While military simulations have not really been my
interest, I thought it'd be prudent to dig up another "classic" from
the C64 era. I don't tend to enjoy strategy games for the most part as I
consider Chess to be one of the most perfect forms of the strategy system, one
on one mental combat with specific rules and situations. Unlike more modern
strategy games where it's a random number generator that determines how a
single solitary individual can take on and defeat a whole army thanks to high
rolls of the dice. Yep, your entire army can be Arnold Schwarzenegger’d out of
existence thanks to several 6's rolling up.
Thankfully Desert Fox strictly speaking, isn't a strategy
simulation. It has elements of it but most of the combat and victory is down to
the player being able to play fairly well (and on Grandmaster, VERY well).
The game is a simulation of the World War 2 tank conflict
in the African campaign between the Desert Rats and the Desert Fox. Or more
basically, The Allies and the Axis led by Rommel. Interestingly enough, it
doesn't involve Hitler in game about WW2 fighting and combat, which is
certainly not the route Wolfenstein took.
Brief (and pointless) history lesson aside that could be
easily disregarded thanks to any form of actual research, you're tasked with
guiding the Allies into capturing key depots and either fighting or avoiding
Rommel himself in his tank. Who basically serves as a boss fight and a fairly
tough one, too.
The game itself is split into 2 modes, a practice and a
campaign. The practice lets you run through short versions of the arcade
section ranging from shooting down Stukka planes, combating Tiger tanks,
traversing minefields, avoiding canyon ambushes and escorting a convoy against
a series of bombers engaged in aerial combat. Most of the game is played
through the eyes of the tank itself, giving it a generally first person view
for such an old game and added a little extra "you're THERE" factor.
As you take on the events, you'll sustain damage from the
Stukkas should you fail to shoot them down, take hits from Tiger tanks running
back and forth on the horizon while they approach steadily, take mines to the
treads and get hit by ambush attacks. The convoy interestingly is more about
trying to get as many trucks through the bombardment by shooting down the red
planes and not the green planes in a mode akin to Hyper Sports skeet shooting,
two guns with left and right to fire either of them and the targets aim
themselves, more a test of reflexes than anything else.
The campaign brings all this together. 5 steadily
increasing challenges ranging from 3 locations to a whopping 6 locations that
your tank will need to travel to in order to liberate the depots before their
timers run out and the Axis win. Lose a single depot and it's game over. You
can however send in one aerial support to boost that depot's timer. However...
To get to the depot you'll have to travel towards it and once near enough,
defeat specific events to progress. Your tank moves a set distance per
"movement phase" and the radar can tell you the events leading up to
the hopefully useful "Depot" in digitised speech no less. Liberating
a depot quickly enough will boost your health and repair your tank while taking
your sweet time will leave you with less health recovered. The other key issue
in the game is Rommel who will steadily home in on you across the map
symbolised by a red swastika sign. His advantage is that he'll keep moving
while you're engaged in an event and come sometimes result in you winning an
event to find he's there, ominous (and fucking hell it is ominous) music sounds
and you're fighting the big man one on one.
He fights exactly like the Tiger tank scenario but takes
8 hits to down rather than 5, and moves like greased lightning with its arse on
fire. Though you can still win the campaign without fighting him, but it's much
more rewarding to take him on and go toe to toe with the toughest challenge in
the game.
There's a lot of challenge within the game and even doing
the shortest campaign can be either a breeze or a slaughter fest depending upon
how fortunate you with Rommel. Avoiding is advised but who wants to do that
when the big mean boss is there and you know you can defeat it? No wonder
downfall happens a lot.
Most surprising, beyond the digitised speech, is just how
nightmarish the game is when you either fight Rommel, lose the game or lose the
convoy round, the music/ambience accompaniment is the virtual stuff of
nightmare and the first few times you'll hear it, comes across as rather
shocking to the ear. Later it just becomes sheer creepy or the stuff of
nightmares.
Graphically the game is simple but effective, a lot of
focus has gone into the first person tank moments and there's a lot of
simplicity that allows for fairly smooth and fluid gameplay, though the Tiger
Tanks switching so quickly back and forth is impossible but there's got to be
some challenge in there somewhere, the particularly accurate will be shooting
down the shells as they advance in a manner rather similar to Encounter's
saucers shooting at the player.
The campaign mode and the game in general fall into the
same situation as most arcade games, there's little random element in the game
when it comes to the campaigns and the arcade sections. If you've found a way
to beat the main game, you've likely found the same method will work every time
unless you royally bollocks up some of the events leading to the depots. This
is a shame because the game has a lot more potential if it could offer varying
challenges (except in one game where Rommel turned up twice... oddly).
It's a recommended game however, though an instruction
many for the campaign is SORELY needed as it's a very different set of
functions to the events. Once you've gotten past this stumbling block, you've
got yourself a very accessible and intriguing little entertainment for a while.
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