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Battlezone II: Combat Commander

 
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Battlezone II: Combat Commander

Game Description

Battlezone II: Combat Commander is Activision's follow-up to their popular Battlezone game.

As in the original release, this title combines aspects of first-person shooters and real-time strategy games. There are two sides fighting a war on far off worlds. The National Space Defense Force (NSDF) and the Coso-Communist Army (CCA) hate each other and are fighting to control a valuable natural resource called Bio Metal.



Combatants join teams in which everyone has a different role, such as builder, defender, or attacker. Team members can communicate with each other, enabling them to work together as a unified group to defeat the opposition.

The battles are planned on a strategic level first, before the combatants enter the various fields of play to fight to the death with an array of deadly futuristic weapons and vehicles. Be warned: Cowardice is not an option, as running away will result in the cannibalistic local inhabitants of the planet having you for breakfast.
~ Nick Smith, All Game Guide

Roots & Influences

The original Battlezone game broke new ground when it came to combining first-person shooter action with real-time strategy. This sequel improves upon the original by making optimum use of 3D graphics acceleration and stereo sound card capabilities to produce fantastic, memorable gaming.
~ Nick Smith, All Game Guide

Review: Overall

The original Battlezone game, released in the mid-1990s, was a truly original and innovative breakthrough in computer gaming. It combined the addictive adrenaline rush of a first-person perspective shoot-'em-up with the stealth and planning of a real-time strategy campaign; and, although it won the hearts and trigger fingers of fans everywhere, it was not a huge success in the shops. Due to various business deals, it was bundled with new computers and graphics cards, where almost everyone who played it fell in love with it.

In making this sequel, Activision has relied heavily on the feedback and comments of this large army of fans, with the satisfying result of an improved game with any small original problems ironed out.

Like all good strategy games, Battlezone II: Combat Commander has a complicated but absorbing storyline. A valuable natural resource known as Bio Metal can save the world and two opposing forces seek to control it. These armies--the National Space Defense Force and the Coso-Communist Army--obviously hate each other and the player can choose either side.

An important part of the game is its excellent multiplayer mode. Each army is made up of teams and you can choose which role to play within the team: a communicator, builder, defender, or attacker. These team members (i.e., your friends) can communicate with each other enabling you to work closely as a coherent team to beat the opposition. This is especially satisfying when attacking the enemy in the shooter parts of the game.

The original game allowed the player the safe option of retreating from one's tank and firing at the enemy from a cozy distance away. This time around, the local animal inhabitants of the battle zone will be very interested in you if you try to wimp out this way, as they haven't eaten for a while!

The graphics are stunning, especially when a 3D graphics card is available, with landscapes that go on for ever and finely realized battle craft. The game play, even when playing on your own, is fast and furious and the strategy elements of the game do not take away from the pure adrenaline rush of the shooter levels.

Battlezone II: Combat Commander is highly recommended both for fans of the original and new players to the space genre. But do play this on a PC with a fast processor and a good 8MB minimum, 3D enhanced graphics card to get the full effect of the experience.
~ Nick Smith, All Game Guide

Review: Enjoyment

Unbeatable fun.
~ Nick Smith, All Game Guide

Review: Graphics

Perfect graphics; needs 3D graphics card for maximum effect.
~ Nick Smith, All Game Guide

Review: Sound

Wonderful if you have a subwoofer, still great even with average speakers.
~ Nick Smith, All Game Guide

Review: Replay Value

The action can be undertaken in either of the two forces, with a multitude of roles to play.
~ Nick Smith, All Game Guide

