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Fantasy Scenario Reviews

Author: Mick Uhl

 [Sci-Fi/Fantasy]

 Reviewer: Cam Hills

The human race preserves its future by saving its past and securing the present.

Requires ToT

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Playability / General Care / Art & Originality / Concluding Notes

Overall Rating
 24 / 30

PRÉCIS: This is the second 'official' Test of Time scenario from Microprose's renowned scenario designer Mick Uhl (credits include FW's The World of Jules Verne, and both the FW and ToT Midgard scenarios) - and as such you'd expect it to outstanding. One cannot help but to conclude that the two scenarios are designed as a model for independent scenario authors to learn from as much as to play, such is the widespread use of ToT's new event features.

In terms of mood, this scenario is arguably closest to the Conflicts in Civilizations' Alien scenario, although the structure and story is more complex and the game more challenging.

Playability Rating

8 / 10
BEFORE YOU BEGIN: Ensure that you have downloaded and applied the Test of Time patch 1.1. The scenario will not work as intended if the patch has not been applied after the scenario has been installed.

Note that the scenario breaks into two folders - begin with the 'time.scn' file in the 'Somewhere in Time' folder.

COMMENCEMENT: Although on the face of it, all tribes appear to begin with an equivalent starting position, it should be noted that several have cities on multiple landmasses (suited to airlifting trade units), while the Western Alliance has a swag of Wonders. Another factor to be mindful of is the proximity of each tribe to the 'early action' (alien attacks). The Western Alliance enjoys the most advantageous start, while the Neutrals are somewhat out of the 'big picture'. By elimination therefore, the most balanced games are arguably found with the Russians, Muslims, or Asians.

The game kicks off with some plot explanation, and in terms of activity, the player may use the first twenty turns or so to pursue one of the few Wonders on offer (such as Women's Suffrage), construct some of the more modern improvements in established cities, build some engineers and spies, and importantly get some freight routes underway. Generally alliances can be formed with your neighbours should the player choose to concentrate on the battle with the Fabians rather than confront the other human tribes. The option to switch governments is a workable one, and a move to Fundamentalism (at the more difficult levels) is not the worst tactic the player can make, using new trade routes and the bonuses they deliver to push scientific progress along while other matters may be addressed.

The present-day map allows most of the tribes a plethora of prime potential city sites to head towards, and establishing up to a dozen new cities could be a good longer-term contributor.

Unlike many other scenarios, the start of the game can be pretty slow, giving the player ample time to acclimatise to the theme. One of the more interesting parts of the scenario is the early encounters with the aggressive Fabians who take a little while to enter the scene after the 'kick off'.

MAPS: All maps are 150 by 120 tile variants of the Earth map, at least in terms of ocean vs. landmass, however there are some events that make marginal changes to the terrain. While the present day and historical maps are pretty traditional earth maps, the Fabian World and Distant Future maps have been greatly modified.

For the player it is advantageous (in terms of game experience) to have relatively easy access to Siberia, otherwise too much time can be spent on civilization development without getting to participate in the game plot. If playing the Western Alliance, it may be of assistance to ally with the Russians so troops may pass through Eastern Europe uninterrupted.

The game is very much based around land and air units, and naval involvement plays a minor role at best. The 'futuristic' Squalus unit can however be useful for initiating off-shore bombardments if done en masse.

GAME OBJECTIVE: There are multiple game objectives, and the player is confronted by an interesting choice as to whether to commit to one path or another in the mid-game. The precise nature of the theme remains to some extent veiled in mystery and unfolds as the game progresses - as such details won't be spelled out here! The game has successfully introduced several interim objectives within the umbrella game mission, which each trigger new challenges for the player.

BALANCE: Of very few weaknesses in the scenario, game balance was arguably one. There are two key technologies;

· Ersatz Technology (for various units)
· Messiah Technology (for the Messiah unit)

…that once secured should give the player enough potential firepower to make a bee-line to the finishing post. Even though many enemy units are immune to bribery, overthrowing cities can still be successfully achieved. This does rely to some extent on maintaining a healthy bank balance that should be established not long from the game's start. Spies offer a very effective way of 'leap-frogging' over otherwise more challenging obstacles towards achieving a speedier victory.

Conversely, things can get a little shaky in the early game (after about 40 turns) once the Fabians decide to 'flex some muscle', as there are no conventional units that put up a decent defence against the Fabian Hailstone bombers.

Unfortunately the Industrial World challenge should hardly factor. Even with Tactics 'under their belt', the Industrialists are easily swept aside, with the only concern being the odd Fabian unit sneaking into the Industrial World (Democracy will also prevent any diplomatic strike-backs). Despite the playability shortfalls in this particular chapter, the concept was good and technically well implemented (in terms of events and its structure).

Surprisingly, despite the often tough battles fought out on the Fabian map, occasionally the player can uncover some large Fabian cities without any military defence. As such, dropping through teleporters from time to time in odd locations may allow the player to explore and capture cities with remarkable ease.

As previously noted, there are some important differences between the tribes, which 'on the plus side' do extend good 'replayability' to the game.

