Panzer elite special edition




















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Want more? Once given the "fire at will" orders, your gunner and loader will cooperate to the best of their abilities which vary in engaging the targets you select.

In fact, playing the game like this maneuvering your platoon but allowing the computer to control all gunnery, including your own tank's is a good way to learn the interface without the frustration that's bound to result from taking fifty shots and missing with every one of them.

If I have any quibbles whatsoever with the way the game models combat, it has to be the damage model. Tanks seem a bit too durable under repeated hits, and then all of a sudden start taking damage and expire in short order.

My understanding of armoured combat is that even hits which did not penetrate were dangerous because they could pop free rivets within a tank which would then ricochet inside with the lethality of bullets. Yet tanks take hit after hit with no effect, only to suddenly give up the ghost after a catastrophic avalanche of damage.

This isn't to say that tanks shrug off hits which should disable or eliminate them: the armour penetration effects seem pretty dead-on. While the modeling of vehicle and ordnance performance is superb, its representation via the 3D graphic engine leaves something to be desired. Overall, it appears to me that the extra time spent on development of PE was not spent on the graphics engine, as the graphics, while excellent in places, end up somewhat uneven.

In some areas Panzer Elite might suffer in comparison to Panzer Commander , such as in depiction of the tanks themselves. On the other hand, Panzer Elite has infantry even if bitmapped which Panzer Commander left out entirely. Terrain can sometimes be seen through a tank's body, though, and the black-out hulks of destroyed tanks look less than convincing.

When two tanks collide, they sometimes look like one is stuck "inside" the other. I could go on with a number of similar examples, but the point is that the perceived realism of the graphics takes a hit when you notice things like this happening. The terrain in Panzer Elite is a similarly mixed bag. On one hand, things like bushes and trees are modeled individually, and much fun can be had crushing this vegetation with one's monstrous metal machine.

On the other hand, the ground often suffers from a tiling effect where the "seams" between these ground tiles are noticeably visible. In general, though, the terrain is attractive to behold, and cloud and smoke effects add an excellent bit of atmosphere. And the buildings are beautiful. A couple things jump out as annoyances during gameplay. First of all, if your tank is immobilized, the game ends.

There is no way of transferring your platoon leader to another tank even if he is perfectly healthy. Thus, if you throw a tread or become mired, the scenario is over. Nothing is more frustrating than having the enemy on the run and having to stop playing because of a lucky hull hit on your command tank. There should be in my opinion a provision for the commander you to move to another tank of your platoon and continue the game.

I don't know if this would be historical or not thus it could be an option which could be turned off but it would certainly make for a better game. Let your subordinates keep your immobolized tank company while they wait for the prime mover! Second, the AI for the platoon leaves something to be desired.

Wingmen often run into you and each other as they maneuver to change formation. When I first got the game, I jumped in my tank, put my platoon in column formation, and took off down a long, straight road.

After some distance I looked back and saw that three tanks of my platoon were missing! Apparently my drag-racing start had left them in the dust and only one tank had caught up. Or perhaps they simply wandered off somewhere else, unwilling to follow a rookie panzer commander on his very first mission. Whatever the case, controlling one's wingmen is occasionally rather bothersome, as they have a tendency to go places and do things you didn't intend for them to do.

Even so, there is room for improvement. I've spent a lot of time talking about the individual aspects of the game, perhaps without giving an adequate description of the overall playing experience. Once the player has truly mastered the interface and is comfortable controlling both his tank and his wingmen, the game is a lot of fun to play.

Gameplay can be quite tense, as you and your platoon roll down a road into a hamlet or crest a ridgeline in search of the enemy. Combat is an intense experience in the game, and it is quite rewarding to direct a well-coordinated attack by your platoon. Killing enemy tanks with manual gunnery is especially satisfying. The only caveat is that the game will frustrate impatient gamers, and playing with the realism settings turned way down robs the game of much of its appeal at least for me.

I suppose that Panzer Elite could still appeal to some in this mode as an arcade romp, but the controls are a bit too involved to make that much fun, since a lot of time will be spent learning the interface no matter how easy the gunnery or spotting settings.

I mentioned 40 scenarios being available. There are also three campaigns included in the game that can be played from either the German or American side: Desert War, Italy, and Normandy.

This would seem like a lot of gameplay for the money, until one realizes that the campaigns are, in fact, nothing more than these scenarios put together in sequence.

At first glance this might seem like a horrible shortcut, but it's not as bad as all that. The campaigns actually do an excellent job of bringing out the best in this tactical game because they introduce wider considerations which shape command decisions while in battle.

While playing a single scenario one might be tempted to fly around the map willy-nilly, firing AP shells left and right at anything that moves. You'll undoubtedly be surprised when you get to the next scenario and find out that your quartermaster didn't exactly have trainload of supplies to replace all that fuel and ammo you wasted.

This happens most often as the Germans, and can result in catastrophic loss of the next scenario as your gunner faces down an American tank platoon with a total of three Nebelgranat smoke rounds.

The campaigns are not just about keeping enough gas in the tank for the next battle. Replacement crews have to be managed, tanks can be upgraded, and so on. Crewmen can be wounded but nevertheless not be able to go on the next mission. Since the skill of a crewman is often crucial to your success, keeping your alive so that they become veteran fighters is important.

This all adds to the campaign's appeal. Nevertheless, it would have been nice had the game included a few more scenarios than the ones in the campaigns, if for nothing else than for variety once the campaigns have been played through. I, for one, always play the campaigns first, and it would be nice to try out some other scenarios once those have been completed. Completing all the campaigns from both sides, though, will take quite a while. This, however, does not help the fact that the campaign is linear.

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