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Playability
Rating |
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8 / 10 |
COMMENTS:
Outremer is, as far as
historical accuracy is concerned, close to perfect. I'm not an
expert on the crusades myself, but the almost too detailed chronology
file included, the impressive bibliography list, and the scenarios
entire atmosphere indicates a realistic piece of work. In my
opinion, the main problem is that it's to long: It's 465 turns,
about as much as a normal civil game, and in this scenario your
enemies are very strong, numerous and evolved right from the
beginning.
The realism and nice graphics
considered, the atmosphere is fine. However, I would suggest
that a couple of details be changed: Peasants have paradropping
ability, which is fine by me, as I can see these as local peasants
hastily formed as a militia - but the action should probably
be called something else. A bit more serious are the sounds:
None are provided with the scenario, and although it's okay that
some units don't have sounds associated with them, it's surprising
to hear fanatics attacking with machine guns. This is easily
changed but copying e.g. the Swordfgt.wav file to Mchnguns.wav
in the scenario's sound directory, if one doesn't have programs
for creating new sounds.
Outremer is, in certain ways, very
challenging: Like in real history, I was able to conquer a number
of coastal cities and defend them with relative ease. Conquering
inland cities was also possible, but defending them, however,
proved very challenging. The Egyptian standard unit, Mamelucks,
ignores city walls and has a move of 2, so it's almost impossible
to defend yourself from them. Of course, I didn't complain about
my Knights templars having the same abilities ;) Luckily, you
start the scenario with a number of the extremely effective defensive
unit Citadel in your coastal cities.
One piece of advice to players
of Outremer: Look out for enemy Branders. These missile like
ships crippled most of my navy, before I learned to keep them
in port.
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