Review: Documentation

Very impressive story/instruction manual.
~ Nick Smith, All Game Guide

Production Credits

PRODUCTION Director: George Collins; Lead Designer: William Stahl; Level Designer: Jack Davis; Additional Design: Mathew Harding; Additional Writing: Joanne Buckley, Joseph Donaldson; Programmers: Julio Jerez, John Lemberger, Nathan Mates, Ken Miller, Brad Pickering, George Sutty; Art Director: Carey Chico; Lead Artist: Willie Rosas; Texture Painter: John Rheaume; 3D Modelers: Hess Barber, Nick Punt; Conceptual Art: Kino Scialaba; CEO, Pandemic Studios: Andrew Goldman; President, Pandemic Studios: Josh Resnick; ACTIVISION PRODUCTION Producer: Matt Candler; Associate Producer: Chris Hewish; Production Testers: Jim Hudson, Aaron Gray; Production and Techology Coordinator: Paul Baker; Localization Coordination: Stephanie O'Malley; MARKETING Global Brand Manager: John Heinecke; Associate Brand Manager: Jamey Gottlieb; Publicist: Michelle Nino; Director of Global Brand Management: Peter Karpas; PACKAGING DONE BY IGNITED MINDS Copywriter: Lori Ellison; Creative Director: Ron Gould; Senior Designer: Erik Jensen; Production Artist: Cindy Whitlock; Director, Documentation: Mike Rivera; Documentation Writer/Layout: Belinda Van Sickle; SOUND EFFECTS DESIGN AND EDITING SCORPIO SOUND LLC Supervising Sound Designer: Gregory J. Hainer; Sound Designer: Mike Reagan; VOICE-OVER RECORDED AND EDITED BY SOUNDELUX SHOWORKS Audio Creative Director: Scott Martin Gershin; Audio Producer: Becky Allen; Engineer/Editor: Peter Zinda; Casting Director: Carole Carole Ruggier; VO Direction: Matt Candler; VO TALENT General Braddock: James Warwick; John Cooke: Peter Jessup; Yelana Shabayev: Tasia Valenza; Major Manson: Lance Legault; Burns: Paul Eiding; Kossieh: Warren Burton; Male Ensemble: Lloyd Sherr; Female Ensemble: Maggie Baird; Betty: Carole Ruggier; Ensemble: Scott Martin Gershin, Michael Sherman, Alan Ray, Patrick Wilkins, Steve Eastin; Soundtrack: Carey Chico; Movie Player Technology by: RAD Tools; BATTLEZONE II INTRO Special Thanks to the Softmage Content Group; Project Lead: Alexandre Joset; Additional Digital Artists: Gareth Morgan, Daniel Piche, Olivier Goulet; Special Thanks: Dark Reign II Programming Team; Battlezone II Hit Team: John Cooke, Adam Iarossi, Andrew Payne, Mathew Versluys; A3D Implementation: Scott Etherton; Playbalance Assistance: Tom Caldwell; INTEL PROGRAMMING TEAM PIII Optimizations: James Vaughn; Application Profiling: Mike Minahan; Bump Mapping: Roger Vakharia, Cathy Kinzer, Matrox; QUALITY ASSURANCE QA Project Lead: Eric Baudoin; Senior QA Project Lead: Matt Powers; Testers: Marat Gleyzer, Keith Harris, Adam Hartsfield, Michael Hill, Tod Hastetler, Michael Kaminski, Victor King, David B. Marling, Matt Morton, Jon Virtes; Compatibility Lab Lead: John Fritts; Network Lab Lead: Chris KeimVisioneers: Joseph Ruffolo, James Dicken, Ryan Clemmer, Panayoti Haritatos, Thomas Norris, Gary McCoy, James Dillinger, ; Alan Precourt, Ron Kramer, Samuel Pettit, Mark Valentine, Gareth Morgan, John Mahlendorf, Jon Brook, Dimitri Zelepuhin, David Miller, Darin Genereux, David FinanDavid Barron, Chris Chao, Richard Grochowski, Iouri Lechtchev, Wayne Gray, James Sutliff, Pete Shinners, Carl Hooper, Frank Tinning, Gary Gray, Steve Tobin, Hector Barrera, Scott Johnson, Chad Cutlip, Michael Simmons, Michael Leparc, Andrew Kuschnerait, Joseph Faske, JP Bowdoin, Charles Otoupalik, Terry Blanchard, Kevin Hoekman, Derek Brinkmann, Jason L'Hirondelle
~ Michael L. House, All Game Guide
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Wikipedia:

Battlezone II: Combat Commander

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Battlezone II: Combat Commander
Battlezone II - Combat Commander Coverart.png
Developer(s) Pandemic Studios
Publisher(s) Activision
Engine Zero
Version official: 1.2 beta patch
Platform(s) Microsoft Windows
Release date(s) 1999
Genre(s) First-person shooter, Real-time strategy
Mode(s) Single player, Multiplayer
Rating(s) ESRB: E
USK: 16+
Media CD-ROM
System requirements 200 MHz CPU, 64 MB RAM, 4 MB video card RAM, 4X CD-ROM drive, DirectX 7.0, 600 MB available hard disk space, Windows 95 *

Battlezone II: Combat Commander, often abbreviated to BZII or BZ2, is a 1999 computer game released by Pandemic Studios as a sequel to Activision's 1998 Battlezone. Like Activision's Battlezone, Battlezone II is a hybrid tank shooter, first-person shooter and real-time strategy game. The player pilots various futuristic vehicles, while using the function keys to select and command units and structures. Battlezone II features two races, the ISDF (humans) and the Scions (aliens).

