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- Battle Worlds Kronos Wiki
Battle Isle series | |
---|---|
Developer(s) | Blue Byte |
Publisher(s) | Blue Byte |
Platform(s) | Amiga, MS-DOS, Microsoft Windows |
Release | 1991-2000 |
Genre(s) | Turn-based tactics |
Mode(s) | Single player, multiplayer |
Battle Isle is a series of turn-based tacticsvideo games developed in the 1990s by Blue Byte and released for Amiga and MS-DOS platforms and later for Windows. The settings are wars on a fictional planet, Chromos.
Storyline[edit]
The Battle Isle storyline is set on a fictional planet called Chromos, whose society is technologically slightly more advanced than that of contemporary Earth, possessing the knowledge of advanced robotics (robots), computers (AIs) and limited spaceflight (enough to set up space colonies on the moon of Chromos). The individual games represent various wars that took place on Chromos.
Gameplay[edit]
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The first three games are played on a hexagonal grid for a map. Players not only control the combat units (ranging from infantry and tanks to helicopters, fighters and bombers, armored trains, surface warships and submarines, stationary gun turrets), but (especially in the later games) also many support logistics units (ammo and fuel transports, scout and radar units, road and construction vehicles, and others). Units have various weapons and can gain experience (which in later games can be transferred over in a campaign). Fuel and ammo is limited, and logistics require careful attention. Players also control buildings, where units can be repaired, and sometimes, produced. Weather conditions change, affecting unit movements (for example, a sea or river can freeze, immobilizing ships but allowing light units to move through it). Fog of war is prevalent and players have to use scouting units to gain information about the battlefield. Some of those options were added in expansions or sequels.
Players have various tasks, ranging from eliminating all opponent forces to capturing specific buildings or protecting certain units or places. In some missions events from outside the battlefield can suddenly change the situation, giving players new objectives, reinforcements, allies or enemies. In some battles there are more than two sides, each with their own objectives, not all of them directly involved in hostilities - some of them can be even allied. At the same time, those allegiances can change because of some events or actions.
![Battle worlds kronos guide Battle worlds kronos guide](https://nindienexus.net/wp-content/uploads/2019/06/D9mzPT0UcAA7lT3.jpg)
Battle Isle one had the screen divided into two parts, one for each player. The turns were also divided into move and attack phases. While one player moved his units, the other commanded his own troops to carry out his actions. Battle Isle 2 gave the player the entire screen, and merged move and attack phases, and introduced the 3-D display of combat. Battle Isle 3 was very similar to Battle Isle 2, with improved graphics, more units and a new storyline. Battle Isle: The Andosian War was entirely set in the 3-D environment and combined elements of real-time and turn-based strategies.
The AI is relatively weak, relying on mass frontal assaults. After a player survives the first few turns and the AI's overwhelming numbers using protected artillery and terrain advantage, the computer is usually unable to mount a proper defense.
History[edit]
Battle Isle was Blue Byte's first big success in Europe. It was completed in 1991. Inspired by the Japanese game Nectaris for the PC Engine[citation needed], Battle Isle spawned numerous add-ons, sequels (most notable are Battle Isle 2 from 1993 and Battle Isle 3 from 1995) and imitations. Of those among the most notable is Blue Byte's own History Line: 1914-1918 from 1993, which moves the science fictionish climate of Battle Isle into the times of First World War. Others include the open source projects of Crimson Fields[1] and Advanced Strategic Command.[2]
After the release of Battle Isle 2, Blue Byte decided to release a Windows version on CD'. This was one of the first games for Windows (3.11/95 and NT). The program was to be converted to Windows while the maps were to be replaced with new ones and a new storyline was to be written. The project was led by Patric Lagny who wrote the video player for Battle Isle 2 and had many of the original graphic artists from the Battle Isle 2 team. While the program was being developed, Blue Bytes Marketing Department suggested to name this product Battle Isle 3 instead of marketing it as a Data CD for Battle Isle 2 with Windows support.[citation needed]
Over 600,000 copies were sold.[3] Two data disks were released for Battle Isle 1, and one for Battle Isle 2. Battle Isle 3 represented the most developed variant of Battle Isle 2. However, in the late 1990s, Blue Byte decided that the old model was no longer sufficient and decided to change the model of the series.
