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Deadlock: Planetary Conquest

Deadlock: Planetary Conquest

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Game Description

Deadlock: Planetary Conquest is an empire-building game that features both single and multi-player formats. As the player, you can choose to represent the human contingent in this planetary free-for-all or you can opt to be one of six alien races. In either case, you'll compete against the other six opponents for supremacy of rule and the right to colonize a single, resource-laden planet, Gallius IV.

You and each of the other races land a single contingent of only five hundred colonists on the surface, with laser pistols as the only weapon. Then, using all the tools of the management trade, establish mines, power plants, farms, factories, military might and more to secure the planet as the home world for your species. With food, energy, iron and wood as available resources, you must beat the other colonies in the race for survival of the fittest.

Two main avenues of victory are possible: win through superior economic prowess by building a pre-determined number of City Centers quicker than your opponents or win by sheer military might, with a war machine your colony builds to drive the other races off the planet.

Exploration, growth, exploitation of resources and your opponents' weaknesses, cultural or economic domination and the capacity to get the most out of your particular race's strengths and unique abilities will enable you to end the Deadlock on Gallius IV. ~ Michael L. House, All Game Guide

Review: Enjoyment

Oddly enough, because of its simplicity Deadlock is a very fun game from start to finish. ~ Michael L. House, All Game Guide

Production Credits

Executive Producer: Chris Downend

Producer: Matthew Ford

Asst. Producer: Dan Evans

GAME DESIGN

Lead Designer: Russell "Commander" Shiffer

Design Team: K. "Veil Lord" Capelli, Dan "Maug-Chief" Evans, Matthew "Overseer" Ford, Mark "Hive Imperius" Jensen, Paul "Grand Hortus" Kwinn, Gary "Ubergeneral" Strawn

PROGRAMMING

Senior Programmers: Paul Kwinn, Russell Shiffer

Programmer: Gary Strawn

Additional Programming: Dennis Benson, John Canfield, David Houston

Game Test: Mark Jensen

ART & GRAPHICS

Lead Artist: K. Capelli

Artists: Heather Capelli, Chin-Han Hsu, John Xu, Yongki Yoon

Conceptual Art/Design: Heather Capelli, K. Capelli, Beckett Gladney, Chin-Han Hsu, Patricia Pearson

Additional Art: Scott Burroughs, Ken Macklin, Mike McLaughlin

Accolade 3D Modelers: Heather Capelli, K. Capelli, Kelly Pinson, Taunya Shiffer, John Xu

Alien Models: Viewpoint Datalabs (Orem, Utah)

Oolan Model: Zygote Media Group (Provo, Utah)

SGI DEPARTMENT

3D Graphics Manager: Chris Eckardt (R & D animator)

Lead Animator: Dexx Dorris (facial specialist)

Senior Animator: Steve Martinez (lip sync specialist)

Animators: Jason Quo, Nicole Allen (lip sync assistant)

CINEMATIC ANIMATIONS

Design: Dan Evans, Mark Jensen

Animation Production: Dan Evans

Script Writer: Mark Jensen

Storyboards: Patricia Pearson

Opening Animation: Metropolis Digital (San Jose, CA)

Finale Animations: Accolade SGI Department, K. Capelli (defeat simulation)

SOUND& MUSIC DESIGN

Sound Effects Design: Rudy Helm

Alien Voice Design: Rick Kelly

Voice Recording: Rick Kelly, InHouse Productions (San Francisco, CA)

Original Music Compositions: Chip Harris

VOICE TALENT

ChCh-t: Christiane Crawford

Cyth: Julian Lopez-Morillas

Human: Colin Thomson

Human Commander: Alexander Van Frank

Human Pilot: Taunya Shiffer

Maug: Gary R. Voss

Oolan: Jan Carty Marsh

Re'Lu: Alexander Van Frank

Skirineen: Brian A. Vouglas

Tarth: J. S. Gilbert

Uva Mosk: Baomi Butts-Bhanji

DOCUMENTATION

Manual & Player's Guide: Mark Jensen

Manual Layout: W. D. Robinson

TESTING

Lead Tester: David Fung

Testers: Scott Barnes, Brian P. Clayton, Kraig Horigan, Erik Johnson, Ray Massa, Brian Sexton

