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Submarine Titans

Score: 80%
ESRB: Everyone
Publisher: Strategy First
Developer: Ellipse Studios
Media: CD/1
Players: 1 - 8
Genre: Real-Time Strategy/ Online

Graphics & Sound:

Taking the smart road, Submarine Titans eschews real-time 3D graphics for rotatable 2D landscapes. Sure, there are only four directions of rotation, but the graphics are much lusher than they would have been if it had to be rendered with a 3D card. Each underwater landscape has its own feel, from toxic to lush. Yes, they’re all underwater and share some basic similarities that can’t be helped. But they still have their own little touches that make them more interesting.

The units, on the other hand, tend to be somewhat undifferentiable. Well, the Silicon units are pretty easy to tell apart, but all of the man-made submarines look a whole lot like each other. The same goes for the structures -- there’s a unifying blandness that makes them all feel a little pre-fab. It’s not atrocious, but it makes the game feel a whole lot more cookie-cutter than it should.

The music, on the other hand, is just like I like it -- very reminiscent of “The Abyss,” full of sweeping movements and ethereal voices. (I’m a -huge- fan of “The Abyss,” by the way, and that was one of the big draws of this game to me. It doesn’t hurt that the Silicons are a blatant rip-off.) I certainly can’t fault the tunes. The sound effects are adequate, merely getting the job done, with nothing that struck me as particularly amazing, but nothing that screeched on my ears either.


Gameplay:

If only Submarine Titans played a little more uniquely, we would have a major hit on our hands. As it is, we have a merely solid real-time strategy game with a cool new feature or two, but not enough to really set it apart from the pack.

There’s a storyline, at least a smidgen of an attempt to make the world make sense. A meteor came down, destroying above-ground civilization, and all that survived were two groups of humans who had the pre-cognizance to build on the sea floor -- the White Sharks and the Black Octopi. Hitching a ride on the asteroid were the Silicons, an alien race bent on getting the hell out of this place. The staple resource in this game -- Corium -- came from the asteroid as well. Nothing you haven’t heard before, really.

Yes, there are three playable groups. The White Sharks concentrate on military superiority and are the best when it comes to might in the beginning of the game. But they don’t have the flexibility that the other two groups have and suffer in the end-game from it. The Silicons have a massive tech-tree, but they start out very weak. The Black Octopi lie somewhere in the middle. The problem is this: it’s hard to differentiate between the different groups. The Black Octopi and the White Sharks both use all the same resources and have practically identical structures at first. And although the Silicons look decidedly different and use a few different resources, in the end, they’re a good bit like the other two races as well. It’s not that they don’t each have cool units that no one else does (cyberdolphins! Woot!), it’s just not the same degree of separation as, say, the races in StarCraft. They’re each playable and interesting, but they’re not all that unique.

The game itself brings a few innovations to the field. Since you’re underwater, you have five levels of elevation. Ships can come in on the highest elevation where many ground-based installations can’t reach them and then swoop down on the base. There are all sorts of rock shelves and bridges to go over and under, and building defensive platforms on mid-height shelves is key to base protection. You don’t want people sneaking in under or over your flak, do you?

The coolest part of Submarine Titans, however, is the helper A.I. You can set the game up so that you don’t have to deal with building structures, doing research, or keeping tabs on resources. The A.I. does it all for you -- you just move the submarines around. Or you could set the A.I. to control it all. This getting away from the micromanagement is much appreciated, and the A.I. does a damn fine job of playing the game like it should. It’s not available in the single-player campaign mode (unless I missed it), but it is in multiplayer and skirmish modes. This sort of thing should become standard in RTS games. Sometimes you want to deal with the nitty-gritty, but other times you just want to build fleets of death and send them after your opponents.


Difficulty:

The A.I. in Submarine Titans is quite tight, giving you a run for the money if you’re not prepared. It’ll take you a few games to really get into the swing of how the game works, the mechanics, and the ebb and flow of battle. Once you’ve got those down, the single-player campaigns become relatively simple, although they certainly aren’t trivial. Hell, they start relatively non-trivial if you’re not careful. Multiplayer, of course, depends on the intelligence of your opponents, although the computer-controlled groups can certainly stomp you if you’re not careful.

Game Mechanics:

Submarine Titans is simple to control; a few minutes with the interface giving you all the information you need for the rest of your playing time. Grouping and ordering is sometimes something of a hassle, but once you’ve got it down, it’s nothing too difficult. There are some wonderful little touches here and there -- having your units run back home when they get too wounded, for example -- and the menu system is clear and understandable.

Submarine Titan’s real problem is that it’s just not unique enough. In the crowded RTS market, there are many games that are good, but few that are outstanding enough to warrant a “run-out-and-buy-it-NOW” effect. Submarine Titans isn’t one of those, but it’s certainly a good little game in its own right. If you’re a fan of the setting (I can hear the music from “The Abyss” now), or looking for “just one more RTS fix,” you can’t go wrong with this game. Just don’t expect it to be particularly groundbreaking.


-Sunfall to-Ennien, GameVortex Communications
AKA Phil Bordelon

Minimum System Requirements:



P233 MMX, Win9x/2000, 32MB RAM, 140MB HD space, 6X CD-ROM, SB-compatible sound card, 24-bit graphics card, mouse
 

Test System:



Windows 98 running on a K6-III 450 w/256MB RAM, 6X/24X DVD-ROM drive, SoundBlaster Live!, Creative Labs Riva TNT2 Ultra w/32MB RAM

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Game Vortex :: PSIllustrated