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Metal Fatigue

 
Album Review: Metal Fatigue
 

  • Artist: Allan Holdsworth
  • Rating: StarStarStarStarHalf Star
  • Release Date: 1985
  • Total Time: 37:22
  • Genre: Rock

Review

Criminally unknown and underappreciated, Allan Holdsworth is one of the greatest musicians ever to pick up the electric guitar. Here, on 1985's Metal Fatigue, everything finally comes together for him. For the majority of this record, Holdsworth is joined by bassist Jimmy Johnson and drummer Chad Wackerman, and these two musicians, virtuosos in their own right, complement Holdsworth beautifully (check out Johnson's wonderful part in "Home" and lovely solo on "Panic Station"). The leader is known for his extremely legato phrasing and rich harmonic vocabulary, both of which are on display in the solo and frantic fills of "Metal Fatigue." Anchored by Paul Williams' vocals, the song is marvelously constructed, with a strong verse melody supported by Holdsworth's upper-register guitar chords. The guitarist's much-vaunted whammy bar work is also on full display here. Certain fills in "Metal Fatigue" are almost queasy sounding, as Holdsworth bends and slurs in impossible ways. His use of the tremolo bar comes out not only during his melodic playing, but also during his rhythm playing, where he allows his chords just a trace of shimmer, enough to lend body to his playing but not enough to blur the harmonies. The influence of Holdsworth's unique style is evident in the work of such rock guitarists as Eddie Van Halen and Alex Lifeson (listen to VH's "Drop Dead Legs" or Rush's "YYZ" for a taste of this connection), but the watered-down and otherwise assimilated adaptations of his style pale compared to the unadulterated stuff. One of the most important fusion records of the '80s is also Holdsworth's best work. Absolutely essential for those who like their rock with a healthy dose of jazz. ~ Daniel Gioffre, All Music Guide

Tracks

Track TitleComposersPerformersTime
Metal Fatigue Allan Holdsworth, Paul Williams Allan Holdsworth (4:54)
Home Allan Holdsworth Allan Holdsworth (5:29)
Devil Take the Hindmost Allan Holdsworth Allan Holdsworth (5:33)
Panic Station Allan Holdsworth, Paul Williams Allan Holdsworth (3:31)
The Un-Merry-Go-Round Allan Holdsworth Allan Holdsworth (14:06)
In the Mystery Allan Holdsworth, Paul Korda Allan Holdsworth (3:49)

Credits

Allan Holdsworth (Guitar), Allan Holdsworth (Producer), Allan Holdsworth (Engineer), Allan Holdsworth (Main Performer), Chad Wackerman (Drums), Paul Korda (Vocals), Robert Feist (Engineer), Mac Hine (Drums), Gary Husband (Drums), Jimmy Johnson (Guitar (Bass)), Dennis MacKay (Engineer), Alan Pasqua (Keyboards), Biff Vincent (Engineer), Gary Wagner (Engineer), Gary Willis (Bass), Gary Willis (Guitar (Bass)), Henry Marquez (Design), Dan Humann (Engineer), Francois Bardol (Illustrations), Robin d'Arcy (Photography), Jimmy Johnson (Bass), Jimmy Johnson (Guitar (Bass)), Machine (Drums)
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Games: Metal Fatigue
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  • Platform: IBM PC Compatible
  • Release Date: July 01, 2000
  • Genre: Strategy
  • Style: 3D Real-Time Strategy
  • Similar Games: Command & Conquer: Tiberian Sun (IBM PC Compatible), Earth 2150 (IBM PC Compatible), MechWarrior Series, WarCraft Series, StarCraft (Hybrid Windows/Mac)

Game Description

In the 23rd century, mankind developed the ability to travel to the far reaches of space. The positive aspects of galactic exploration were tempered somewhat, though, by the discovery of remnants of other civilizations seemingly destroyed by an unknown force. Upon investigation, it was determined that an alien race, known as the Hedoth, were responsible for this large-scale devastation but have since disappeared from the galaxy.

After studying several ruined installations and the wreckage of advanced technological weaponry left behind by the destructive race, three of Earth's largest CorpoNations (RimTech, Mil-Agro and Neuropa) decide to form a fleet and search for the Hedoth's home system. The lure of obtaining functional advanced military technology is too great to resist and the potentially awesome power too much to ignore. A combat fleet is mobilized and launched along with a huge expeditionary fleet composed of support and research vessels.

