphics to look particularly nice, especially for this style of game. On low, you get very smooth performance, and things look a little blurred. Actually, they almost look like cel shaded graphics in certain instances, and while to me, there is a huge difference between low and medium in visual attractiveness, even still, the animations and such are there -- as well as the details that I'll explain below. Overall, I thought, though, that the performance of the graphics could have been a bit smoother, perhaps more optimized. I'd be nice to be able to say: no antialiasing, period: after all, it's my taste to see a bit of jagginess for framerates that are much smoother. However, other than going and digging through forums for INI tinkering (which didn't seem to work, for me), that's not really an option. Overall, graphics performance wise, I'd give this game about a 7/10. Now, let's talk about graphic detail.
     I was REALLY impressed with the detail of the graphics. Spent shells lay on the ground. Lights cast cold glows on the sidewalk. Fires crackle in fireplaces. Tables, chairs, desks, dressers, and all manner of little objects detail interiors. Windows, doors, and the like can be opened and closed. Everything has a vintage architecture and style to it -- with crisp textures painting warm wooden floors, and cold grey warehouse floors. Trees provide cover outside, as do bushes, fences, sheds, telephone poles, electric boxes, and the like. I would honestly say that there were times when I could see the ability of a 3D engine coming close to depicting the graphics in certain 2D/sprite based games. Character models move smoothly, performaing actions from running, crouching, climbing, strafing, sneaking, reloading weapons: and in particular, the running animation in such a turn based game looks really well animated, not jerky or as if the person in question had a large board crammed up his/her butt. Bugs hover around lights, sparks crackle from flames, and even the interface has attractive graphics for equipment, action icons, etc. As far as the visual presentation of the graphics, I was highly impressed: 8/10

Sound:

     There isn't too much to say about the sound, other than it's very nice. Ambient sounds like the humming of machines, chirping birds, crickets, rain (and really nice thunder, too) -- as well as walking sounds, doors opening, and the like. The guns all have an accurate sort of sound that's neither too "tinnish" or too bassy: rifles, SMG's, pistols, grenades, each of the different models has a particular sort of sound that is really quite nice: even the difference between Sten, MP40, and Thompson submachineguns are all different and give a nice variety of audio feedback. The sound of bullet pings on stone, brick, grass, metal, wood, and especially glass, fill in the atmosphere of truly unloading with an automatic weapon.
     One area that will most likely draw criticism and debate are the voice overs. Simply put, they are terrible. And yet, they are great. But, you have to take them with a bit of tongue in cheek: worst of all are the German soldiers -- both in what they say, and the actors voicing the words. If you laugh at, and with, the game in the cheesy delivery of the action initiated dialogue (after shooting a soldier, you might hear your character in a characteristically "G.I. Joe" style voice yell out "Serious impact!"), you'll be better off than if you let it get to you and ruin your enjoyment of the rest of the game. Fortunately, there's a simple option to turn off all of the aforementioned dialogue, which I ended up doing after a while anyway, simply because I got tired of hearing it over and over.
     The music is also nice, providing a variable mix of orchestral and likewise fitting music for ambient sneaking around, as well as when the action picks up and changes into more riveting/tense music. However, I honestly encourage one to play without the voices or the music for a short while, if only to appreciate the sound of the guns, the environment, and the breaking of glass from automatic fire as it riddles a small house full of holes.
     My score is based upon the fact that I found the voice over acting to be pleasantly "B-action movie grade" while enjoying the crisp sound effects for other areas of the game: 7/10

Gameplay:

