Review: Deathground
By: Kirk
Hiner
- Genre: Strategy
- Format: CD
- Developer:
Freeverse Software
- Publisher:
Freeverse Software
- Minimum Requirements: System 7.6, 20MB RAM,
CD-ROM
- Network Feature: No
- 3Dfx Support: No
- Retail Price: $29.95
- Availability: Out Now
My older brother Matt taught me some very important
things in life; the relevant lessons that everyone should
know, and that are much more special to learn when passed on
by family. For instance, it was from Matt that I learned the
comic value of lowering our younger brother Brett down the
laundry chute on an extension chord. He also taught me how
to stick cicada shells to my fingers so that we could
terrify our younger sister Krista. But the greatest lesson I
ever learned from Matt was this: never fight a two-front
war.
Matt is a strategist, which is why he always won when we
played Strat-O-Matic Football, Stratego or Risk. Ah,
Risk...the greatest of all war strategy games. Not only did
I learn about the drawbacks of fighting on two-fronts while
playing that game, but I also learned that placing your
entire army on Japan is never good military strategy.
So where did this get me, you ask? Play Deathground and
it'll all become clear.
Deathground is the latest
title from our irreverent friends at
Freeverse Software,
creators of titles such as Burning Monkey Solitaire, Sim
Stapler and the immortal Jared. If you're familiar with any
of their works, then you know what to expect from these
guys, fun games peppered with clever one-liners. Deathground
delivers on both counts.
In Deathground, Freeverse has taken the gameplay of Risk
and placed it in the gangland warfare of 1930s New York City
(although maps of the U.S. and the world can also be
played). At the beginning, you and up to six other human or
computer players are randomly deployed on different
territories within your map. You're next given a few
additional soldiers--or thugs, considering the theme--to
strategically deploy, and then the carnage begins. You can
challenge any enemy who's in a territory next to one that
you occupy. The screen always shows how many thugs occupy
each territory, so you're able to fight fairly lopsided
battles. In Risk, you rolled dice to determine the winner.
In Deathground, the computer determines the winner (the
default setting gives the attacker a 49% chance of success).
Therefore, it's always good to have more thugs than the
player you're attacking. There's safety in numbers, after
all.
Deathground gives you the
option of fighting the battle with all of your thugs
(leaving one behind should you win), half of your thugs, or
only one of them. This is an important decision to make, as
you don't want to leave your newly conquered territories
unprotected. At the beginning of each turn, you're given
more thugs to deploy. The more you already have, the more
you get. You also receive extra thugs if you occupy entire
sections, for instance, Staten Island on the New York map or
North America on the world map.
The graphics in Deathground aren't quite as good as they
could have been, certainly not up the standards set by other
strategy games such Age of Empires and Starcraft. The New
York map looks okay, but the world map especially is very
sparse. However, the graphics weren't intended to sell this
game. As with most Freeverse titles, the creators let the
humor and the gameplay sell themselves. It seems that
everyone has something important to say after being shot, and most
are quite humorous. I only hope that when I get shot (and
someday I will, I just know it), I can respond with a clever
quip before dying.
Although playing the game is
quite simple, winning it is a different matter. As Risk
players well know, finding the balance between attacking and
defending can be quite tricky, especially with so many
territories to consider. Quite often, it's best to not
attack at all, using your turn instead for fortifying your
territories. Of course, luck factors into it as well, and
Freeverse allows you to control the luck setting of both
yourself and the computer players. You can also set their
intelligence level, allowing you to easily win a few while learning
the basic strategies of war.
Sorely lacking in a game of this sort is support for
network play. Because the game allows up to seven players,
it would only make sense for some of those players to be
across a network. I mean, what would be more fun than
capturing Madagascar from someone actually living in
Madagascar? But no. If you want to take on six of your
friends, you'll have to crowd them all around your monitor.
At Macworld, I asked a Freeverse representative about network play, and he assured me that they
were looking into adding it in a future version.
But with or without network capabilities, Deathground is
a lot of fun. It's not as intense or involving as most of
the real-time strategy games coming out these days, but it's
a heck of a lot funnier (be sure to keep an eye open for
Godzilla and other guest appearances). I can hardly wait to
get my brothers over to my place to challenge them to a
game...that is, provided Brett can finally get himself out
of that laundry chute.

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