In time, the Hedoth system is found and orbit established around the capital planet, Hedoth Prime, in the Epsilon-Andromeda sector of space. Research scouting parties come across functioning technology but little or no sign of the Hedoth. Greed and the need for salvage runs rampant among the leaders of the three CorpoNations after the importance of the discovery is determined -- the alliance is dissolved with each faction determined to reap the benefits and potential huge profits of advanced military weaponry. The battle fleet is divided along corporate lines.

Three Angelus brothers, Diego, Jonus and Stefan, all members of RimTech, get caught in the middle and become catalysts of the bloody war that follows. Jonus Angelus discovers an alien relic which causes an argument between the brothers and eventually leads to events that splits the trio and sparks the CorpoNation war. After their research party is attacked by Mil-Agro forces, Jonus defects to the Neuropa faction, taking the relic with him. Stefan is assumed to have been killed during the skirmish when rescuers can't locate his remains. Diego, the oldest brother, fearing one brother dead and the other a traitor, returns to RimTech.

In Metal Fatigue, you take the role of any one of the three Angelus brothers, each with his own agenda for expanding control of his CorpoNation and leading it to victory over the other two. Determined by which brother you choose, you land on one of three planets in the Hedoth system and commence building your base, exploring the world, and gathering resources and raw materials for use in developing an infrastructure. Once established, new technologies can be researched, buildings improved, new structures built and military forces developed and customized.

Metal Fatigue features real-time strategy in a world that requires your forces (Combots) to engage in battle on three levels simultaneously: in orbit, on the surface and underground. The game contains three ten-mission (single-player) campaigns, one for each of the three CorpoNations, that follow the exploits of one of the brothers Angelus. Gameplay occurs in phases that require certain actions to be performed; the five phases include Mission Briefing, Upgrade Skills, Pre-Build, Mission and Mission Debrief.

Victory conditions in the Mission phase occur when all objectives have been met, the enemy is completely destroyed, or a critical unit or structure is lost in battle. The game also offers a skirmish mode in which you can play a quick battle against multiple computer-controlled forces, a simulation of a multi-player game. Starting options available in this mode include starting location, pre-build time allowed, starting budget and surrender mode.

Metal Fatigue supports multiplayer action for up to eight players over a LAN or the Internet and offers both deathmatch and cooperative modes with 30 multiplayer missions and maps. The interface is point-and-click in conjunction with onscreen icons and various menu options. Whether playing single- or multiplayer missions, a 3D accelerator card is required.
~ Michael L. House, All Game Guide

Roots & Influences

Innumerable games featuring combat between multiple warring factions have been released in the real-time strategy genre throughout the 1990s. Metal Fatigue inevitably borrows aspects from previously released games in terms of gameplay, story structure and control, most noticeably the use of mechanized robots (combots) (MechWarrior) to fight wars and tactical strategy in battles (e.g., StarCraft, WarCraft).
~ Michael L. House, All Game Guide

Review: Overall

Metal Fatigue is perhaps the most aggravating RTS adventure this reviewer has played to date. One mission has the potential to last several hours and the enemy AI is relentless. It uses the same basic controls and operations as Command & Conquer or Earth 2150 with its own unique storyline.

Many RTS games require you to begin by building the basic structures that make up your home base but Metal Fatigue, going against the grain of real-time strategy, has a beginning in which no time passes. This pre-game setup allows you to build all of your major buildings before the game even begins. It doesn't make things any easier though since you run out of money quickly.

Gathering credits is somewhat different than other games of the genre. When you begin, you can use your hover trucks to collect minerals from the lava pits or set up solar panels in orbit above (only available if asteroids are located above the planet). The hover trucks not only collect minerals but are construction vehicles as well. While most RTS games contain construction vehicles that are sluggish and costly to manufacture, those in Metal Fatigue are exactly the opposite.

The hover truck is one of the cheapest and fastest vehicles you can manufacture. This, coupled with the fact that you can build buildings anywhere on the playing field, makes Metal Fatigue incredibly challenging. Games like Star Trek: New Worlds are limited in strategic possibilities because you can only build buildings in a fixed area (you also don't need to build them anywhere else) and Metal Fatigue discards that constant. It would be difficult enough if there was only one playing field but here you can also build underground and in orbit!

Many of the missions last for hours at a time because the enemy can constantly create buildings elsewhere. And not just in new areas that you haven't explored! They can build hover vehicles and construct new buildings in areas where you've already destroyed them. Even if you've wiped out the enemy on the surface of the planet and destroyed their energy panels up above, they could be mounting a huge force underground. Then, if you don't have certain areas guarded on the surface, they can simply drill to the top in that area. The computer is ruthless at this and never quits (that is, until you give them no choice)! Thus, in Metal Fatigue you cannot simply annihilate your enemy but must out strategize them.