On July 1997, an entry in the Battle Isle franchise was in the works by Blue Byte for the Panasonic M2, but it never happened due to the cancellation of the system.[4] In 1997 a new Battle Isle game was released as a 3-D tactical squad game: Incubation, similar to UFO: Enemy Unknown and, later in 2000, Battle Isle: The Andosia War which tried to bridge the gap between turn-based strategies and real-time strategies. Both titles, while mildly successful, alienated many older players who had come to expect that the Battle Isle brand would represent traditional, board game style games.
Blue Byte attempted to use the Battle Isle brand name on yet another game (and genre), this time a MMORPGDarkSpace, which for a time was known as Battle Isle V: DarkSpace, but after Blue Byte was bought by Ubisoft the DarkSpace became an independent project.
The first games were available for the Amiga and MS-DOS. Later, Microsoft Windows became the target for the games.
In 2013, Stratotainment, LLC, a mobile game company owned by Thomas Hertzler (Co-Founder of Blue Byte), announced the development and the reboot of Battle Isle. Battle Isle:Threshold Run was scheduled for iOS release in 2013. After several delays, including an unsuccessful crowdfunding campaign, the project was halted in September 2014.[5]
In 2016 the trademark Battle Isle was acquired by Ubisoft.[5]
Reception[edit]
Overall, the Battle Isle series has received positive feedback in reviews.[6][7][8] In a 1992 survey of science fiction games Computer Gaming World gave the title three-plus stars out of five, writing that 'it was 'Enjoyable for the persistent gamer looking for new worlds to conquer'.[9] A 1994 survey gave the game two-plus stars out of five, stating that 'there is still a blandness in the final result'.[10]
Games in the series[edit]
- Battle Isle (1991, Strategy)
- Battle Isle Data Disk I (1992, strategy)
- Battle Isle Data Disk II (1993, strategy)
- Also known as Battle Isle '93 or Battle Isle: The Moon of Chromos.
- Battle Isle 2200 (1994, strategy)
- Released as Battle Isle 2 in Europe.[11]
- Battle Isle II Data Disk I (1994, strategy)
- also known as Battle Isle II: Titan's Legacy or Battle Isle II Scenery CD
- Battle Isle 2220 - Shadow of the Emperor (1995, strategy)
- Released as Battle Isle 3 - Shadow of the Emperor in Europe.[12]
- Incubation: Time Is Running Out (1997, tactics)
- German title Incubation: Battle Isle Phase Vier, UK title Incubation: Battle Isle Phase Four; also known as Battle Isle 4: Incubation, Battle Isle: Incubation, or just Incubation.
- Incubation: The Wilderness Missions (tactics)
- Additional missions to Incubation.
- Battle Isle: The Andosia War (2000, strategy)
- German title Battle Isle: Der Andosia-Konflikt; also known as Battle Isle IV: The Andosia War or just The Andosia War.[13]
- Battle Isle: Threshold Run (planned 2013 reboot, project cancelled)
Clones and successors[edit]
In 1992, History Line: 1914-1918, a World War I game with the Battle Isle '93 engine, was released by Blue Byte.
Battle Worlds Kronos Switch Review
Battle Isle has inspired two freeopen sourceclones:
- Advanced Strategic Command, first released in 1998, has two modes of play: one very similar to Battle Isle and its own, with more complex management of resources.[14] It is available for Windows and Linux.[15]
- Crimson Fields, first released in 2001, follows the original Battle Isle game mechanics closely, except that it doesn't allow for building of new buildings.[16][17] The game is available on a variety of platforms, including Linux, Windows, Mac OS X, BeOS, Dreamcast and AROS. It is also ported to a number of embedded devices: Sharp Zaurus, Nokia 770, Windows CE, Windows Mobile (Pocket PC), Palm OS 5, Android, iStation V43 and GP2X.[18]
Both clones include a map editor and a converter that can load Battle Isle and History Line maps.[19][20]
In 2013, Battle Worlds: Kronos, described as a spiritual successor to Battle Isle,[21][22][23] was released by King Art Games following a successful Kickstarter campaign in 2013.
References[edit]
- ^'Ocena igre Crimson Fields - Andrej Mernik's Homepage'. andrej.mernik.eu. Retrieved 2020-09-22.
- ^'Advanced Strategic Command'. CHIP Online. Retrieved 2020-09-22.
- ^'(Unavailable, website down) Battle Isle - Overview'. bluebyte.net. Archived from the original on 2001-09-02. Retrieved 2010-08-18.
