Originally, Squad Leader was a board game introduced in 1977
that attempted to simulate squad level combat. It was
subsequently upgraded with Advanced Squad Leader, where the
wargame was extended to encompass just about every facet of
historical WWII combat. A lot can be said about the turn-based
wargame, in comparison to what the general public conceives as
a "game related to war" (C&C and its many derivatives or clones
come to mind). Turn-based wargames allow players to think
before they do anything; eliminating mindless cannon fodder fests.
This has been the main trump card the genre holds over the more
traditional RTS titles. Sadly enough, even the most successful
turn-based wargames get only a fraction of the sales compared to
a run of the mill RTS title.
It is here, that Squad Leader appears to make a marked
improvement. Each of the soldiers put into battle can be
meticulously customized, armed and then sent into battle. Gamers
may note that a similar WWII era title, Soldiers at War, was
developed by Random Games, also the developers of this title, and
published by SSI. It is hard not to draw parallels to that game, as
it appears that many of the shortcomings of that title are
ever-present in this one. The first is the so-called bonding with the
troops. Unfortunately, due to the lacklustre graphical depictions of
them in the actual wars themselves, it's hard to develop any attachment to them. It is true
each of them features statistics and little biographies (a plethora of
biographies to be honest) but like Hidden and Dangerous, all the
portraits look relatively the same. There are overtures at the
beginning of missions that try to draw you in but the narration is
not top notch. In the end, you don't really care if such and such
soldier came straight from milking cows in Iowa or such and such
soldier is a bloodthirsty ex-con that makes Hannibal Lecter look
like child's play. As such, even though they will improve (shades
of X-COM and Jagged Alliance), the connection with your
on-screen squad's personae is not as strong as say with a game
like Shadow Watch.
There are three campaigns to run through and a total of ten
custom missions added in to provide a fairly satisfying amount of
gameplay; at least quantity-wise. Random Games also threw in a
random scenario generator (not a full editor) that lets you create
your own missions. This is standard fare nowadays for most
strategy games but it does not pay homage to the customizable
nature of the board game, since one of the key factors of this
board game's longevity is the fact that you are allowed to set-up
scenarios as you please. As it stands though, the two chief goals
of translating Squad Leader to the computer game have been
totally undermined. You can't bond with what is essentially the
same soldier with a thousand faces. Furthermore, the developer's
claim that this pays homage to the Advanced Squad Leader board
game is unfounded; weak at best. In truth, this is simply a
mediocre game dressed up as a new title.
Squad Leader pits you in a variety of missions, including
amphibious beach landings like the film Saving Private Ryan, but
because of the interface, it makes even the most exciting missions
in the game border on the extremes of tedium. Basically, the
gameplay mirrors that of Jagged Alliance in that you are allowed
to control your very similar looking troops by plotting their
square-by-square movement, firing, or adjusting posture in crouch
or prone modes. This is all very well standard to the genre. Its
interface is as tedious as the aforementioned Shadow Watch in
that you always have trouble navigating the often-confusing
landscapes. For example, when you move a trooper, you rather
expect to see how many movement points or action points it takes
to move to a particular location, so you can do some calculations
beforehand as to how far you want a particular soldier to move. It
would have been intuitive to merely show how many squares must
be traversed in order to reach the destination by waving your
cursor over a square. However, the developers here leave the
estimations to you as you have to click once on your destination
square in order to gauge how many movement/action points to
expend. If you think this might not be a problem, try moving a
vehicle like a tank that encompasses more than one square on its
own.
Squad Leader features a variety of terrains, as the campaign takes
you from barren rocks all the way to luscious green forests. The
portrayals of these, on what appear to be 2D maps, are adequate
but not entirely realistic. Perhaps the intention was to emulate the
board game as much as possible, or more likely, perhaps very few
improvements have been made to the Soldiers at War engine. The
animations of the units involved are fairly minimal. Wargames
tend to assume that the hardcore wargamer audience doesn't
need any visuals to help them play the game. Indeed, that might
be the case, like in Jane's Fleet Command, where the 3D
component merely dramatizes (somewhat repetitively) what can
be told with little hexagons and plastic counters. However, the
wargame titles that have been the stalwart defenders against the
RTS rush are the ones willing to invest in sprucing up their
audio-visual department. Close Combat and Panzer General come
to mind. Many gamers recall that the original Panzer General was
bland, devoid of 3D visuals and lacked even the most cursory
representations of the units involved. The most recent release of
Panzer General features 3D-accelerated units doing mock battle
with each other. What can be said about Squad Leader? The
sounds, animation and graphics are merely adequate and
sometimes, rather cartoonish.
This is really the dichotomy that faces this title. There are many
improvements aimed to making this game more realistic. The
chief among these is the customization and creation of soldiers
that you can identify with. No doubt, carrying the same squad
through tough battles with the potential risk of losing a soldier that
you have developed from infancy of the campaign is dramatic. On
the other hand, the mechanics of the game appear to put a stop to
this trend towards realism. Squad Leader is unable to move past
the grid system and lacklustre graphics. These features appear to
be the ones used to pay homage to the original board game. Note
that one of the "features" of the computer game is to play against
a computer AI. These days, we expect even the most rudimentary
computer AI to be standard fare. Thus, it would really be
beneficial to Random Games if they merely created two titles: one
for whatever tactical squad based game they had in mind and the
other to authentically mirror the board game experience. There is
a proverb that succinctly describes this title. It is a ship that cannot
reach either end of the shore. Let's hope that the developers
overhaul their ship before attempting this trip again.