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Galcon |
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Developer: Imitation Pickles Publisher: Imitation Pickles Genre: Strategy > Real-Time Strategy Released: Dec 08, 2006 Players: 12 |
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With so many indie games available it's very easy to dismiss something with a
cursory glance or a 30 second play of the demo. I try to avoid falling into that
trap, but it is human nature. That's why I'm glad I'm reviewing this game as
otherwise I might have passed it by as it doesn't make for the most compelling
screenshots.
The developer has looked long and hard at 4X space sims like Master Of Orion and
isolated the adrenalin packed end game, where giant space fleets clash in an
orgy of destruction. There's no need to research technologies, make alliances,
construct new ship designs, etc. All of this meat has been cut away. Thankfully
the marrow of actual combat is rich in tactical game play and there is even a
sprinkling of strategy.
So what are we left with? Organizing space fleets, selecting formations? Nope.
Just click on one of your planets, mouse wheel a percentage of ships to take
flight and then click on the destination. Once all the planets on screen are
flying your colors you've won.
Surely there is more to it than that? No, there isn't. It takes seconds for the
idea to sink in and then you're off. You can click and drag to select any number
of planets, set the percentage of units to launch and then unleash hundreds of
tiny vector arrowheads (iconic ships) to annihilate your neighbor.
Some definitions we need to be clear on:
▪ Tactics - the technique of deploying and directing troops in effective
maneuvers against an enemy.
▪ Strategy - a plan of action designed to meet some particular goal that may
contain a number of steps or sub-goals.
When a developer tries to abstract some complex idea into its absolute bare
essentials we can often lose tactics, strategy and immersion. Galcon requires a
great deal of tactical skill in wielding your ever-growing armada. Launch an
attack, weakening your source planets and the enemy will counter attack, grab
your fleet while still in flight and swing them around to hit his newly weakened
planets while launching some reinforcements from your rear guard to bolster your
defenses. Soon you'll have mesmerizing "seas" of ships flowing back and forth.
In single player the strategy is too condensed, requiring only that you bolster
your front line planets and select new conquests carefully to maximize resource
potential. However, if you can get online with friends then team games add a new
strategic layer as alliances are made and broken.
That something so simple could capture such strategy, tactics and speed is
amazing. The problems begin to surface as a direct result of this simplicity and
speed. Although there is a specific tutorial, the single player game is really
just one big tutorial. Time to get online. Usually a game starts out with each
player frantically grabbing planets before the field becomes evenly split. If
you're unlucky someone will have a faster mouse hand a quicker eye, they'll have
an immediate advantage in numbers and it will soon be all over. If you're lucky
then all sides will reach balance and the play field will stabilize. Each side
will send probing attacks at the other and as one-player gains the advantage
another will help the victim drive them off and restore balance. Maintaining
this equilibrium is very difficult and signals you have some evenly matched
thoughtful players. In fact when a game isn't evenly matched players can get
quite upset and express their frustrations with colorful language :). If you're
lucky then you're in for a hyper condensed ten minute treat. Alternatively you
could organize a lunchtime match with work friends and guarantee some good
games. The speed of play makes it an ideal game for short breaks.
The developer refers to it as "arcade risk" which I think is a good description.
It reminds me a great deal of that other wonderfully condensed battle game,
Defcon. I think both titles suffer in the same way. Most of the fun is in the
online play and this relies very heavily on the disposition of your opponents.
I'm sure many people feel this way about all online games, but these are so fast
there is little time to enjoy the preparation or the hard fought, drawn out war.
The action kicks off in seconds (minutes with Defcon) and then after a blur of
mouse clicks it's all over. I personally hardly ever won a match while playing Warcraft, Total Annihilation or Command & Conquer, but I did enjoy loosing a
fair few ;).
One of the ways an online game community grows is through down time. This means
time when you aren't actually doing anything in the game that can be spent
chatting. Galcon is so fast paced that there just isn't a moment to take your
eye off the ball and talk to someone. This is why I think the game works best
for groups of friends playing over lunch. They already know each other. It's
very difficult to form bonds with players and connect with them if you never
speak to them.
The developer tries to help build recognition into the game using an online
leader board ranking system. So even if you don't know your opponent you can
gauge how good a player they are. He also organises regular tournaments. These
are the main reasons to buy the game, as you only get a ranking if you pay.
Normally I wouldn't comment on the standard $20 price, but this game is so fast
and simple and the benefits of registering so slim, it seems like a $5 price
just might have helped build a larger online player base.
Graphics
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Functional, but nothing special, the only stand out moments are in the endgame
where people are throwing around thousands of little arrowhead ship icons.
Sound
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With the game being so functional in design there isn't really a lot of scope
for sound effects, what's there is acceptable. I was inspired to turn the music
off after 30secs.
Game play
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It's very clever. It distils space ship battles into the simplest most abstract
game possible while still retaining strategy and tactics (just).
Value
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The single player game is really just a tutorial before you get online and I
think there is a very narrow band of people who will manage to enjoy the
experience. Either people with pre-existing friends to play with or those who
are very lucky or persistent and manage to get into some good online matches.
The tournaments help a lot though.
Concept
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It's a very simple game that is well executed. I just kept wishing there was
more to it, yet I'm not sure what else you could add without completely
transforming the game into something else.
Fun
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With the right people it's lots of fun. Shouldn't that mean it gets a plus?
Maybe I don't have enough friends :).
Overall
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If you're at work or school looking for something to fill a 10minute break then
this could be ideal. There isn't enough depth to it for my tastes; although I
can appreciate it's very well done. If you have friends to play with or are
lucky enough to bump into the right people online then you'll have a lot of fun.
I wonder if a $5 price tag would build a bigger more sustainable online player
base?
Posted: Wednesday April 04, 2007


















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