Special Thanks: Ralph Betza, Russell Bornschlegel, Bob Busick, Heater Capelli, David Davids, Diet Cola, Dilbert, Joel Finkle, Katharine Ford, Beckett Gladney, Jill Jensen, Robert Johnson, Tim Jordan, Jen Pesek, Manic Panic Hair Dye, Mike Mathison, M.U.L.E., David Osborn, Spider-Man, Taunya Shiffer, Valerie Strawn, Todd Thorson, Wizards of the Coast ~ Michael L. House, All Game Guide

Review: Overall

Deadlock: Planetary Conquest is an interesting, yet simplistic world domination game. In the beginning, you choose one of the six races and launch a colony ship onto the planet Gallius IV. The races you do not choose will do the same and from that point on anything can happen. Your basic objective is to build up your colony and expand your technology while keeping close relations with or destroying the other five races. When you do this, the planet is yours to keep.

As each race differs in strengths and weaknesses, the growth of your colony will be affected commensurate with the race you choose to command. For example, the ChCh-T can produce colonists at a very fast rate and steal resources. To balance this out, they cannot produce very effective or strong units because of their poor research technology. The Maug are known for having great research facilities and scientists but, since their public relations are so poor, their citizens often revolt and try to take over the government. Each one will provide you with a set of challenges and obstacles to overcome, a necessity in resource management games.

Regardless of which race you pick, you will then have to start mining for resources (iron, wood, energy and food) and researching new technology. New technology leads to better establishments for your colony and improvements to your attacking and defending units. Some races are dependent on a certain type of resource and are more prone to gather it than others. At times, you'll have difficulty finding the resources you need and this leads to either diplomacy or war.

This is basically the game in a nutshell. You continue to build up your units and resources until you're powerful enough to rule the planet. In order to win the game, you either have to eliminate every other alien race on the planet or overpower and subjugate them. The method you follow is entirely up to you and the strategy you choose. You can try to sabotage other colonies by spying on them and stealing information or you can try to build up a massive army and wipe them off the planet.

Some may argue this simplicity detracts from the overall experience of the game, but it doesn't. Deadlock is a nice diversion from the other world domination games on the market. Some are just far too advanced and complex whereas this one has a nice pace and rarely feels overburdening. If you're tired of games that are far too serious to be enjoyable, try your hand at Deadlock: Planetary Conquest. ~ Michael L. House, All Game Guide

Review: Graphics

Each unit is represented by a sprite-based character. Some tend to be a bit pixilated while others look very good. The isometric view of the planet works well here and the terrain is nicely detailed. ~ Michael L. House, All Game Guide

Review: Sound

The sci-fi soundtrack is well done and all of the unit sounds are intact. ~ Michael L. House, All Game Guide

Review: Replay Value

There are six races to choose from, each with their own method of playability. The result is ultimately the same, but it's worth playing with some of the different races. Also, the multiplayer support is solid. ~ Michael L. House, All Game Guide

Review: Documentation

The instruction manual is well written with history and weaknesses of each race. There's also a technology chart that helps you know what you need in order to upgrade your units and structures. ~ Michael L. House, All Game Guide

 
 
Wikipedia: Deadlock: Planetary Conquest
Deadlock: Planetary Conquest
Image:Deadlock boxart.jpg
Developer(s) Impressions Games
Publisher(s) Accolade
Release date(s) US: July 22, 1996
Japan: February 18, 1998
Europe: February 18, 1998
Genre(s) Turn-based strategy
Mode(s) Single player, Multiplayer
Rating(s) ESRB: Teen (T), Animated violence
Platform(s) Windows, Mac
Input Keyboard, mouse

Deadlock: Planetary Conquest is a turn-based strategy computer game by Accolade. The game was officially released in 1996. The story revolves around eight races' struggle for control over the planet Gallius IV, which came to a deadlock. The races are Human, Cyth, Ch'Cht, Maug, Re’Lu, Uva Mosk, Tarth and Skirineen, although the latter are not a playable side.