     This section is going to be quite difficult to nail down, but let me try and walk the line between elaboration and summarization:
     The main flow of things revolves around you gathering intelligence on main missions, and restocking/recruiting things for your team back at your little HQ. Breaking this up, are the inclusion of random encounters that essentially put you in charge of killing all the enemies in a randomly selected little area.
     There is a geographic overview map that allows you to select a region to explore, and in that region, you'll see uncovered markers for missions that pertain to the story, and as your icon travels to said marker, little alert icons appear on the map indicating random encounters. Such is the way play progresses in terms of getting into conflict. That being said, let's explore the mechanics of what happens once you're actually on a map that you "play".
     As the player, you control a main character, as well as a squad of up to(?) 5 other team members. If your main character dies, game over. That being said, your main character (and the NPCs) can be a variety of "classes" from sniper, to soldier, to medic, mechanic, scout, and grenadier. Each class, while having certain statistical advantages in certain areas (i.e. the medic starts with high first aid bonuses, the sniper with higher sniping skill), each character class also has their own unique ability tree. Performing mission objectives, killing enemy soldiers: this all nets you "experience" points that, when enough has been acquired, gives said soldiers a level. With this level comes the perk of picking a new 'slot' on the ability tree. The abilities are wide and varied, from reducing action point cost (explained later) to giving you accuracy bonuses, etc.
     Initially, things happen in real time. You can select soldiers, move them around, etc. Crouching, crawling, climbing, running, sneaking -- take your pick. However, it is when you are spotted by an enemy soldier, or get the drop on HIM, that things get interesting. At this point in time, the game switches to a turn based mode, and the fun begins...
     Listed for each action you can perform, is an 'action point' cost. Each character class, augmented (or degraded) by his physical attributes, has a certain number of action points. You spend these actions points to perform actions. Crawling takes more action points than running, for example. Firing a snap shot costs less than an aimed shot, but is less accurate. Bursts can be fired, but cost more and are sometimes more scattered than two or three snap shots. If you've got the action points, a full burst can blaze a path of leaden hell onto your enemies as your character growls out in rage while emptying an entire clip of ammunition. There are almost too many gameplay options to list: you can booby trap doors with grenades, plant mines, throw knives, sneak attack with melee weapons, snipe, go full auto, use bazookas, crawl through windows...the freedom in this game comes not necessarily from the path of the story, but DEFINATELY in HOW you complete each mission. The gameplay options as far as what you can do with a single soldier is absolutely a treat.
     It needs to be added in, here, that you can do some *SERIOUS* damage to, well, just about everything. Bullets will eventually put holes in doors, and even in walls. Effective holes that can be fired through to ambush enemies. Grenades will take out sections of wall, ceiling, and floor. As a matter of fact, a well placed mine and a heavy grenade can cause a loud enough, powerful enough explosion to send debris flying as a near entire floor collapses, smashing furniture, and causing any troops hidden beyond to fall down through the crumbling structure and taking damage (or dying). This reactive environment is near endless fun, at least for me. The sound and sight of a heavy machinegun tearing through windows, blasting through doors, and causing the havoc that it SHOULD is simply something I've waited for for a long time, especially in a game like this.
     Bazookas, grenades, and explosions send soldiers flying through the air with ragdoll effects: hats, carried weapons, and the like go spiraling through the air...as a matter of fact, I had an explosion blast a soldier sideways, smashing through a window with the shriek of shattering glass, and then flopping down dead on the front lawn. Suffice to say, the local Nazi guard wasn't pleased.
     If you've read this review this far, what is explained about in the gameplay section above will either excite you, or it won't -- and if it does, let me just say that it's as good, if not better than you're imagining it can be. Crossfires, ambushes, sniping, demolitions, traps...I had a *LOT* of fun just playing handfuls of random missions. Oh, and by the way -- there are a LOT of choices in weaponry and otherwise. Rifles, SMGs, machineguns, grenades, rockets... Now, I'm supposed to give this section a numeric score, so I will -- but in essence, I need to give it two. The first, is based upon the game, "at base", the second score, is based upon a complaint that, while it includes spoilers, is listed later in the review. If you don't know which one to pick, pick the first number, as it more or less represents the game in a more objective fashion: 9/10 (alt: 6/10)

A.I.

     The A.I. in the game is fairly good. Of course, sometimes the soldiers do stupid things like coming to check out two fallen comrades and walking right into the same ambush the other two got killed by. But other times, they'll start sneaking around, alerted by gunfire, only to get the drop on you and end the mission with your bloody corpse sliding down a hill. The enemies will investigate things like dead bodies, the sound of you opening doors, windows, and the like. They will also try to flank you, throw the occasional grenade where they think you might be, and otherwise try and 'trap' you into corners with one man while a secondary soldiers sneaks alongside the first, creating a nice surprise when you're expecting one soldier and come up against a crowd.
     This is not to say that there aren't suspect moments. While sneaking soldiers who are heard or detected oftentimes appear as a read ghosted outline (and a pointer indicating where you heard off screen noises might be). However, there have been times when I *KNEW* a soldier was in a particular location, yet couldn't SEE him while standing feet in front of him in a lighted room...of course, if you try to then step into the exact square a soldier is in, he immediately appears. So, in short, sometimes the stealth components have their quirks (not to mention being almost overpowering in their usefullness).

Overall/Conclusion

     I must say that I liked this game, quite a bit on fact. I'd been waiting for a good turn based game like this since...well since the original Fallout and/or Jagged Alliance 2. This game delivers. Not only does it deliver with the amount of options and strategy possible with a turn based combat interfact, it also adds in the elements of good sound, good graphics, and the glorious aspect of a reactive/destructive environment. It is truly something that, implemented in the same manner in a first person shooter, boggles the mind. Anyway, it's worth the money to pick it up and check it out, however, don't expect an action packed blastfest -- this *IS* primarily a tactical/turn based strategy game. If you aren't a fan of this genre, don't expect to suddenly be converted by this title. What it does, it does well, with a fine level of detail to what it presents. 8(.5) / 10

