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Sudden Strike 3: Arms For Victory
Published by: Fireglow |
Sudden Strike 3: Arms for Victory - Game Review (PC)
By Paguba Florin
Published: January 8, 2008
Print Some people might find the firepower and the sight of some infantry units too much to handle while the armored vehicles are being the underdogs in frontal assault. To be more explicit I have to say that the troops in the tranches are usually attacking enemies way beyond the eye sight and this will lead to blind battles where luck plays a major role. Furthermore, the grenadiers are able to make short work of heavily armored tanks which is not accurate to reality, AT soldiers with rocket launchers being the more obvious solution.

Beside the increased vulnerability to grenadiers, tanks are also failing to rotate towards the enemy when fire upon, instead they continue to expose their weaker armor and they are very inaccurate at medium-long distances. It is not necessarily a bad thing, but their speed is simply too low to be used in a blitzkrieg assault so their role on the battlefield is greatly diminished. After sustaining heavy punishment from the enemy these armored vehicles may find themselves stuck and need to be repaired on spot, becoming a liability.
There are some issues to be fixed regarding infantry as well, troops are overpowered in tranches where they can fend off waves of upcoming troops, but while they occupy a house are simply sitting ducks when fired upon. Frequently the enemy will annihilate your "inside man" with a single shot so the only reason to send a soldier in a building is to get an observation point. It is vital for Fireglow to fix these problems as soon as possible but at least for the moment the overall quality of the game is not affected; unfortunately the developers can't afford to hope that these issues will go unnoticed because the fans of the franchise expect nothing less but the very best from this latest addition.
After the demo was released I've hoped that the innovative features presented there would be implemented in the final product but so far it seems like they've been completely removed. I'm talking about movable ships and landing crafts, access to reinforcement's and supplies being available as long as you captured ports or supply depots. Aircrafts were supposed to be available as well if you managed to control enemy airfields and using airborne troops to secure bridges or destroy artillery behind enemy lines were other ideas fancied by the fans, both promised but at least for the moment unavailable.
These features would increase the fun factor as well but their tactical role can't be denied and would be most helpful in dealing with the fierce opposition you face in each scenario. Big maps and long missions are not necessarily a bad thing, but even the easy level is a huge challenge that may weed off the less dedicated players who might lose focus and interest. The idea of counter attack is sometimes taken to extremes as the computer will quickly rebound and find the needed resources to launch an overwhelming counter offensive just when it seems you're close to finish him off.
In order to complete a mission one should be willing to spend a considerable amount of time, scouting the environment to take full advantage of the terrain, and then gradually advance towards the enemy's location. There is no room for mistakes as the artillery will inflict heavy damage to the unsuspecting troops and half of the army could be wiped out in a hasty attack against a fortified position. A smoke screen would be very useful for the advancing troops involved in a frontal assault, but all we can hope for is that Fireglow will introduce this key element in the first add on.
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