Background

Expeditions sent by the governments of eight races came to orbit around Gallius IV. An armed conflict ensued as each race was determined to capture the planet for its own purposes. To avoid an intergalactic war, as well as to prevent the disputed planet from being accidentally destroyed by the space fleets battling around it, a treaty called The Compact of Gallius IV was signed by seven of the eight races. Each of the seven would deploy five hundred lightly armed colonists to the planet, who would then each begin developing a colony. No restrictions were put on weapons developed and used by the colonies, as opposed to the colonists only being allowed to bring laser pistols with them. The colony to drive all others off the planet's surface, or to construct a pre-set number of cities, would claim the planet for its leaders. The recently discovered and neutral Tolnans serve as advisers to everyone, while the Skirineen operate the local black market. Below is the full text of the Compact.

The Compact of Gallius IV

"We, the leaders of the Cyth, the Ch'Cht, Human, Maug, Re'Lu, Tarth, and Uva Mosk, agree to stop hostilities in space. Since we all wish to claim the planet, Gallius IV, the conflict will be moved to the surface and resolved there.

Each race can drop one colony ship onto the planet. Five hundred colonists armed only with laser pistols may land. The colonies will have food, energy, iron, and wood.

There are no limits on weapons or technologies. The colony leaders should develop resources and military units as fits their strategy.

Intentional contact with the Skirineen is a direct violation of this treaty. Only Oolan, a Tolnan, may be contacted in space. She will give advice to all colony leaders.

Any colony that builds the agreed upon number of City Centers or drives the other colonies away, keeps the planet forever."

Gameplay

Enlarge

The game can be played against a number of human opponents (over the Internet), or against the computer. Before starting, the player picks one of seven races to lead, modifies the desired size of the planet, its basic geological make-up, the number of enemies, the number of City Centers required to claim victory and the landing site. The colony starts with a small population, which grows in size every turn. By constructing various kinds of buildings, collecting/producing resources and researching technologies, the colony can be greatly expanded. Each can field as big an army as it can support.

Military units are divided into sea, land, air and missile, each type produced by a different line of buildings. Specialists, such as spies, are trained in City Centers. Units can only be given combat orders in advance - the player is presented with a video recording of a battle after one has occurred.

There are two modes: the "world view", where the colony leader can move armies, trade resources with or attack other colonies, and the "settlement view", where colony management (such as town planning and building) takes place.

The map is divided into "provinces", which can differ in land type and the amount of natural resources (food, wood, iron, energy, and, later in the game - Endurium) available. Natural resources are unlimited, but different resources are gathered at different rates on different land types.

Capturing all of the other colonies’ territories or constructing a pre-set number of City Centers wins the game. The latter is much more difficult than it seems: each consecutive City Center is more expensive than the last.

Races

Deadlock: Planetary Conquest consists of seven races, each having a unique ability.

ChCh-t

The ChCh-t are a race of insectoids resembling mantises and scorpions. They have a hive mind with most activity revolving around the queen of each individual hive. The ChCh-t excel in construction so units and buildings are produced faster. The ChCh-t produce colonists faster and their housing units hold twice as many colonists. They suffer from slow researchers and weak military units but all military units are faster. ChCh-t scouts can steal resources from enemy colonies.

Cyth

The Cyth are a race of goblin-like humanoids. They are very in tuned to their psychic abilities, to the point where most Cyth no longer need to walk but use their psychic abilities to hover a few inches off of the ground (They find walking to be uncivilized). This trait is enhanced by ingesting the juice of the egg sac of a spider from their home planet, which the Cyth do constantly through a face mask that almost all Cyth can be seen wearing. They are often regarded as “evil” which makes it difficult for them to form alliances with other races. Their command corps can use a “Mind Blast” technique that mangles enemy units. Cyth scouts can poison enemy territories which cuts that territory’s food production by half. Even though the Cyth can never use their full work force, their morale rarely changes.

