FASHIONABLY LATE REVIEW
Battlestations: Pacific
By Jamie Love - June 20th, 2009
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Having spent most of my early life in the middle of rural obscurity, I never knew the simple joys found in soaking up hours of radiation from cable television. This meant that I watched a lot of documentaries, many of them historical and grainy depictions of war. It bred a fascination for understanding how the singular conflicts built a larger chain of events that is difficult to comprehend in its entirety even today. And this was prime material for early PC games at the time, offering new ways to simulate the various facets of war, primarily focused on aerial battles – which were always my favorite. Admittedly I still have a weakness for games that take a historical perspective while offering an arcade sense of control freedom – titles like Secret Weapons Over Normandy and Heroes of the Pacific come to mind.
Battlestations: Pacific manages to feed several needs, fulfilling at least two essential nutrient requirements for my breakfast. The game taps into that nostalgia while also offering new opportunities through expanded play mechanics, knitting together a quilt that allows for a grander perspective of the Second World War while still offering the personal experience of the individual unit - tied together with every other asset on the battlefield in a very unique way. The result is like wrapping oneself up within a very comfortable blanket to remember what videogames used to offer, and simultaneously makes me question how no other developer hit upon the concept first. The series maintains a monopoly with the merger of military strategy and direct action that brings a fresh taste to an overburdened subject.
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Where I’m reminded most of PC games is in the personal connection. Without question this is a game that is a tactile play pleasure and not a spectator sport – no one wanted to watch me play it for more than a few minutes. But that was fine, because it stirred the anti-social leanings that required my complete focus and didn’t leave me wanting company. It’s the type of game I used to squeeze in close to the monitor to play. The lengthy nature of missions also nurtures OCD over ADD, allowing massive battles to unfold while breaking the objectives down into segments that build a real appreciation for the complexity of the battlefield. The gameplay is a layered investment that still offers moments of instant gratification via direct unit control while also imparting a greater sense of purpose in the actions that lead naturally toward the next set of objectives. Players might begin by focusing on the enemy air force, only to return and concentrate on a fleet of ships. Each set of actions ties together to present a larger experience that captures the complexity of the warzone.
The two campaign perspectives manage to hold the player’s hand, introducing a complex arsenal of weapons and the overall control scheme through layered stages that are confining at first, but ultimately necessary. But a measured approach is preferable to hours of tutorials. As the complexity unfolds, it’s impressive just how many controls have been mapped to the 360 controller – I occasionally needed reminders along the way. At times the amount of control can feel overwhelming, but it’s hard to be upset when this complexity arises from the game’s attempt at giving the player so many control and management options.
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Along the way there are some slight complications - the graphics occasionally get wonky. There are also some sluggish controls and load times. And yet when the game hits its stride all those concerns fall away. Flying a plane through a storm while the rain hits the windshield and I struggle at keeping the sky separate from the sea struck me as an entirely new set of concerns on the battlefield. The initial tedium of introductory missions also faded as the scope of battles increased. When battleships are pummeling one another while filling the sky with flak to fend off fighters and bombers, the complexity of the battle offers more possibilities than I’m accustomed to. There were countless times I lost ground by allowing myself to become distracted with chasing down enemy fighters. Eventually I learned to take advantage of more units, switching to battleships to take down fighters quickly while also scouting for submarines and making torpedo and bombing runs on enemy ships. And as someone who enjoys multitasking, this quickly becomes a good thing. But it is continually tempting to simply watch the battle unfold while flying overhead – the detailing of heavy ships and battle damage certainly makes an impression.
The game feels arcade like when steering a massive ship with the thumbstick, merging with a deeper strategy when attempting to run parallel with enemy vessels so the heavy cannons can pummel it while targeting the fuel and magazine sections for greater destruction. There’s also a strategic map where separate orders can be assigned and players can manage commands and create formations. And while this aspect took a larger commitment to learn, the time was well invested. It requires a greater deal of focus and management while still offering instant access to the dogfighting satisfaction I know and love. The simple act of switching units with a press of the directional pad continually staved off tedium.
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The game also offers a wealth of multiplayer options, with the Island Capture mode perhaps deserving the most considerable nod. Racing to capture a series of islands can stretch into a very long and satisfying session, a particularly refreshing break from the quick kill style of online play that dominates multiplayer game modes. What’s memorable about the experience is the merger of AI and real players, with ships battling at sea while players work to manage fighters and artillery, attempting to continually exploit and change tactics based on where opponents are focusing their own attention. And again that ability to switch between units grants the ability to change tactics rapidly to create a more dynamic battlefield that never relies on one fixed strategy. While the campaign modes are necessary, taking these units into battle against human opponents is the real longevity of the title.
When I suggest that Battlestations: Pacific is a difficult game to review, I’m not complaining about the challenge. It’s simply a prime example of a game that’s better played than talked about. But that doesn’t mean there isn’t plenty of cinematic flair, because there is a great deal of footage on display during the campaigns. The dueling narrative of a historically accurate US campaign and a fictional Japanese victory dips into melodrama, but the game would be naked without the dressings.
Again, the game is designed for gamers over reviewers. In part this is because explaining the game in any detail might read more like stereo instructions rather than the slick prose I’m partial to exploiting. There’s a primary focus on player options that creates immense replay value. I’ve returned to the game repeatedly between other reviews, and each serving offers a new vantage point – which is something most strive for but few achieve. While the primary objective remains fixed and clear, the variety of unit options that allows players to choose the means of accomplishing goals continually opens the game up to new opportunities. And while some units function more successfully than others, with submarines serving as a low point, the inherent advantage of offering the choice allows players to switch to a variety of fighter planes, bombers, and battleships to keep the experience from stagnating. Developers can never go wrong in offering choice, and while the objectives are fixed and straight forward, allowing the player to decide where to invest their focus validates the continuing evolution of this series.
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I played the original, Battlestations Midway. It was on my radar, but the execution fell a little flat. Very much a game that didn’t quite give you the freedom you were used to in PC (due likely to controls better tuned for the console version).
But the general idea/concept is awesome, control an entire fleet yourself, taking personal control over any individual unit. Combining fleets in multiplayer was neat too.
Personally with the controls as such, I found it a bit overwhelming to single handedly control everything. With some units requiring to much “hands on” time (eg. submarines) leaving you to forgot about the rest of the fleet (and getting them sunk).
I’ve always been curious about the sequel to see if was able to come closer to that original ideal.