The Bad, and the Ugly

     As much as I hate to have to do it, now it's time to LAMBASTE this game for one or two issues. *DO NOT* read any further if you don't want some spoilers, especially those that center around the near end of the game.
     First off, the Panzerklein suits, I find, are just stupid. Here you have this fantastic game centered around teams of soldiers with complimentary abilities. Ok, now you have the Panzerklein suits: walk around and just blast away anything in your path, with the knowledge that you are near INVINCIBLE. I am not exaggerating. There are basically only two things you have to worry about in a Panzerklein suit -- a shot with the "lazer bazooka" you find near the end of the game, and the Panzerklein suits that fire the energy beams. Either of those will kill you in, well, usually around two shots. But, you can survive rockets to the face, and just about anything else short of a nuclear bomb.
     Come on, what were you THINKING? This isn't just a bit unbalancing, for me it REALLY took away a large part of the fun of the game. If that weren't enough, near the end of the game, the things start popping up way too frequently. It would have been different if, as a surprise, boss character, or otherwise, the suits showed up: with careful sniping, or explosive ambushes or the like...or even having to sneak behind them and shoot them in the back (a vulnerable spot), you needed to target the weaknesses of these small walking tin-tanks.
     Nope. Just snap shot them with the laser gun, that's pretty much it. Otherwise you can unload a whole clip of heavy machine gun fire, point blank, to the back of the thing's head, or even in the eyes, and if you're LUCKY on his next turn he won't just cut you down. Three, four heavy grenades right on top of the sucker? Nothing. Narry a scratch. So here's a tip -- at the end of the game, just have at least one character carry around an energy weapon, and the panzerkleins are pretty much gimped unless they catch you first. (You can kill them with a certain secret gun, but that's not for me to tell)
     Alright, now..how do I explain this: to get panzerkleins, in certain missions, you have to be wearing them when you end the mission. However, when I completed the game, I did it solo. I never took along any NPCs and killed everything with my one main character. I didn't cheat, just used strategy, craftiness, and stealth. So anyway -- there are missions later where, to get these panzerkleins, you HAVE to have more than one character. The one mission requires that you carry out a certain general...but you can't carry people while you're in a panzerklein. So I couldn't take one back to base. Long story short, when I got to the last mission, it was such a ridiculous, poor designed, shoddy, unsatisfying mission I literally stared slack jawed at the screen. First off, in said mission, it's just basically you fighting against a flying panzer suit in a huge circular tower. When she sees you, she'll kill you. Period. Second off, you cannot, simply cannot, do more damage to her in one turn, with one soldier, to defeat her there. So without more than three soldiers, forget it. Third, you need the invincikleins to avoid being killed by the other soldiers running around. Here, I'll admit...I had to cheat. I *HAD* to. Why? Because I could not get a panzerklein before being killed. I didn't have any at HQ, because the developers allowed me to progress past a level in the game without equipment that is ESSENTIAL in the last missions. UN. ACCEPT. ABLE. Get it through your heads, developers -- if you give me a choice to do something, I had better not then be absolutely stuck later in the game because your non-linear adventure is suddenly funneled through some game wrecking device. (panzerkleins) The sick part? After I used a god code to destroy her flying suit, and getting to the bottom of the tower, my character made a comment about not being able to follow her unless we all took off our panzerklein suits. Uh huh. So you absolutely counted on no one being able to make it through the last mission without them, yet you forced/allowed me to GET there without one? Nice, nice.
     The icing on that cake is that then, in the next room, in the one on one fight against the "final boss" -- I killed her in one turn. How utterly stupid and unsatisfying... :\
     So if there's one complaint about the game, for me, it's the panzerkleins. They certainly weren't needed, and in my eyes, are a negative to the game, since they take away the charm and tactics of the rest of the fantastic gameplay. The last mission or two, as well, were just lame. A real letdown and a sort of anti-climatic curve to an otherwise blast of a playthrough.
     Questions/comments -- drop me a line. Till next time,
                    -= N =-

Read 2352 times.

Register to Add Comment


All logos and trademarks and information in this site are property of MODSonline LLC © 2008.
The comments are property of their posters.
RSS news feeds for MODSonline can be found News.php.
Intergi
Partners
My Topsites List
Battle for Europe COD2
Call of Duty Headquarters
XoXide
modbase.be
Frag Universe
The Firing Box
Ask About
Advertising
Friends
Great Gamer
Volcano
ModTheater
Ask About
Advertising
Link to Us
MODSonair
View in iTunes
Please help us to raise in the ranks of podcasting and subscribe to our itunes feed using the link above.
MODSonair Releases
MODSonair Episode 140
MODSonair Episode 139
MODSonair Episode 138
MODSonair Episode 137
MODSonair Episode 136
Next Show
The next MODSonair show will air LIVE on:
08/24/2008 11:00 EDT

Time remaining:
Copyright © 2008 MODSonline
Tresware Content Management System Copyright © 2008 Tresware
Website Designed and Hosted   Tresware