Maug

The Maug are a race (at least now) of half-living, half-machine humanoids. After having been forced off of their home planet by the Cyth, Maug DNA was drastically altered when they left the radiation given off by their blue sun. This caused the entire Maug race to become sickly. Even newly born Maug suffered genetic disorders and diseases. Even the healthiest of the species suffer from a cold throughout most of their life. The Maug are a very technological race. They have designed special suits that help make up for their physical handicaps. These handicaps make their military units weak but they make up for it with the rapid production of all units and short research times. Maug scouts can sabotage enemy units and steal technology. Most Maug are constantly depressed which makes them very sensitive to morale changes.

Tarth

Physiology

Tarth have evolved on Korga, a world extremely hostile to organic life, only one-third the size of Jupiter. Thus, they are large (about 180 centimeters wide, height and weight not specified), lumbering behemoths with a thick, orange hide covered in scale-like plates. Tarth are bipedal creatures, somewhat resembling bulldogs, with a powerful frame and a short tail. They have 4 fingers on each arm (one thumb) and 3 on each leg.

History

The modern Tarth society was founded by Guh, who started his life a warrior, and finished it an astronomer. Guh had been severely injured in battle and was preparing to die, when his gaze fell on one of the seven natural satellites of his planet - Tunt. As he watched, a volcano erupted on Tunt. Cloud formations visibly changed. Fascinated, Guh regained his will to live and limped back to his comrades. He later became a hermit and constructed his planet's first telescope, discovering life on Tunt.

"Moonwatching" became a common practice among the Tarth. Many wanted to travel to Tunt and plant Azarga berries on it. The baron Itoth attempted to conquer Tunt by financing the construction of a gigantic (over 700 meters tall) catapult. It was thought that one would start falling towards the satellite if they could get close enough to it. Five astronomers were simultaneously launched into the sky, falling to their death on the rocks below. The tragedy gave birth to a popular saying: "Wise moonwatchers take turns."

A few centuries later, Tarth mastered space travel and created a colony on Tunt. They made contact with the Cyth and helped them create the Quadra Alliance. A titanic statue of Guh can be found in the capital of the Tarth empire. The monument shows him impaled on a spear, watching the heavens through his telescope.

Humans

The humans portrayed in Deadlock are the same physiologically as modern man, but more technologically advanced. As a result of a massive stock market crash, many were forced to leave Earth in search of wealth. The humans generate more in tax revenue than all the other races, but are more susceptible to Skirineen scandals. Their command corps can order a berserk command which will greatly multiply the strength of combat units in battle, but will kill them afterwards.

Re'lu

The Re'lu are a culturally advanced race (at least through their perspective) of light-green humanoids. The Re'lu are odd in that each member of the species is composed of two organisms: the Re'ites, or humanoid components; and the Luæ'ites, a brown beast that accompanies each reite. The two organisms share a psychic bond, and the Re'ites are able to send distracting thoughts their way, which Lu'ites apparently enjoy. Their command corps have the ability to convert enemy units to their side during battle. They also have the ability to view enemy territories through ESP.

The Re'lu have a long-standing disdain for humans, who they view as culturally inferior. This came as a result to their initial visits to Earth as holograms and the violent reception they were given. Re'lu and humans enjoy arguing over things ranging from the most efficient way to govern to proper pet care.

Uva Mosk

The Uva Mosk are a race of shamanistic beings loosely resembling anteaters. The leader of the Uva Mosk is called the Grand Hortus, who leads them on a path of harmony with the planet. Their ability to produce food is second only to the Tarth, but their production of other resources is the highest in the game. Their spies are very adept at camouflage, making them the best spies in the game.

Sequel

The sequel, Deadlock II: Shrine Wars, offered slight changes in gameplay, an improvement in graphics and a single-player campaign. The game interface also changed significantly.

Trivia

  • On the Deadlock: Planetary Conquest CD, is a song, by co-lead programmer, Paul Kwinn, in WAV format.

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Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
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