Carnage Heart
Review from the Net
Carnage Heart Manufacturer: SCEA Designer: ArtDink Release: March '97 Controller: Standard Pad (No Mouse Support?) Save Game: 5 blocks Players: 1 Overview Carnage Heart is a deep strategy game, in which you assume the role of Fleet Commander of the World Federation forces, waging futuristic war against a corporate conglomerate on the moons of Jupiter. Overkill Engines (or OKEs) are your tools of destruction as you build them, give them AI and set them loose against enemy units. From start to finish, the player is ultimately responsible for the success/failure of their designs. Gameplay Two modes are available - campaign and vs. battle. You must have a saved campaign in order to play vs. battle. Four scenarios are available in campaign mode in increasing order of difficulty. The scenarios are independent of each other so they can be tackled in any fashion. Menus are well organized and easy to navigate through. The tutorial CD provides some insight into the game but ultimately, testing your designs is the best way to move along the learning curve. Each scenario requires the player to conquer all enemy bases on the map(s). The player is responsible for setting up production of OKEs. Three basic designs are always available, but these units are inferior and can never be modified. Since an important part of the game is researching and purchasing new technologies for your OKEs, designing your own OKEs is mandatory to winning each scenario. Movement is turn based, as is production. Combat is real-time, but since there is no human element involved, success hinges on good OKE design - both hardware and software. Choosing the hardware is simple: the hardware design screen has distinct icons for OKE body, engine, primary weapon, and so on. The key to good hardware design is balancing firepower, armor, fuel capacity, and production time. Players can try to overwhelm the enemy with hordes of cheap, easy to produce OKEs, pound the enemy with expensive technological terrors that take multiple turns to assemble, or blend strategies to produce victory. Software design is critical - players assemble "programs" using over 40 basic "chips" that perform basic functions such as scanning for enemies (and friends), movement, and firing weapons. Linking the chips together in a flowchart-like fashion completes the "program", but it is best to test your OKE against the basic designs provided by the game (or your own) before putting it into production. The greatest enjoyment to be found in this game is from the creation of efficient "programs". I have beaten the game on all difficulty levels using hardware that was inferior to what the enemy used, but cheap and easy to produce. A good design excels at a particular task, whether it be evasion or relentless assault. When the campaign mode no longer presents a challenge to you, you can test your designs against other players using the vs. battle mode. The battle mode allows you to load up to 28 OKE designs from any saved campaigns, set up one-on-one or three-on-three battles, and have OKEs battle it out in single matches or tournaments. This feature definitely adds value to the game, especially since the Underground CD came out with the downloadable designs from the game's creators. Graphics This is a strategy game, so the map graphics and menus are nothing fancy. Battle graphics are well done, and slow downs are only noticeable when both sides are firing shotgun pellets all over the place. Collision detection is good, although the game does not have any discernible damage penalty for running into things (other than mines). Four basic camera views are available, and the free camera option is good for following battles that are spread out over the entire area. Zooming in and out, and camera rotation are possible using the d-pad and/or buttons with most of the camera views. Sound/Music There are five music soundtracks that can be chosen by the player, or no sound at all if one wishes. One minor annoyance is that you cannot change the music while designing software "programs". The soundtracks are nothing fancy, so some players (like myself) will just turn to other musical sources for inspiration while playing. Sound effects in battle are excellent - each weapon has a distinct firing noise. Firepower and proximity affect the volume level of explosions. Game Life Span The campaign mode is (for most people) a one-shot deal. Once you complete the campaigns, one of the few reasons you might play them again is to see how much technology you could develop by deliberately delaying the enemy's demise. If that were all Carnage Heart had to offer, this game would probably be for die-hard strategy folks only, and it would have a life of about four weeks. The vs. battle mode gives Carnage Heart an added dimension of fun that will keep most people from shelving it for a few months. With enough players, Carnage Heart tournaments could become possible. Note that when thinking of playing vs. battle, it is best to have a saved campaign where the best possible technology is available. I was impressed with the depth of this game, and I'm still trying to make an OKE that can win 100% of the time. Bottom line: Check this title out! - Russell Lautzenhiser
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