Str: Power Mad [by Cancerian New Media]
Game Review: Power Mad
Release: April 2003
Genre: Strategy
Developer: Cancerian
New Media
Publisher: Game
Thoughts
System Requirements: 300 MHz Intel processor, Win
98/2000/ME/XP, 12 MB Hard Drive space, A video card with alpha blend support. 8
MB of video RAM recommended, DirectX 7.0
Price: US $19.95
Many years ago I remember well spending available weekends hanging out at the
city mall. Just for a little background, the mall was a 30 minute drive on
the freeway from my house, and the only one located within 2 hours of where I
lived. We went there to hang out because in Georgia you cannot spend time
outside during the day in the summertime, and the mall had plenty of cool things
to do. One of our favorites was hanging out at the Software ETC. and
playing the Amiga they always had set-up with a game to play. One of those
games was Nuclear War. A whimsical game where you controlled a caricatured
world leader as you attempted to dominate the world.
Picking up some of the comical quirkiness of that game is Power Mad. In
Power Mad there are 10 characters that you choose 4 enemies from. Most of
the names are quickly decipherable as to the "real" identity of the character.
Your options include: Saddam Insane, Jean Cretin, Ping Pong-II, G. Dubya,
Osama Bin Lama, Vlad the Poutine, Saeed Alzheimer, Slick Willie, Horny
Kissinger, and Phony Blair. The fun begins with the names but doesn't stop
there. Each of the characters has a series of sayings that they say as
they take their turns throughout the game. Most are fairly hilarious, my
favorite being Saeed Alzheimer's quotes, who says things that were quoted
directly from the Iraqi Information Administrator.
Game play proceeds with each player having one turn each round. At the end
of each round, the number of military units in each city increases by the amount
you set it to increase by in the options panel. Each city has citizens,
nuclear and peace units in addition to the military units. In the basic
game no one starts with nuclear or peace units in the city. To get them,
you must trade in military units. For example, after you have 5 military
units you can trade them in for 1 nuclear unit. You could also, if you had
23 military units, trade in 15 of the units for 3 nuclear units and still
maintain 8 military units in the city. Though you can trade in military
units for either peace units or nuclear units, you can only trade them for one
type of unit on any one turn.
Each player in the game has a map with 4 cities on it. When your turn
begins you can choose to do any of 5 options. You can mobilize your troops
and choose an enemy leader to attack, you can trade military units for nuclear
units, you can trade military units for peace units, you can launch a propaganda
attack towards the city of your choice, or you can launch a nuclear attack on
the city of your choice. The effectiveness of each of the attacks can be
modified in the options window before a game begins. The intent of the
game is to destroy all the citizens of all enemy cities while not allowing your
citizens to be destroyed. Citizens in foreign cities can be destroyed in
small numbers by your troop attacks, or in larger numbers by nuclear attacks.
Propaganda attacks that are successful cause citizens to leave the target city
and return to the attacking city, bolstering the the number of citizens in the
attacking city. The peace units cancel out the effectiveness of a nuclear
attack.
As
is the case with all games I review, I sat down and played Power Mad on multiple
occasions over a 2 week period. Doing this helps to get a better overall
perspective on games. In the case of Power Mad, playing on multiple
occasions was a wonderful idea, for if I had not, I'm quite sure I would have
missed out on how much fun the game can be. In the first 10 games I played
I was the first person dead on all but one game. The one game I wasn't the
first person killed I was the 2 person dead. So I continued on a different
day and had somewhat similar results though I only played a few games. On
the third time I sat down to play I started understanding some of the strategy
behind the game. For whatever reason, I'd assumed that propaganda would
always be effective at a specific percentage. However that is not the
case. A city with more people in it than the city it is spreading
propaganda too will likely succeed. If you do it the other way around you
will usually fail. So even if you have an invincible set of troops in a
city, if you took some civilian casualties early on, everyone can just wipe you
out with propaganda, even if all your opponents combined do not have as many
troops as you have in your least militarized city.