- ^'News - E3 '96: 3DO? - M2 Dream List'. 3DO Magazine. No. 12. Paragon Publishing. July 1996. p. 4.
- ^ ab'Ubisoft claims trademark for 'Battle Isle' franchise from Blue Byte co-founder'. Yibada English (in ll). 2016-12-12. Retrieved 2020-09-22.CS1 maint: unrecognized language (link)
- ^Abbott, Richard. 'Battle Isle 2 review'. Game Bytes Magazine.
- ^'PC Gamer Review of Battle Isle 2220, May '96'. PC Gamer. 1996-05-01. Archived from the original on 2011-07-24. Retrieved 2010-08-18.
- ^Geryk, Bruce (2000-12-06). 'Battle Isle: The Andosia War Review'. GameSpot.
- ^Brooks, M. Evan (November 1992). 'Strategy & Wargames: The Future (2000-..)'. Computer Gaming World. p. 99. Retrieved 4 July 2014.
- ^Brooks, M. Evan (May 1994). 'Never Trust A Gazfluvian Flingschnogger!'. Computer Gaming World. pp. 42–58.
- ^'Battle Isle 2200 product page'. bluebyte.net. Archived from the original on 2011-07-24. Retrieved 2008-11-01.
- ^'Battle Isle 2220 product page'. bluebyte.net. Archived from the original on 2011-07-24. Retrieved 2008-11-01.
- ^Bruce Geryk (December 6, 2000). 'Battle Isle: The Andosia War Review'. gamespot.com. CBS Interactive Inc. Retrieved 22 July 2011.
Battle Isle: The Andosia War could have just as easily been called Battle Isle 4, as it's the fourth game in the Battle Isle series..
- ^ASC Documentation: Resource management
- ^Advanced Strategic Command homepage
- ^Crimson Fields manual
- ^Linux Format 104 April 2008: HotPick - Crimson Fields on Linux Format page 75
- ^Crimson Fields - Downloads
- ^Crimson Fields homepage
- ^ASC Documentation: Importieren von Battle-Isle-Karten (Linux)
- ^G, Matt. 'Battle Worlds: Kronos – Review'. Retrieved 2020-06-19.
- ^'Battle Worlds: Kronos – Battle Isle Inspired Sci-Fi TBS - SpaceSector.com'. Retrieved 2020-06-19.
- ^'3rd-strike.com | Battle Worlds: Kronos – Review'. Retrieved 2020-06-19.
External links[edit]
- Battle Isle series at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Battle_Isle&oldid=984419924'
Review: Battle Worlds: Kronos
Battle Worlds Kronos Xbox
Posted 01 Jul 2019 at 12:00 by Dennis Tummers
In 2013, creator KING Art Games launched a Kickstarter campaign to help fund the creation of Battle Worlds: Kronos, a turn-based strategy game with a focus on single player. The fact that the game is out now on the Nintendo Switch may already give you the answer to the question: “Was the Kickstarter a success?”. Originally planned and released for PC, the game has now been ported to a plethora of platforms, and the Switch joins that list in 2019.
The turn-based strategy genre is not that big on consoles, so in theory Battle Worlds: Kronos is a welcome addition to the Switch’s library. The makers state that they have drawn inspiration from games such as Battle Isle and Advance Wars, so that makes for a promising start.
In Battle Worlds: Kronos, various factions are battling for control over the planet Kronos, which is in need of a new emperor. Battling for a resourceful planet immediately makes me think of Dune, which is as good an inspiration for futuristic strategy games as any. Use the morph transition in powerpoint for mac. What’s interesting is that there are various campaigns, which have a different viewpoint on the same war.
At the very start of your first campaign you get a warning about the difficulty of the game, and that it is a good idea to pay attention to the various tips and tricks in the tutorial. It feels a bit off, belittling even, to get slapped in the face with such an announcement. The quality of a game designer should come from the fact that you have a good balance and learning curve, instead of this “you snooze you lose” kind of messaging.
And yes, the game is difficult, but luckily the Switch version is the latest one, and has received several quality-of-life improvements. There are 3 difficulty settings (which influence the percentage of damage you deal vs. what your opponent deals). It is also possible to airdrop additional units once every 10 turns if you are in some dire need of reinforcements.
Which brings us to the gameplay of Battle Worlds: Kronos. As mentioned before, this is a turn-based strategy game, which means you make your turn, and then the opponent makes his. Battles are fought on a hexagonal grid (as you may know from games such as Civilization VI). Strategy-wise this is a great move, as it adds more depth and freedom of movement compared to square tiles. You control a number of futuristic vehicles of war, from light infantry-bots and trikes to heavy tanks, submarines, ships and airplanes.