GOVERNMENT: Government switching is permitted and the full gambit of choices is offered. Again, as elsewhere noted, an early switch to Communism or Fundamentalism in some cases will allow the player to address developmental and financial matters without the need to forge into the highly temperamental form of Democracy - typically used to stay in touch with the tech' race, boost population ('We love you days') or be shielded from enemy spies. The need or value in switching is partly contingent on which tribe is selected and to what extent new cities are being founded. The early development of rich international trade routes can contribute significantly in offsetting the tech' penalties of some government forms.

Level of General Care

8 / 10

REFERENCE: Typical for a Microprose scenario, there is no supplementary documentation in the form of a 'read me', however the events file itself is reasonably useful in providing player guidance, while the 'pedia and related game information has all been included. Given the already massive size of the game, further information in the form of a strategy guide would not have gone astray. It might have been interesting also to include some designer notes, and to really push it, used this opportunity to include some tutorial notes on ToT scenario design seeing there still seems to be some confusion on some of the more intricate aspects.

THEME: The theme was tremendous. It was imaginative, struck a balance of clear direction on one hand and suspense on another, and demonstrated how ToT multi-map feature may be used in a manner other than the 'layered' or 'three dimensional' approach. While the point will be addressed again in this review, the plot worked exceedingly well with the events file and other novel Test of Time aspects.

Art and Originality

8 / 10
GENERAL: The principal complaint here was lack of original artwork. These days if a scenario is reviewed by the Scenario League with no new unit or icon graphics, it is lucky to score higher than seven out of ten in this category. Perhaps this is more of a protest with Microprose for not allowing Mick Uhl to work with some artists to get new graphics done for the scenario, but again this scenario could have provided a whole new set of unit sprites for independent / voluntary / 'fan' scenario authors to draw from.

Beyond this - again, tremendous.

UNITS: The game has successfully integrated science-fiction with modern conventional units to create a game that's easy to identify with yet offers plenty of imaginative feel. The balance between the sci-fi units in terms of attack and defence is pretty fair, and were it not for some of the quirks of 'the A.I.', the game could be a very hard-nosed venture indeed.

TERRAIN: The use of the 'change terrain' event is well done. Again, despite a lack of artistic breakthrough or originality, the overall varied moods of the different worlds are well captured.

TECHNOLOGY: The technology tree, as expected, is well integrated with the events file to provide the basis of an intriguing scenario structure. Sadly one can't help but be a little disappointed that there were not a few more 'new' technologies to go after, although for those players who have not peeked into the events file - all of those "future tech's" do count for something! Very much in the Verne ilk, the use of the 'give technology' action plays an important role, and harmonises well with the scenario's plot.

EVENTS: They say that the events file is the backbone of any good scenario, and if that's the case, we've not been let down here. As noted at the outset, one can't help but think that this scenario is almost a tutorial template for budding authors to get a better familiarisation of how to structure an effective events file using the tools provided by Test of Time (as was the case with the ToT Midgard scenario).

Just some of the event features include;

· Use of the 'no broadcast' command to ensure the player only receives relevant text messages to their situation
· Use of future technology triggered by which 'future tech' was researched
· Granting inter-map travel for previously 'map grounded' units
· Extensive use of flags and masks to trigger complex intertwining events
· A re-start option in the form of the 'Elsewhere in Time' game

In order to best appreciate the events, most scenario authors would be advised to play the game (at least once) to get a good overall grasp of the theme and the varying tasks confronting the player before trying to dissect the events file too extensively. Furthermore, 'driving the machine' before 'looking under the bonnet' will greatly enhance appreciation of the game.

Concluding Comments and Suggestions: The Time Threat Paradox is a superb game to play and provides a welcome partner to the other official scenario authored by Microprose - The World of Midgard. Upon analysis there are a couple of disappointments given the source;

· Lack of original artwork, particularly in terms of unit sprites
· Several game balance difficulties that include the option to widely use spies to 'buy' victory rather than fight for it.

…but with these aside, there's no doubt that fans of Test of Time should enjoy this game a lot. Like Midgard, it is a long scenario, particularly if the player takes an expansionary route, which is seemingly invited.

As a game in its own right, it is a fine performer, however it is a worthy practical example of how to set up a well-structured Test of Time game.

While this is no legitimate historical scenario, for those players who are not enthused by "flying unicorn from fairy tree" set-ups, Time Threat Paradox is an attractive alternate to Midgard, although both are superb adventures - especially if approached with an ambitious strategy.

Notes: Scoring a scenario produced by a professional scenario author against those produced by willing Civ2 devotees and enthusiasts is a little unfair to say the least. The score in some respects is more reflective of how this game stands up against other Microprose scenarios, in which case, it does well.

In some respects therefore the scoring deserves further explanation or at least reiteration: Overall (24) - exceptional as a whole, having 'replayability', intrigue, imagination, and complexity. Playability (8) - good challenge with plenty of scope for the player to assume different strategies, although can become unbalanced at times (**score penalty**). General Care (8) - despite lack of player support, or at least unremarkable player support (**score penalty**), everything else was flawless in terms of structure and how it complemented the theme. Artwork and Originality (8) - disappointing lack of new units beyond those presented in the Test of Time package (**score penalty**), however a 'crackerjack' original concept that meshes well with other game aspects.

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