Contents

Plot

Battlezone II is set in the 1990s, with an alien invasion theme. At the end of the Cold War conflict between America's NSDF (National Space Defense Force) and the Soviet Union's CCA (Cosmos Colonist Army), the two foes were forced to work together in order to combat their common enemy, the Furies. Access to alien technology has necessitated the creation of an international peacekeeping force, the International Space Defense Force (ISDF), whose role is to oversee distribution of the rare bio-metal resource and mediate disputes between member nations. To prevent the future misuse of bio-metal, the AAN (Alliance of Awakened Nations) is created to oversee the even distribution of the resource between the countries.

After several years, General Armand Braddock, former commander of the NSDF's elite Black Dog Squadron, secretly builds a base on Pluto from diverted resources without the knowledge of the AAN, and begins what he dubs 'Project Pedigree'. By fusing human test subjects (the former members of the Black Dogs) with biometal, Braddock is able to create a highly advanced force of powerful and intelligent combatants. However, tired of Braddock's deceit and enraged by what he has done to them, the subjects mount a rebellion and flee into space. Unable to pursue without arousing suspicion, Braddock is forced to monitor the edge of the Solar System, where they also discover a new celestial body, dubbed the "Dark Planet" because of its hidden nature, and even build a small facility there as well. Shortly after the loss of the Voyager-2 probe to a missile attack, contact with Cerberus Base on Pluto was lost.

A whole fleet of ISDF troops was dispatched to find out what happened, including Lieutenant John Cooke, whom Battlezone II's storyline revolves around.

Alternative Endings

Battlezone II has two alternative endings available to the player:[citation needed]

ISDF Alternate Ending

John obeys his superior's command and destroys the Scion craft. Braddock informs him that Manson and his men survived, but they refused to obey, saying that Braddock is a traitor to the AAN. Cooke inserts a small team under his lead and destroys the base. Manson's body is found at the outskirts of the base. They also find out that Burns has escaped.

Following Scion transmissions, they locate the heart of the Scion society, a medium sized planet called the "Core" planet, which is presumed to be artificial. After establishing an outpost, Cooke follows a convoy to a hole in the crust, leading to the planet's interior. He descends, and after dispatching numerous automated defenses, destroys the central crystal, causing the planet to collapse and detonate.

Scion Alternate Ending

Instead of shooting the Scion as commanded by Braddock, Cooke orders the Tug carrying Burns to follow the Scion. After leading him through an underground tunnel, the Scion confirms that she is Shabayev. She was found by the Scions on Bane after the crash. She explains that Braddock ordered the attack on the drop ships to silence them. He had also ordered the Voyager to be shot down to prevent the AAN from detecting the ISDF base on the Dark Planet. She also reveals to John that the Scions are actually humans who have been fused together with bio-metal. At the core of the Collective are the Furies who were the former members of the Black Dog Squadron. After the uprising, they fled to the Dark Planet, then into the Scion system, where they found the Cthonian ruins on Mire and embraced their culture. Their ultimate goal is not to destroy Earth, but to bring the enlightened Cthonian culture back to humanity.

John is transformed into a Scion to better aid their cause. He is informed by Burns that the three machines that were disarmed were called alchemators, and that they did not destroy planets but rather terraformers. The Core Planet is dying, as evidenced by a large number of dead Scions found on Pluto and Dark Planet before. The Scion can only survive if they find a new planet, and the Dark Planet is the ideal candidate.

A routine patrol manages to steal one of the power crystals of the three machines. Shabayev asks John to escort the Hauler towing the power crystal to a nav point where it can be carried away by a Scion dropship. When the convoy arrives at the passage, a landslide occurs, causing them to have to reroute the Hauler. Cooke investigates the other side and sees a departing Scion vehicle. After the incident, Burns requests that John find and return the last two crystals. The second crystal is stolen from a base with a clever tactic: John lures the defenders into an ambush, then shuts down the defenses with a surgical artillery strike on the power generators. When the third crystal is acquired, each is sent to their respective alchemators. However, when he brings the final crystal to Rend, his team is ambushed by a much larger force of rebels who capture the crystal.

