All arcade tank-sims on the PC have been crappy. There
doesn’t seem to be a wide market for this type of game, so that
must be the reason why talentless developers keep giving it a shot.
I was hoping Wild Metal Country might be an exception, but I was
let down once again. Maybe one of these days someone will get it
right, unfortunately the wait continues. The design of Wild Metal
Country is to maneuver your tank through a massive environment
collecting colored capsules. However, certain enemy tanks wish to
foil your collection task, so they have setup grenade stations and
other perils to destroy you! To assist in this task, a wide variety of
weapons are at your disposal, the two main weapons being
mortars and grenades. If this sounds redundant and tired, that’s
because it is.
Think Terminal Velocity, now think of it with a slight
face-lift and some 3rd rate 3d rendering. Now you have the basic
formula behind the graphics of Wild Metal Country. WMC supports
resolutions up to 1024x768 in 32-bit color and rendering in D3D.
With a 450Mhz CPU, 128 Megs of ram, and a TNT, I figured I could
run Wild Metal Country in all of its glory, unfortunately I was
mistaken. At 1024, the game was unplayable and even at 800x600
in 16 bit color it was hardly playable. Being reduced to playing in
640x480 is quite frustrating when you have a fast machine. I’m not
a programmer, but I don’t think WMC was optimized very well to
run fast on all machines. Slowness aside, WMC is mildly appealing
visually. The environments are all giant rolling hills with mist
depending on what level you’re on. The tanks lack any
extravagancy and are all painted a tan color with few details on
the actual tank. Weapon and explosion effects are well done,
huge chunks of flaming debris shower down from exploding tanks
and mortar shells poof a massive sonic boom type ring from each
impact. The camera could use a good deal of work, typically the
action is viewed 3rd person behind the tank. However, when your
tank is blasted back to the camera or backs up rapidly, the camera
has difficulty resetting itself to behind the tank. One minor
annoyance is the HUD system. Due to the oddball system that is
chosen, the screen always has junk on it. By junk I mean the
directions of all the pods in the level, there are eight or so plus the
direction your facing. Its not to detrimental to the game,
nonetheless it’s a nuisance. One word basically sums up the
graphical content of Wild Metal Country - dated.
As I mentioned before, the goal is to collect around eight
colored capsules. On paper this might sound somewhat
interesting, but in reality it isn’t. After all the capsules are
collected, you must drive the tank back to a determined
teleportation location and beam up for your next mission. The only
thing hindering your capture of the capsules are tanks and other
various machines driven by the poor AI. The artificial intelligence
is so blatantly bad in Wild Metal Country it’s astounding the game
ever made it to stores. Tanks would fire at me over and over and
then suddenly stop shooting at me and go in circles. On other
occasions enemy tanks wouldn’t even acknowledge my presence
and would go about its weird scripted patrolling routine. Most of
the time spent in Wild Metal Country isn’t actually in combat, it’s
spent wandering through the massive hills searching for the next
capsule. Most of the hills are too steep for you to climb, so you
must drive on the ground in a maze-like layout. At least the
creators decided to add a little variety to the tanks, in the form of
five different tanks each with their own strengths and weaknesses.
To continue on the downward spiral that is Wild Metal Country, the
game is in such a slow place I caught myself yawning on several
occasions. Even the fastest tank was too slow paced for me and
the tank felt like it was moving through molasses.
Control is clunky and awkward and moving the turret on
the tank can be quirky at times due to the odd setup. As a product
of bad turret control, aiming can be near impossible. I used a trial
and error process most of the time, due to a lack of a sight or any
real indication of where my mortar shell was going. Sound effects
are sub par as well, more tiresome clunks and booms spewed from
my speakers as I played through the game.
A growing trend seems to be the addition of TCP/IP
multiplayer function in every game I play. A few years back I might
have interpreted this as a good thing, but now it’s at the point
where it’s become possibly a bad thing. Developers have such
easy tools to incorporate TCP/IP protocols into their games it’s
astonishing. However, most of these developers are unfamiliar
with tweaking the net code to provide a stable and lag free
environment. Wild Metal Country in multiplayer is nothing more
than another unplayable lagfest. For those of you that do have
access to a LAN, up to eight players are supported and numerous
arenas are included.
If you couldn’t tell by the general tone of my review, I
didn’t like Wild Metal Country. Expect to see Wild Metal Country in
your local Kmart bargain bin in a few months, because that’s the
only place where people might consider buying such filth. One day
I hope to see a tank game that can compete with Tokyo Tank Wars
(arcade tank game), but until now I will continue to plonk down
the quarters for tank action at my local arcade. Life is too short for
games like this. Overall, this game is as patched together as its
meaningless name.
Highs: 5 tanks to chose from and cool explosion effects
Lows: Really bad AI, dated graphics engine, maze like
environments, repetitive play, laggy internet multiplayer, awkward
control, and no decent targeting system.
The DMA team is best known for their smash game "Grand Theft
Auto" released last year. It was great in it’s ultimate simplicity and
linear storyline binding you to a given path. DMA has tried to do
the same thing in their latest title, but completely different genre,
Wild Metal Country.
Storyline-wise, there are some vague comments about robots, in the
Thethric system, created to protect the Power Cores, which have
gone completely feral after many years to fill the niches in the
natural environment, like Bulldogs, Manta's, Hippos and the like.
The different machines still look the same, but they act like their
appointed animal behaviour. Or at least they’re supposed to.
