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PC Game Review: The Operational Art of War 3
Veteran wargamer Mike Dorn reviews the latest and greatest version of the famous Operational Art of War series. Read on to find out what's new from Norm Koger's operational wargaming sensation.
Published 17 JUL 2006
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Introduction
The original version of The Operational Art of War was released in 1998. Despite its age, it has remained one of the best options for wargamers seeking to play an operational level game. Without a doubt, there were a few warts that have persisted over the game’s versions that were never properly addressed. When the original publisher, Talonsoft, sold the franchise it got caught up in limbo; the game itself was balky under Windows XP and development of further patches ceased. Fast-forward to 2006: Matrix Games has purchased the most of the Talonsoft library of games including The Operational Art of War. The Operational Art of War 3 is the first of the older titles to benefit from programming work and re-release. The work that was done on the game would compare to taking a fine looking older car, which had been stored in a barn for years, to a mechanic for work under the hood to see if they could get it running more smoothly.
Installation
At about 250 MB download size; the size isn't too intimidating for those with a fast connection. I had no trouble with downloading or installing the game. The Operational Art of War 3 retains low system requirements, which will allow it to be played on virtually any PC available (which probably includes the spare one collecting dust in the basement, spare bedroom, etc...)
Documentation
Veterans of any versions of The Operational Art of War likely won't need to look at the documentation included with The Operational Art of War 3. The documentation has been converted into a PDF file which is based on the original manual, but has been cleaned up as far as inaccurate information and is now searchable.
Graphics & Sounds
The graphics in the original The Operational Art of War games were not noteworthy when they were originally released and little has changed in this latest version to make them worthy of praise. They are not worthy of scorn either, though, since they efficiently communicate unit information and give the gamer a solid idea of the terrain on the mapboard. For most wargamers, this Spartan quality of graphical display is sufficient; informative and functional graphics tend to be prized over 3D glitz lacking substance, especially in a wargame as in-depth as The Operational Art of War 3. The sounds remain standard fare for a wargame, with appropriate battle sounds following attacks and music in the background that quickly wears out its welcome and is usually turned off after a few playings. There is more added support for the ability to modify sounds and music, which should help scenario designers better capture the atmosphere in pre-World War II scenarios they aspire to design, and may wind up more compelling than what is currently included if they make the effort.
Interface
The interface has seen few changes, but there are now additional hotkeys available. The interface works well with the design of the game in allowing the data to be easily filtered for needed information. Right-clicking on individual units brings up a host of options, though use of the advanced rules is clearly more beneficial when accessing and using these options. It is very easy to give orders to units, such as indicating what type of attack/defense they should accomplish such as minimize losses- limit losses- ignore losses. It is also possible to specify local or tactical reserves, as well as giving orders to dig-in for defense.
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