In your turn you move your units around the map, as in a big game of chess. Every unit can perform two actions: Usually one is move and the other is attack, but there are also units which have a joker turn which can be used to attack, or to move again. These latter ones are great for scouting ahead, as you never know what may be waiting for you in the fog of war. Succesful attacking or defending can lead to a units promotion, given you the option to choose a perk such as repair unit, increase damage or better movement. Enemy structures can be captured by attacking them with infantry, in the same way as in the Advance Wars series. If a building is yours you can use it, and a lot of campaigns focus on gaining control of enemy buildings and eventually their main base.
Being a turn-based strategy a lot of the game is about moving your units around the field, and micro-managing your structures. Being not only a console but also a PC gamer, I sometimes struggled with the controls when playing with the Pro Controller. For example sometimes instead of clicking on a unit to attack the cursor would “slip” of it and I would move to an adjacent tile instead. And there is no undo button. Ouch. I’ll take a mouse for these types of game any day of the week.
Luckily Battle Worlds: Kronos also sports touch-screen controls. This works very well, and makes moving units around feel a lot more intuitive. Fl studio wave candy. The smaller size of the Switch’s screen was my main drawback to playing only handheld though. You can easily zoom in and out with the shoulder buttons, but that becomes a hassle after a while.
Battle Worlds: Kronos is a slow game. Moving all your units around, most of them which can perform 2 actions, takes a bunch of time. Micromanaging your buildings adds to that time, as the game gives not much notifications if a unit is repaired, or construction of new units in a factory is complete. You have to actively select your factory, choose unload to get the unit out of the factory and then wait another turn before it can move. In addition you don’t have a big stock of resources, but each structure has its own. If you need to move resources you have to roll a transporter into a building, put in the amount of resources you want to transport, unload the transporter, drive it to the other building, load it in, and put in the amount you want to transfer from the transporter to the building. In the later missions you have a fair share of resource-managing to do, which makes this a cumbersome task. In that regard Battle Worlds: Kronos is a hardcore title: if you are not into turn-based strategy games this is not a good game to start, and even if you like the genre (like me) there could have been a lot of streamlining done in terms of gameplay.
Battle Worlds: Kronos 1 4 3d Printer
The control scheme as well as the pace of the game make it a game that is difficult to play in long sessions. This wouldn’t have been a problem if missions would have been short and sweet. Missions, however, are long. A single mission can take hours, with various goals changing on the go. Losing a game in a later stadium of a mission is frustrating knowing you have to do it all over again. I started using the save function obsessively to be able to load back to a certain point in the match. Jumping back in a mission after playing something else in between means you have to figure out what you were doing again. The AI also takes its time making moves, slowing the game down even more.
If the story was very gripping that would make up a lot, however it isn’t great. The dialogue is quite heavy and moody, and I found it difficult to sympathize with the character cast. On the other hand the game tries to be humorous, as can be found in the unit descriptions (a particular naval unit’s description is the Jaws theme typed out). All factions use mostly the same units, and their models are good but look very similar. All this combined doesn’t give Battle Worlds: Kronos a face of its own, and makes it a bit bland. Especially compared to games like Advance Wars and Wargroove, or in the real-time strategy space genre: Starcraft.
The game does have a great longevity though, if you can sit through. There are numerous campaigns, there are extra single player missions and there is a local hotseat mode. The Switch version does not have the PC's online or asynchronous online though. But the single player can last you for dozens and dozens of hours.
N-Europe Final Verdict
Battle Worlds: Kronos 1 4 3/8
Battle Worlds: Kronos is a title only meant for the hardcore turn-based strategy player. Missions are long and there is plenty of micro-managing that needs to be done. The port to the Switch has been done well, as the game can be played both with a controller or with the touchscreen. No online multiplayer is a miss, but a very lengthy single player campaign makes up for it. Unfortunately the game's story, units and characters are a bit bland, which combined with the slow pace, may make this game hard to plow through.
- Gameplay3
- Playability3
- Visuals3
- Audio4
- Lifespan4
Final Score
6
Pros
- Lengthy single player campaign
- Touch controls work well
Cons
- Missions go on for too long
- Gameplay could have been more streamlined
- Presentation and cast does not make a lasting impression