To add to the insanity, when a Combot is destroyed, pieces of it are left on the ground. These pieces can be picked up by the enemy or yourself and used to build new Combots or the parts can be used for research purposes. New technology is consistently acquired in Metal Fatigue and is the entire premise behind the storyline (three factions fighting over new technology). As a result, your Combots continue to grow in strength and special abilities. New tanks and other units will eventually become available as well but in much less quantity.

About three missions into each campaign, you can build a hangar and some jets. These add even more depth by allowing you to attack the enemy in the sky and on the surface. The jets have a guard feature that lets you to attach them to a unit on the ground for added protection. The problem with the jets is their firepower -- only one shot at a time and not particularly powerful. Anti-aircraft missile turrets and most vehicles can shoot them down easily. The Hover Bombers available later on in the game are able to sustain more damage and drop a more powerful bomb but cannot attack air targets.

Every unit in the game has multiple abilities that include guarding and patrolling between two points. This is a necessary aspect of the strategy involved since it's not easy to keep track of three completely different areas at the same time. Another helpful measure is the reconnaissance poles you can build as they alert you to enemies that pass underneath them.

Although primarily controlled with the mouse, Metal Fatigue has a plethora of hotkeys to speed things along. For example, by pressing the slash key, you can go to the most recent battle and you can instantly travel up to orbit or below the surface by pressing the page up or page down keys respectively.

Along with typical RTS functions like tethering, patrolling, pursuing and attacking, you can also raze enemy units with your hover trucks. Thirty-six ALT-key functions allow you to build anything from Assembly Bays with the hover trucks to Rail Guns and vehicles with the Vehicle Factories. All of these special keys make navigation throughout the three worlds easier.

Metal Fatigue is truly one of the most complicated RTS games imaginable and will no doubt test the limits of patience for many gamers. If you're into very complex strategy and long hours on the computer, the game promises to make your day. The game is comparable to Submarine Titans, Earth 2150, Command & Conquer and many other RTS games but its missions can last much longer.

An alternative name for the aptly titled Metal Fatigue could just as well be "Human Fatigue" in terms of stamina required to enjoy the experience.
~ Nick Woods, All Game Guide

Review: Enjoyment

The only factor that hinders a great rating in this category is the length of each mission (one mission can last several hours depending on your strategy). The new Combot parts add something fresh with every mission and with the ability to build almost anywhere, you have a lot of options. Each faction uses nearly the same equipment but have different strengths and tactics. For example, the Milagro faction is more aggressive than the other two.
~ Nick Woods, All Game Guide

Review: Graphics

The graphics can best be described as a combination between Command & Conquer: Tiberian Sun and Earth 2150. It has 3D elements and yet is very detailed. When you zoom in on the Combots, they are very striking and have vivid color, especially the energy shields.
~ Nick Woods, All Game Guide

Review: Sound

Voices tell you when Combots and other units are completed and some of the music is well done albeit repetitive. The music for Stefan's missions is the most repetitive because it plays the same guitar sequences repeatedly. Other than that, the basic sounds of buildings being built and voices all reflect a very futuristic atmosphere and are quite adequate for the game.
~ Nick Woods, All Game Guide

Review: Replay Value

Even if you've beaten all three campaigns, you can still enjoy replaying certain missions and trying new strategies. These can then be applied to multiplayer games when challenging others on the Internet.
~ Nick Woods, All Game Guide

Review: Documentation

The manual describes everything you need to know about the game including equipment and strategies and even provides a short walkthrough.
~ Nick Woods, All Game Guide