The graphics in this game are quite average. The fully 3D arenas
are dotted with hills, mountains and valleys which are nice to look
at and all, but every area is based only on a few different textures.
In the few minutes of being inside an arena, you will have seen all
the textures you will see for the next half-hour, so it's rather bland
and boring. There is absolutely nothing special about the models,
all being rather average. What they have done though, is make
abundant use of 3D lighting effects to cheer up the place, which
seems to work quite well. In the heat of the battle there will be
shells pounding all around you with nice little lighting effects and
lovely explosions when the enemy tanks explode.
Wild Metal Country supposedly boasts one of the most advanced
sound engines ever created. While not owning a 4 Speaker Dolby
Surround sound system and a Sound Blaster Live! Card (give me a
few hundred bucks and I would…) I think I can still safely say that
listening to the bland "kapow" and "boom" for a few hours in a
row, will really start to grate on your nerves. This is escalated by
the endless, zombifying trundling sound of your tank vibrating
through your brain, which could perhaps succeed in putting you to
sleep at night, but nothing much else. The sound does though,
give the position of where the shell came from that just blasted the
sand right behind you, so turning it off makes you lose a sense of
direction when being shelled.
The controls are tad different than your average shoot 'em up
game, the first immediate thing you will notice is that you control
each track separately. Its not just trundle forward, trundle
backward, etc. Each track has an accelerate and a reverse, you
will have to spend your first 10 minutes of this game learning
them, only to stumble into battle and *completely* forget
everything you just learnt in the midst of the action and revert to
just stabbing the track keys in vain hope of getting anywhere you
want. It is a bit of a challenge mastering the tracks, but once you
have, you will find it quite responsive and useful. Then there are
separate keys for directing your turret left and right. If you want to
shoot up though, you have the Hold down the fire button, which is
rather annoying as it slows your rate of fire and makes aiming
more of a guesswork rather than involving any sort of skill. As you
move your turret about though, the camera, being zoomed in a bit
to much to my liking, dutifully follows it about which makes the
driving aspect of the game rather hard at that moment as you can't
see where your going. This is made even worse when you cannot
see where you are driving whilst in the midst of a battle and
blindly stumble onto a steep cliff, which makes it even harder to
see anything at all. This results in you letting out a fierce cry of
anger, stabbing angrily at your fire button repeatedly, and bashing
the controls of your tracks again trying to get the bloody camera to
show you anything other than the details of the sand textures.
As you charge into the first Arena, having no real idea of what to
do, and wondering what on earth all those little symbols on your
screen mean, it all looks pretty weird. Then you start learning to
handle the tracks and the turrets, kill your first baddie tank, feel
good about yourself and continue on. After killing a few more
tanks, and collecting the "power cores" you finish your first arena,
simple enough. Repeat this process in the next Arena, kill some
tanks, collect power cores, finish Arena. Level 3, kill tanks, collect
power cores, finish Arena. That’s it. The whole game is based on
just *that*. Don't get me wrong, its fun……for a while, but after
trundling through, to Arena number 11, it gets as boring as
batdroppings. Sure, you get some bigger weapons, like doughnuts
that make the enemy wobble (rather useless) and funny green hola
hoops that sometimes teleport you a little further and sometimes
don't. The enemies get bigger too, from tanks to bigger tanks, to
hover tanks, to really irritating flying machine that drop grenades
at you. Due to the fact that aiming your controls upwards is rather
tedious, they are for the most part, real bastards to kill. So what do
you get if you kill them all? Another Arena, Hurray! There is just
nothing making you want to complete the level, only a dull
throbbing numbness pushing you onwards onto the next arena.
Now as I previously stated, DMA have boasted about the tanks
having an animal like AI, meaning they will behave differently and
dynamically. Well, I hope what I experienced wasn't the peak of
their Artificial Intelligence. The enemy tanks that have a gun, will
see you and shoot at you. True, some will chase you and other
times they will not, but it doesn't give much of a thrill either way.
It seemed like a rather novel idea, although it sounded a bit hard
to actually incorporate into a game, which it was apparently.
Multiplayer then, I attempted a game against somebody in the US.
Now of course, me being in Australia vs somebody in the US might
sound unlikely, but I assure you that I hardly ever have lag
problems with people in the US. Games like Battlezone and
Warzone 2100 manage absolutely fine, not a single enemy tank
having jerky, lag-induced movement, or not taking damage
properly. Connecting to my friends IP, My tank seemed to
immediately launch itself into a series of teleporting evasive
maneuvers as soon as I hit the forward button. Randomly dropping
beacons for no apparent reason, and having the awkward ability
to strafe left and right in teleporting spasms, which was all rather
disconcerting. As my careful, but persistent attempt to stop my
cracksmoking tank from its breakdancing maneuvers and to make
any turn of sorts was endlessly foiled, I stabbed the [Esc] button
and put my tank out of its misery. Needles to say, the game is
rather unplayable Tcp/Ip, at least across the world, perhaps if both
people are from the US the results might be better, but I doubt that
it will be smooth. In a LAN game I had better results, but as I
expected, it was rather boring and my friend and I, so we quickly
reverted to a game of Half-Life within a few minutes.
This may sound hard to believe after reading this review, but I
rather dislike giving a game a bad review, because I know there
are people who spend months working on it. Sadly though, there
is not much that can save this game from its ultimate demise. The
weak environment, awkward aiming, and uninspired levels just
ruin the game. There is nothing that I can even think of to improve
upon this game, it would not be worth the effort, and so I guess its
back to the drawing board for DMA.