The Geryk Analysis: Odium vs. Shadow Watch (cont'd)
In Odium, you do indeed get more stuff. You find a flamethrower
thing, and gleefully set monsters on fire, until you find that some
monsters are immune to fire (role-playing alert) and have
to use a different weapon against them. You learn to hoard ammo
for certain guns, and switch weapons in combat so as to preserve
precious long-range weaponry. And every now and then, you get weapons
that help you solve some particularly difficult combat, as long
as youre smart about how you use them. The flamethrower sets
things ablaze and causes damage over multiple combat rounds. Theres
that gun that shoots an energy beam and can take out an entire row
of guys, including your own if youre not careful. Every time
you find a new weapon or item, you cant wait to see what it
does. Its wicked.
In Shadow Watch, you get dick for new stuff.
One of the few weaknesses Odium has is that its not replayable,
since its linear and relies on your anticipation of new challenges
to keep your interest. However, Shadow Watch is also not replayable,
because it isnt even playable you cant play it
a second time because you probably wont get through it the
first time. So I guess on that point, the games are tied. Congratulations.
A turn-based tactical-level game needs to divide its battles into
a reasonable number of slices of time so that each turn is interesting
yet the game doesnt move too fast or give an overwhelming
advantage to the side that happens to move first. Graduates of Computer
Game Story School will recognize this as pacing. Surprise:
pacing is just as important for manly-man tactical military games
as it is for all those games your girlfriends annoying roommate
likes because they tell stories and are non-violent. If you dont
count vampires as violent, which I dont. Anyway.
A good rule of thumb that I just made up right now is that there
should be something meaningful for each character or unit to do
in every turn. This doesnt have to be actually firing a weapon.
It can be dashing across a street, climbing a building, outflanking
an enemy, getting out of the fucking way, or whatever. Something
that makes a difference.
Shadow Watch fails this test miserably, to the point that there
will be some turns when the only thing your characters will be doing
is
kneeling. I mean all of your characters, not just
the Catholics. In Odium, you find yourself planning a couple turns
ahead, so as to trap an elusive monster in a crossfire between your
maneuvering soldiers. In Shadow Watch, youre looking forward
either to five turns from now when you just may be able to
get through that door that is two squares away or dinner.
Lets not even talk about the fact that once the mission is
over, you have to move everyone back to the exit, one turn at
a time.
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Both Odium and Shadow Watch take place on fairly small maps. This
has huge implications for tactical combat, because as many disturbed-individuals-turned-disgruntled-investors
have learned, if youre trying to kill someone, the kind of
gun youre using doesnt really make any difference if
youre standing in his office. Thus, weapon differences
(which are a major part of larger-scale tactical games like Jagged
Alliance 2) become irrelevant from a realism perspective. In addition,
as the scale gets smaller, the number of actions a unit can take
has to decrease, or there are no decisions to make you simply
do everything. Run through the door, shoot that guy, take cover,
reload, etc. No planning required. Shadow Watch tackled this problem
by just chopping time up into such small segments that each turn
became incredibly boring. Odium used another approach entirely.
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