Production Credits

Core Team: Paul Byford, Richard Campomanes, Brian Collins, Jeff Fort, Jason Hough, Scott McClellan, Novak, Steve Patterson, Todd Pickens, Ed Zobrist; ZONO INC Game Concept and Design: Ed Zobrist; Project Leader: Jeff Fort; Lead Programmer: Jeff Fort; Engine and Special FX Programming: Paul Byford, Simon Hallam; Object Programming: Richard Campomanes; AI Programming: Mark Baldwin; User Interface Programming: Richard Campomanes, Paul Byford, Iain Davies; Art Director: Brian Collins; Backgrounds/Models: Todd Pickens, Brian Collins; Concept Art/Animation: Michael Gates; Additional Menu Art: Scott McClellan; Game Designer: Jason Hough; Mission Designers: Jason Hough, Todd Pickens, Scott McClellan, Novak; Sound Design: Novak; In-Game Sound Effects: David Javelosa, Keith Arem; Metal Fatigue Title Song Performed by: Contagion; Metal Fatigue Title Song Produced by: PCB Productions; FMV Cinematic Sound Design and Soundtrack Realization: Keith Arem; FMV Location Sound Effects Recorded at: AERO Construction Rentals, Tucson, Arizona; In-Game Music: Fletcher Beasley; Zono Testers: Chris Cervantos, Mary Ann Kato; Storyline: Ed Zobrist; In-Game Script: Maurice Molyneaux; Cinematic Script: Emma Buil, Will Shetterly; VOICE TALENT Overseer: Valerie Arem; Stefan: Jeff Hobbs; Jonus: Michael Lindsay; Diego: Art Ross; Dialog Recorded at: PCB Productions, Cypress, California; Additional Dialog Recorded at: Digital Sound and Picture, Los Angeles, California; Zono Office Manager: Mary Ann Kato; Additional Contributors: Steve Ross, Kelly Brock, Andi Smithers, Keith Freiheit, Dave Castelnuovo; Special Thanks: Cindy Zielinski, Tina Hopkins, Marion, Owen, Curtis, Nancy Hough, Michele Collins, Madeieine Kato, Aimie Ford, Ada Pickens, Colleen Shadoan, Mojo, Clan (RoN), Haus of Pizza; PSYGNOSIS EXTERNAL DEVELOPMENT Lead Producer: Steve Patterson; Producer: Kim Rogers; Assistant Producer: Tami Gabay; External PD Manager: Steve Riding; External PD Manager (US): Richard Bilt; VP Product Development: Juan Montes; S.F. STUDIO; Head Producer: Bert Schroeder; Tech Development Manager: J. F. Prata; Art Manager: Carrie Galbraith; Studio Manager: Vince Hedges; UK TEST TEAM QA Manager: Chris Rowley; Senior Supervisor: Dave Parkinson; QA Supervisor: Paul Tweedle; Lead Testers: Alan Mawer, Andrew Durney, Stephen Allen; Testers: Lee Mulholland, Ian Turnbull, Mark Slade, Lee O'Connor, Mark Magill, Mark Halcall; Tech Test: Peter Walton, Matt Green; CD Duplication: Craig Duddle, B. J. Edwards, Chris Stanley, Mark Lockitt; MARKETING Sr. Product Marketing Manager: Doug Sherman; Sr. Central Product Manager: Rick Naylor; Director of Public Relations: Dana Ortell; Creative Services Manager: Monique Catley; Public Relations Manager: Charlotte Panther; PR Coordinator: Lynn Behravesh; CD Duplication: Eric Heinrich; Box Image: Brian Collins; Special Thanks: Matt Amoux, Harry Vitelli, Vanessa Wood, Nino Caraolo, Jerry Healey, Roger Schoenberg, SDL, Brian Kemp, Bob Schonfisch Sneakers, UK Marketing Team; TAKE 2 INTERACTIVE UK; Business Development Director: Greg Baverstock; Producer: Mike Wenn; Senior Producer: Darren Anderson; Brand Manager: Allie West; PR Managers: Amy Curtin, Manab Roy; Group Production Manager: Jon Broadbridge; PSYGNOSIS UK International Product Manager: Suzanne McGlyn; International Head of Sales: Steve Joiner; International Sales Executive: Chris Mehers; Senior Materials Coordinator: Joanne Rothwell; TARANTULA STUDIOS (QA HQ); Lead Tester: Jim Thompson; Testers: James Collins, Julian Turner, Lee Johnson, Rob Dunkin, Mark Lloyd, Tim Bates, Kit Brown, Paul Byers, Charlie Kinloch, Andy Mason, Kevin Hobson, Will Kirton, Denby Grace, Matt Hewitt, Jim Cree; TELSTAR ELECTRONIC STUDIOS QA Testers: Richard Allen, Alexis Holmes, Luke Justice, Karl Frazer; TALONSOFT Producer: Matthew Kreager; President & Chief Creative Officer: Jim Rose; VP of Business Development: Jamie Leece; General Manager: Chris Mate; Executive Producer: Robb Alvey; Marketing Director: Greg Bauman; Marketing Manager: Mark Moon; Public Relations Director: Mike Gathagan; Product Coordinator: Aaron Rigby; Art Director: Mike Snyder; Production Artists: Chrissy Lagna, Dawn Silwick; Business Manager: Peg Zoltan; Administration: Linda Wratchford; Webmaster: Robert Fletcher; Technical Support: Phil Santiago, Lisa Nawrot, Frank Runge, Ron Johnson, Chris Larkin, Lisa Ondras, Pete Stewart, Chien Yu, Mike Ma
~ Keith Adams, All Game Guide
 
