Savage: The Battle for Newerth Review by Game Tunnel
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Savage: The Battle for Newerth





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Savage: The Battle for Newerth

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Developer: S2 Games
Publisher: S2 Games
Genre: Action > First Person Shooter
Released: Sep 01, 2004
Players: 16

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In an age where man and beast are constantly battling for dominance over Newerth (pronounced New Earth) players can choose a side and fight in a savage age. This new-genre classified as a RTSS (Real-time Strategy Shooter) allows players to fight in massive battlefields, trying to control and dominate each map. This on-line multiplayer game gives players the choice between the humans and the beasts, a multitude of upgradable options and lots of strategy and gameplay depth.

For those of you who might be scared away at the mention of “Real-time Strategy�, you might want to stick around. See, while this game has real-time strategic elements, there’s equal amounts of action, stealth, demolition and vehicular operation. Another thing, for those of you who are scared about this game being a first-person shooter, you might want to stick around. See, while this game has first-person qualities, it can also be played via third-person. Even more, you don’t even have to use projectile weapons. The game has a very well-established fighting mechanic so players who want to get up-close and personal, can do so. Melee combat consists of basic attacks and combo attacks and even the option to block attacks. So realistically, this game is more like a RTSFPSFG (real-time strategy first person shooter fighting game). However, RTSS is a better looking acronym.

Actual gameplay is uniquely paced. It requires a lot of teamwork, strategic attack ventures, and lots of non-stop combat. When playing as the humans, players have the starting weapons of a hatchet and a bow and arrow. The beast side starts with basic blades on their arms. As each side grows stronger through resources and research, more character classes become available and there’s a greater selection of weapons. Humans can research more projectile-based heavy weapons. In fact, one of the guns looks and fires a lot like the electrical weapon the humans used in the movie The Matrix. On the beast side, they get a lot of chemical weapons and magic-based projectiles. Each side also has class upgrades they can receive, which enhances the player’s overall abilities during battle.

When it comes to gathering resources, it is essential for each player to do their part in helping the team to victory. Stone and gold are necessary for constructing new buildings and applying new upgrades. There are, however, NPCs to do a lot of the work, but teams gain resources faster if players join in on the work effort. Some of the stuff players can unlock through gathering resources include vehicles and siege weapons. On the human side, there’s the tower-disabling crossbow-cannon. The giant crossbow, which must be wheeled around by a player, fires giant fireballs that causes massive damage to enemy structures. On the beast side, there’s a four-wheeled vehicle fitted with enough firepower to level any human building with ease.

In regards to weapon efficiency, the game does seem to handle projectiles much more easier in first-person. Third-person, however, is good for dodging attacks and knowing when to block. But in the heat of battle, when good sniping skills are required, first-person seems to suit the task more adequately. FP is especially useful when the giant towering beasts carrying trees start lumbering into view and causing massive damage. Human players are forced to work together to try and ward off bestial forces, which out-do humans in physical strength and speed. The long-range preference of the humans makes each battle a tense struggle for dominance, as both sides go head-to-head.

But there is a flip-side to the gameplay which works a lot like a chess match. While players are doing battle on-foot, a commander is needed to help organize resources and build up the designated side’s community. Only one player per battle can take command of an entire team. For instance, exactly like a standard RTS game, there’s a main building in which all actions are carried out. From the main base players can create more NPC workers, or upgrade the main base. The more workers players have the more they can gather resources, or construct structures faster. Once a main base has been destroyed the match ends. So it’s important to use workers to build up research centers and guard towers for more equipment and weapons.

There’s also level-ups players can receive for doing well, not only in battle but also as a commander. Individually, each player will also have their own stash of gold that they acquire during battle. Leveling and gold play a big role in the individual efficiency a player will have on their team’s outcome. An independent and efficient player, with a lot of gold, will have more access to purchasing high-level researched weapons and class upgrades. And while it’s cool that top-notch team-players are handsomely rewarded for their efforts, other players on the team who aren’t fairing so well can request high-level items (or character classes) from the commander. But in the end, skillful players are noted in an evaluation chart for their efforts, which shows each teams’ statistics (ala Battlefront).

There’s also a bevy selection of maps and various environments. So players who tire of standard battlefields will have a good variety of terrain and obstacles to deal with across the standard maps and even user created mods. There’s also a great sounding musical score attached to the game that really adds to the overall appeal. If there was one flaw with the game, though, it would have to be with the lack of a single-player offline mode. Still, players who don’t want to play online can still get a good dose of action practicing and honing their commander and combat skills against NPCs innate to each environment. Overall, though, this is a really cool game with a lot of character and strategic depth that belongs in every strategy and action gamer’s library.

Graphics:
The models look exceptionally good in this game. This is topped off with a day-to-night realtime lighting effect for every map. That’s not to mention that every map is simply stunning. Water and sky effects compliment detailed environmental textures. Even in the commander mode, the game still has a very effective, visual look to it.

Sound:
As mentioned, the musical score for this game is superbly done. The medieval soundtrack and intense battle music gives the game an edge of intensity that mirrors much of the action on screen. The sound effects are also quite nice, especially for the electrical and projectile based weapons.

Gameplay:
Everything about the gameplay simply rocks. The controls are standard FPS (strafe with the keyboard and look with the mouse) and they work quite well. Switching between RTS and FPS is also convenient and simple. So players can bounce between two completely different styles of gameplay in a very seamless and well-oriented fashion.

Concept:
Savage is a truly original game that boasts the options to play two completely different genres in one game. The melee combat is also a great addition to this game, and the ability to block and use bows and arrows brings back memories of the original Turok on the N64.

Value:
Even with the game being free to own, there’s a lot of content available for Savage that conveniently makes it worth the download. The concept and gameplay alone makes this a very valuable game.

Recommendation:
It’s free. There’s honestly no harm in trying this game out...even if you play this game offline and play hotseat in the RTS mode with a friend, this game is quite fun. When playing online, the action is extremely frantic and proves to be everything that any competitive action gamer could ask for.


By: William Usher
Posted: Wednesday November 01, 2006
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