Burns receives information that Manson's AAN loyalists (including himself) have defied Braddock and are under siege from his New Regime troops. After breaking the siege, Cooke counterattacks with Manson's forces, destroying the NR base and even intercepting a rebel convoy carrying the crystal which they are willing to trade with Braddock for bio-metal.

With the last crystal in his possession, Cooke lands on Rend for a final payback. Braddock personally defends the alchemator with a trio of Attila Combat Walkers, but he is ultimately defeated and the crystal is placed. The three alchemators are then activated, and their combined beam is shot through a wormhole into the Solar System. The beam impacts into the Dark Planet, gradually transforming it into a new Core Planet at Earth's doorstep.

Gameplay

Pandemic Studios continued and expanded the concept of a RTS and FPS hybrid where the player drove the vehicle in the game, but using a mixture of the reticle and the space bar, select units and buildings to build and order units around the battle field. The F keys at the top of the keyboard were used to create groups of units for easy selection of the units presently on the battlefield when they were not in the range of the player to select via the spacebar.

The common consensus is that Battlezone II was not very popular as it tried to blend two groups together and both styles of players having trouble adapting to the other style they were unused to. Programmer Ken Miller said, "BZ2 was meant to do that at first [appeal to both genres], but headed in the opposite direction. The problem is that mixed-genre games only attract players that like BOTH genres (the intersection) as opposed to EITHER genre (the union). It mainly comes down to learning curve. Action/shooter gamers can pick up just about any action/shooter game on the market and play it in short order, as almost all of them use the same control scheme and feature similar gameplay conventions. Similarly, strategy gamers can pick up just about any strategy game on the market and play it, although strategy games tend to differ from each other more than action games. Confronting an action/shooter gamer with strategy or a strategy player with action tends to force them outside their genre "comfort zone" and requires a steeper learning curve. My pithiest, if somewhat unfair, summation is this: 'FPS players don't want to think; RTS players don't want to die.'"[1]

Reception

When Battlezone II was released to the public on January 2000, the game was met with a lot of enthusiasm, but it quickly began receiving negative views because of out-of-the-box bug issues and an over the top requirements to run the game for its time. With a multiplayer that was broken and not fixed until patch 1.1 the game received a lot of negative publicity while it was on the shelf.[2]

In an interview Nathan Mates, a programmer that worked on Battlezone II attempted to explain why after the first game, BZ2 did not fare well on the market, in an interview with the Battlezone Magazine. "Despite things not being a huge success at retail,there's a definite, but smaller, portion of the population that likes the FPS+RTS genre. Their options are somewhat limited. So, they stick with what they know and love. As I said above,[About why Battlezone III was never made] this tenaciousness can really backfire and hurt things – if the BZ1 fans hadn't bashed BZ2 for so long, then there might have been more people exposed to BZ2. I see this with different BZ2 versions – there's an extreme amount of anger directed at anything that changes."[3]

Modifications

Battlezone II was one of the first few games to begin supporting modifications and was greatly expanded on the release of the unofficial 1.3 patch[4] by Nathan Mates and Ken Miller, two employees of Pandemic Studio who had continued developing the game on their own time. It was believed that making the game moddable would keep a community together and an influx of players and new content. Carey Chico, Art Director on Battlezone II said, "Well, the goal of all our effort was to provide for a strong mod community to keep the game going. Seems like it's working."[5]

Battlezone II was designed to be able to support player modifications and featured an in-game mapping tool. Existing vehicles can be modified and new vehicles can be created. Weapons, buildings and missions can also be edited.

References

  1. ^ Battlezone Magazine Issue #1, p. 4
  2. ^ http://www.gamesfirst.com/reviews/rick/Battlezone2/bz2.htm
  3. ^ Battlezone Magazine Volume 1 Issue #4, p. 3
  4. ^ http://www.gamespot.com/pc/strategy/battlezone2combatcommander/download_6155661.html?sid=6155661&tag=other-user-related-content;1
  5. ^ Battlezone Magazine Volume 1 Issue#5, p. 3

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