Wikipedia: Metal Fatigue
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Metal Fatigue
Image:Metal Fatigue Coverart.png
Developer(s) Zono Inc.
Publisher(s) Psygnosis (Europe)
TalonSoft (United States)
Designer(s) Jason Hough
Platform(s) Microsoft Windows
Release date(s) NA July 31, 2000
PAL May 26, 2000
EU May 18, 2000
Genre(s) Real-time strategy
Mode(s) Single player, multiplayer
Rating(s) ELSPA: 15+
ESRB: T
Media CD (2)
System requirements Pentium II, 32 MB RAM

Windows 9x
8 MB 3D accelerator
60 MB hard drive space[1]

Input methods Keyboard, mouse

Metal Fatigue (also known as Metal Conflict[2]), is a futuristic science fiction, real-time strategy computer game developed by Zono Incorporated[3][4] and published by Psygnosis (in Europe) and TalonSoft (a Take2 company in the United States)[5].

Gameplay

The game is fully 3D, mapped by an invisible grid; vehicles tilt to meet hilly terrain, and projectiles can be realistically blocked by obstructions[1][6]. The camera is free-moving and can zoom in and out, rotate, and pan up or down while navigating the battlefield.[3]

In the game, the usual RTS elements such as base building and resource gathering are followed, but Metal Fatigue differs from the other titles by offering players to do battle with giant high-tech Mech-style juggernauts called Combots.[7]

Combots can be customized by four main combot parts: a torso; a single pair of legs; and two separate pieces of arm [8] (excluding the combot pilots). The game also allows players to salvage destroyed enemy Combots and their various parts.[7]

In-game, units are unable to raise in rank through experience. However, after a completion of a single player mission, the player is given points, that could be used to upgrade combot pilots, vehicles or structures.[9] Gameplay: File:Http://www.mobygames.com/images/i/47/07/332757.jpeg The game also places an emphasis on multi-level warfare. The battlefield is divided into three layers of combat, an orbital level, a surface level and an underground level.[3]

References

  1. ^ a b "IGN: Metal Fatigue". pc.ign.com. http://pc.ign.com/objects/010/010250.html. Retrieved on 2009-02-13. 
  2. ^ "Metal Conflict PC : code, demo". www.jeuxvideopc.com. http://www.jeuxvideopc.com/jeux/1080-metal-conflict.php. Retrieved on 2009-02-13. 
  3. ^ a b c Stewart, Nick. "Metal Fatigue". www.avault.com. http://www.avault.com/reviews/pc/metal-fatigue/. Retrieved on 2009-02-13. 
  4. ^ Parker, Sam. "Metal Fatigue Details - PC News at GameSpot". www.gamespot.com. http://www.gamespot.com/pc/strategy/metalfatigue/news.html?sid=2592951&mode=news. Retrieved on 2009-02-13. 
  5. ^ Parker, Sam. "Big Week for TalonSoft - PC News at GameSpot". www.gamespot.com. http://www.gamespot.com/pc/strategy/metalfatigue/news.html?sid=2609943&mode=news. Retrieved on 2009-02-13. 
  6. ^ Steward, Nick. "Metal Fatigue". www.avault.com. http://www.avault.com/reviews/pc/metal-fatigue/3/. Retrieved on 2009-02-13. 
  7. ^ a b Suciu, Peter. "Review : Metal Fatigue [PC - from GamePro.com"]. www.gamepro.com. http://www.gamepro.com/article/reviews/6297/metal-fatigue/. Retrieved on 2009-02-13. 
  8. ^ "IGN: Metal Fatigue review". pc.ign.com. http://pc.ign.com/articles/160/160250p1.html. Retrieved on 2009-02-13. ""You'll have to select and construct a torso, a single pair of legs and two separate arm pieces to fashion a complete combot. "" 
  9. ^ Steward, Nick. "Metal Fatigue". www.avault.com. http://www.avault.com/reviews/pc/metal-fatigue/2/. Retrieved on 2009-02-13. "Metal Fatigue allocates bonus points..." "...these bonus points prove to be extremely useful in the following mission’s Upgrade Skills phase. During this stage, you can improve structures, vehicles, and surviving Combot crews by upgrading their level for a certain point cost." 

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Copyrights:

Album Review. Copyright © 2009 All Media Guide, LLC. Content provided by All Music Guide ®, a trademark of All Media Guide, LLC. All rights reserved.  Read more
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
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Metal Fatigue" Read more

 

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