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Warhammer: Mark of Chaos - Battle March

Score: 66%
ESRB: Mature
Publisher: BANDAI NAMCO Games America, Inc.
Developer: Black Hole Entertainment
Media: DVD/1
Players: 1 - 4 (Online)
Genre: Real-Time Strategy

Graphics & Sound:

It's no big secret that the one of the few remaining frontiers that console games have yet to incorporate is the RTS, or Real Time Strategy game. They are rapidly trying to make up for this deficiency. Here, with Warhammer: Mark of Chaos - Battle March, we have an interesting dilemma. Warhammer: Mark of Chaos was a well received PC RTS from 2006 that many players really liked. With the addition of Battle March, I was expecting to not only see vast improvement of a game put out two years ago, I was expecting the appropriate modernization and expanded gameplay. What I got felt like I was playing a console game on my PC. Has adapting this expansion for the same gameplay experience play on the console diminished the PC RTS experience?

Most of an RTS is played zoomed out so that you can see your enemy approaching from the farthest possible position. In order to issue clear commands, you have to zoom in; or, if you just want to watch the battle from a perspective close enough to smell the battle. I really respect when the artists and designers take the time to make even the most zoomed in detail worth watching from close up. The level of detail is beautiful to look at. The landscapes are adequate, but the good stuff is in the troop and hero details.

The trick to RTS sound is that you have to make it repetitive. Hearing specific clues on the battlefield are as essential as seeing a pop up message. Sure it can be a little monotonous, but it is for a reason. The music does not disappoint. The epic marches hold tempo to a symphony of death. The voice acting was well done and really did help pull you into the characters and the actual storyline of the game.


Gameplay:

Warhammer: Mark of Chaos - Battle March expands from the 2006 game Warhammer: Mark of Chaos. The expansion adds the ability to control both Orcs and Dark Elves in the single player campaign and a new World Domination Mode in multiplayer. In the single player game, you will move to and from each scenario on rails via the overhead map. As you prepare to take on each scenario, you are provided the opportunity to both prepare your troops and choose the various types of troops you will need. These troops are your basic melee class, middle range, long range and tank groups. It just happens that here they are ground troops, spears, riflemen, and mounted units. Most of the time, you take this opportunity to train your troops and replenish your ranks. Once you have selected the troops you wish to use, you enter the field of battle.

Once you are in the battle, you are given time to place your troops where you want within the starting area. Now that you have positioned your troops where you want them, it is time to start the scenario. Here is where it kind of falls apart for me. For a game based on strategy and troop positioning, you have surprisingly limited options. You can toggle a few options that will affect the tightness of your grouping and your profile, but really that is about it. There is a legitimate reason for each of the formations, but it never actually really affects battle. You simply slowly move through the map and overwhelm the clumped groups of enemies that conveniently wait for you to get close enough to aggro and move in on you.

Besides your troops, you will have heroes on the field of battle. You are going to spend more of your time trying to keep them alive than the strategy of moving your troops around. Heroes have special abilities that have a huge impact on the battles. You can bolster morale, add speed to units, invisibility, increase damage output and defensive capabilities. All of this accomplished through the use of magic. You and your opponents will have equal magic pools to draw from, so some discretion and timing will be in order.

Controlling your troops is a simple matter of selecting the units and telling them where to go. It is no wonder this is being released on consoles as well. The practice of this was different than the intent. In the heat of battle, it was very difficult to get the units to respond and move where they directed. The good news is that you can play against 3 other people online who are all having the same trouble you are.


Difficulty:

Warhammer: Mark of Chaos - Battle March's difficulty is an unfortunate misbalance. The actual gameplay is way too easy. All of the unique troop matching and positioning means very little in the end. Occasionally, you may find yourself outmatched because you chose your troops poorly, but even this could be overcome by baby-stepping across the map carefully. With the correct troops, it was nothing to just steamroll your opponents if you took care to address each group of enemies individually and not aggro the entire map. What was hard about the game was controlling the troops in the first place. It could get frustrating fast to watch your troops not move where you wanted them due to unseen map variances or just the whim of the game in general. The camera could provide its own frustration as well. It wanted to block your view if you moved behind walls or obstructions.

Game Mechanics:

When the dust clears from this battle, I am afraid the game is left wanting. The design was implemented well. Every reason for why you would gather your troops in tight or loosen their ranks was there exactly as it should be. It just didn't actually matter in the gameplay very much, or enough to even worry about the rank and file of your troops. Troop movement was at times more unpredictable than it really should have been. What started out as a legitimate strategy game turned into a practice of gathering your troops and then swarming forward. Yes that is a strategy, but not one that should succeed in a game like this 85% of the time. It should have mattered where my troops were and how they moved as a unit to make this a more successful game.

I want to shake the feeling that this was an adversely affected PC game ported over from console, but I can't. It looked so good and it was high on my list of games to check out. Based on the original title, I was sure this was going to be a stand-up game. Maybe it was my high expectations for this game that left me feeling that it did not live up to my expectations? Maybe not, but what I do know is that with the legions of Warhammer fans, this will make little difference. It is another piece in the story for them. In no way does this affect how I feel about the Warhammer games, and I look forward to further iterations myself. This time with a little more strategy in my Real Time Strategy.


-WUMPUSJAGGER, GameVortex Communications
AKA Bryon Lloyd

Minimum System Requirements:



Minimum Requirements

Windows 2000/XP, DirectX 9.0c, 2.4 GHz Intel Pentium 4 or equivalent AMD Athlon, 512 MB system RAM, 3GB free hard drive space, 128 MB NVidia GeForce 4800, 128 MB ATI Radeon 9200, DirectX 9.0c compatible 16-bit card sound card, 1024x768 display resolution

Recommended Requirements

3.2 GHz Intel Pentium 4 or equivalent AMD Athlon, 1 GB system RAM 256 MB NVidia Geforce 6800GS, 256 MB Radeon X800 or greater 1280x1024 display resolution, Sound Blaster Audigy, X-fi or equivalent

 

Test System:



Dell XPS DXP061, XP Pro, Intel Core Quad, 2GB Ram, Gforce 8800GTX

Windows Mount & Blade Nintendo DS Viva Pinata: Pocket Paradise

 
Game Vortex :: PSIllustrated