Tom's Comments: Right out of the box
onto my harddrive, there are a few things about Giants that
are immensely disappointing. Okay, no more size puns.
I promise. Perhaps part of the problem is the enormous
expections I had...sorry, that one wasn't intentional. At
any rate, my disappointment might be an example that the
bigger they are, the harder they fall. Oops.
Planet Shiny Moon
For all intents and purposes, Giants is a
Shiny release: it was created by a splinter group of former
Shiny employees who formed Planet Moon Studios. It doesn't
help that Interplay's last Shiny release, Sacrifice, was
so good. Giants has Sacrifice's funky sensibility and rapid
action, but the care and fine-tuning evident throughout
Sacrifice are missing.
I don't mind Giant's lack of an ingame save.
It hasn't bothered me so far, although I'm only about fifteen
missions into the first of three campaigns. The missions
are actually slices of ongoing scenarios and they correspond
to the places you'd probably save anyway. There are some
longer base-building scenarios later in the campaigns, but
the readme says you won't have to rebuild structures when
you start a mission over. Besides, bases in Giants are more
of a formality than a strategy. You can only build them
in fixed places and your choices are mainly limited to where
you place defensive turrets.
In a world without voxels
The artwork and the game engine are fantastic
in the truest sense of the word. Giants looks out-of-this-world,
but also serene and familiar. It's kind of like Infogrames'
Outcast, but without the shimmering jostling voxels. The
viewing distance allows for lovely long vistas with only
a discrete fogging effect. The light is thick, beautiful,
almost liquid. An invisible breeze sways palm fronds and
ripples water. "It's Key West," one of my friends said when
we sat down for a multiplayer game.
Perhaps the engine's greatest accomplishment
is its flexible sense of scale. True to its name, Giants
pits the mammoth Kabuto against fast gun-toters or spell-flingers.
Games like Slave Zero have done something similar, but the
scale was hard-coded into the level design. In Giants, you
can be the big guy or the small guy and the world looms
or shrivels accordingly.
"Wait, stop shooting at me," the guy playing
Kabuto in our LAN game called out, "I want to see how big
I am." Then he'd rush out to one of the computers in the
other room and we'd marvel at a creature six stories tall.
"I've never seen anything like this in a computer game,"
someone said as Kabuto ran with giant strides across the
countryside with two machine-gunning gyrocopters in pursuit.
Put a Delphi in his huge paw and he's King Kong. Remember
when Quake was supposed to have giant dragons? It's taken
this long but here we have the scale that Carmack must have
imagined.
Height: 60 ft. -- Weight: 40,000 lbs. --
Speed: 6fps
So what's missing? Stability, for one. Probably
a third of all the multiplayer games I've tried, LAN and
internet, end with a crash or unsync error, often with no
indication to the host that something is wrong. On a TNT2
card, nearby textures have a dithered newsprint effect.
The fonts are rough and ugly; on one of my Voodoo 3 cards,
they're almost unreadable.
Frame rates are jerky, especially when a full-grown Kabuto
is rampaging across the land. And you'll find some horrible
clipping problems when Kabuto melts into the landscape.
I'm not a programmer, so I wouldn't know what optimized
code is, but I doubt it runs like this.
But the worst thing about Giants is that it
doesn't give you many ways to play. The single player game
is a linear set of scenarios. There is no skirmish mode.
You cannot add computer players to multiplayer games. You
can't even have the computer-controlled sidekicks who work
so well in the single player game. If you buy the game and
want to try Kabuto first -- and who wouldn't? -- you're
out of luck. If you have a good multiplayer connection,
you can hop online to play Kabuto, but the internet games
I've tried have either crashed or everyone has quit in frustration
because you can't beat the big guy without some team coordination.
Where's the co-op for human Meccs and Reapers fighting against
a computer controlled Kabuto. Why can't I flesh my team
out with bots?
The single player storyline is amusing and
the AI is impressive (enemies will take cover based on your
axis of attack). But since Giants was clearly designed as
a multiplayer-oriented RTS/team action game, it feels underdone
without a skirmish mode. Perhaps the longer base-building
missions will have some replayability. But to really flex
Giants' long-term playability, Planet Moon has left players
to contend with the vagaries of internet connections and
unstable networking code. They came awfully close to delivering
a complete and fulfilling package, but...oh look, it's almost
Christmas...
'Tis the season
I suspect Giants was another offering at the
altar of the holiday retail gods. The changes to the color
of blood and the hastily added bikini tops on the Reapers
belie some confused last minute scrambling at Interplay
and Planet Moon. Too bad they didn't spend their frantic
final moments on more important matters. I'm really enjoying
Giants and I look forward to playing through the entire
game. But there's a ponderous sense throughout that it could
have, indeed should have, been more than we've been given.
Publisher: Interplay
Developer: Planet Moon Studios
Genre: Action/RTS
Requirements: P350, 64MB RAM, 8MB Direct 3D compatiable
video card, 900 MB hard drive space
Expected street date: now
December 10, 2000