After I realized that I had to have more people in my city that launched
propaganda attacks I made it one of my main forms of attack. This made a
huge difference in the game and after 17 straight losses I won 2 out of 3.
The game I think would be nearly impossible to win without using all of the
different attack methods, and even though the on screen help is perhaps the best
I've yet seen in terms of simplicity to use, the lack of game play tips was
frustrating.
Overall Power Mad turned out to be a game I enjoyed after having cursed at it
more than a few times in the early going. I'm sure Nuclear War fans will
enjoy the somewhat reminiscent feel of the game, and most everyone will get a
few laughs out of playing.
Graphics: 7
While certainly nothing that will make your head spin, the graphics on Power Mad
are well put together. The main focus of the game centers around the
different characters from around the world, and the best graphics are also
centered on caricatures of those people. You will have no trouble picking
out each of the world leaders upon sight. The rest of the graphics are
fine for getting the point across of what you are using and when. Again,
nothing that is knock out, but everything is very clean and well-presented on
the screen. The layout is balanced and easy to use.
Sound: 6
There is no background music in the game. That is perhaps a detriment,
though I prefer nothing to listening to the same sound track over and over
again. Each of the sound effects for the various actions in the game, such
as launching a nuke, or getting a piece unit works well to help represent the
action that is going on at that time.
Game Play: 8
As mentioned before, game play was the item I found most suspect at first, but
have come to appreciate. The game was definitely not one I could pick up
and do well with from the beginning. The interface is very easy to learn,
which is a big plus. However, learning how to win the game was a trial an
error process, that certainly would have been helped along by a tutorial...or
even more simply a list of playing tips.
Options: 9
After you get the play down, the options become the real joy to the game.
You can customize the game to change the numbers that are applied in all stages
of the game. A large portion of the fun involved in the game, after you
have become acquainted with how to win, is changing different aspects to see if
you can still win. Each of the numbers you modify has a large impact on
the strategy needed to win the game. After winning consistently with one
set of variables, you can modify the variables and find that you need to develop
and entire new strategy in order to be able to compete. I found this much
more enjoyable than having the typical "levels" of difficulty. The ability
to set the difficulty level to your own liking and challenge is a big part of
the genius of the game as it adds tremendously to the replay value of the game
and will keep you playing as you attempt to overcome every possible combination
of variables.
Concept: 10
There has been some comparison of this game to Nuclear War, and it is at best
only partially merited. That classic on the Amiga also had some silliness in it,
and it also had "world leaders" and nuclear weapons. However, the game
play is very different than Power Mad, so much so that I believe Power Mad
should get the 10 for being an original concept.
Fun: 8
When I first started playing I wasn't really having any fun at all. In
fact I kept statistics on my own of everything happening on the board that
showed exactly what I was perceiving...I was not succeeding in any of my attacks
or propaganda the way all the computer players were. Once I realized
better how to play the game, I stopped keeping the statistics, and really
started to have a good time. There has been some talk of taking the game
online, which would be a great thing in my estimation if there were enough
willing players. Computer players can never
replace humans. Most of the fun in the game comes from the comical nature
of the game. From the characters funny names to the silly things they say,
if you take your time and read everything, including the bios of each of the
characters, you'll be rolling more than a few
times.
Overall: 7
Power Mad is a fun game that left me borderline 7/8. For anyone who enjoys
strategy games, this game can be quite a good play once you get things figured
out. Even for those who don't enjoy strategy games, you'll find that the
simplicity of the game and its comical nature will make it fun to pick up and
play a few times. However, I feel that without a tutorial or game play
tips, many causal strategy fans will soon get frustrated with their seeming
inability to win and move on to something else (though there are online strategy
tips on the game developer's website, the game installation doesn't have a link
to it, instead linking only to the game publisher's website, making me believe
the much needed strategy tips will be largely unused). Die-hard strategy fans
should enjoy the game for a long period of time, especially after they find the
wonderful set of customizable options that make the game a challenging treat to
play again and again.
Added: August 16th 2003
Reviewer: The Mole
Score: 



Related Link: Power Mad Website
Hits: 3953
Language: english
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