This analysis however is focused more on a comparison between the new game FCRS (2.0.9) and the original game FPG (1.13). When I first “opened up the box” to see what was inside I was horribly aghast at what was done to one of my favorite tactical combat games. The two games have about as much in common as Call of Duty 2 and Battlefield 1942 (they cover basically the same thing but in completely different ways).
Once I let the “what the hell” angst wear off I began enjoying the changes and how the new game plays. There are a lot of things that they did right and I am hard pressed to find things to be critical of given how much I enjoy the quality of the product put out.
A summary of the differences that are of some note in my opinion:
In the original game there was one or two sectors that both sides fought for control over, and a preponderance of steps over the other within the sector in addition to enemy kills decided the Victory Point total (in which a single vehicle counted as a single point regardless if it was a first line main battle tank or a crappy support APC).
In the new game there are multiple Victory Point locations on a given map which broaden the front and the points for kills are much different now as vehicles and other units have varying point range values.
In the original game the map could not be zoomed in or out, while in the new game it can be scrolled which greatly increases the ability to focus on a specific area of combat.
The maps in the original game were well done and of a specific art style, whereas the maps in the new game are completely different by comparison. First off gone are the 500 meter square grid boxes, now the map area is arranged in a staggered hexagonal pattern and are 500 meters center to center in all directions.
On the new maps the main autobahns are colored yellow and have road indicators which somehow just freaking completely works for me as I can clearly look at a map and see where the critical choke points are. The maps in the old game did not have this visual clarity and many times it would be difficult to quickly determine problems or opportunities.
|Pied Piper has been giving me some fits.|
If I were to be critical of anything, it would be that the Victory Point markers (both NATO and Warsaw Pact) are very difficult for me to see on the map, and sadly there is no way to alter their transparency from within the game. The developer did advise what files could be modified to increase their visibility; however this has to be done external to the game using a graphics application.
Overall I would give this game a 9 out of 10 and say that I intend to write-up some after-action reports for the single player scenarios and possibly a campaign play through once I am complete with the original game.