http://jaguarusf.blogspot.com/2007/05/c ... eview.html
he leído algunas cositas que me han llamado la atención.
La primera es esta:
Que traducido viene a decir que NO hay un generador aleatorio de mapas, ni en las Quick Battles (que, por lo tanto, tendrán que ser jugadas obligatoriamente sobre un mapa importado) ni en el editor de escenarios, por lo que los mapaas tendrán que ser dibujados desde cero o bien modificando un mapa anterior.Quick battles are still present (although they weren’t in my version) where you can purchase your forces, but you must play on an existing map and the objectives are much more limited.
(...)
The map editor is easy to use: if you are adept at using Microsoft Paint, then you should have no problem here. This is good since the game lacks a map generator.
Y por otra parte:
Que viene a decir que cuando le das al botón de "GO", no aparecen las barritas azules calculando el turno, como en el CMX1, sino que los cálculos del turno se desarrollan ante nuestros ojos. Y luego después, si queremos podemos repetir el turno, darle para atras, pausarlo, etc, etc. Esto solo significa que no podremos pasar deprisa aquellos turnos en los que "no pasa nada" por ejemplo al principio cuando nos estamos acercando a las banderas, sino que tendremos que tragarnos el minuto completo al menos una vez. No es que sea un contratiempo grande, pero es un cambio con respecto al sistema anterior.I prefer WEGO format since it requires you to plan ahead, since you can only issue commands every minute (in this game with modern weapons, a lot can happen in a minute). This time around, though, turns are not resolved before playback, which means you’ll have to watch the action unfold in real time and then watch a playback of it. I liked the WEGO format before because you could skip past boring sections of the battle (namely the beginning), but now turn-based mode takes even longer than the real-time mode. This is the only real step backwards that I’ve seen in the game from previous titles (well, and the lack of random maps, but that’s minor).
También se habla de que habrá 3 niveles de juego, para jugadores novatos, normales y expertos:
Por otro lado, el resto de la crítica son todo elogios al CMSF en cuanto a detalle gráfico (The most dramatic change is in the unit detail: both the infantry and vehicles in the game are spectacular with life-like animations.), interface del juego (Another vast improvement over previous titles is the user interface, which has undergone an upgrade. The player is given loads of information in a small part of the screen; this makes assessing the situation and deciding on a course of action a lot easier.), realismo (There are a lot of things tracked by the game for each individual soldier, like ammunition levels, body armor type, and their rank that roughly translates into a skill rating.), etc.To make the game more accessible to a wider audience, Combat Mission: Shock Force features three levels of difficulty and realism. While beginners will enjoy instantly shared spotted enemy units and extremely fast treating of wounded soldiers, elite players will have to content with spotting friendly units, identifying enemy units, and waiting a realistic amount of time for artillery support.
En fin, que van a cambiar muchas cosas con respecto al CMX1 pero, según el autor, no nos defraudará a ninguno de los viejos CMeros.