pwnophobia
05-07-2010, 10:42 AM
Title: Iron Grip: Warlord
Platform: PC
Platform Reviewed: PC
Developer: Isotx (http://www.isotx.com/)
Publisher: Isotx (http://www.isotx.com/)
MSRP: $9.99
Iron Grip: Warlord Review
Writer: Ben 'kragg' Daniels
Iron Grip: puts a slightly different spin on the traditional "horde mode" by meshing the standard "shoot every living thing" play mechanic with simplified RTS elements. The object of the game is to repel waves of incoming enemy forces who attempt to destroy your HQ while simultaneously hunting down enemy "Officers". Everytime you kill an officer, the enemy morale meter drops. Kill enough officers to reduce morale to zero, and a winner is you! Since you will be always outnumbered and often outgunned by your AI opponents (they get tanks and giant steam-powered spider walkers which you, sadly, do not) you and up to 7 other players (or some fairly smart AI bots) will need to reinforce the positions around your stronghold(s) to defend them. You can quickly switch between the first person and overhead RTS views to lay down machine gun turrets to mow down waves of infantry, or AT turrets to fight back against incoming vehicles. All the installations can be upgraded using the points you accrue during the round by killing enemies and collecting valuable spoils hidden about the map. You can also setup supply points to restore health and ammo at key areas and there are a host of fun IEDs such as fuel bombs, trip wire bombs, land mines, and camouflaged poison tanks that can be scattered about the streets to create more chaos for the incoming horde. One gripe is that the placement options for turrets and certain bombs is limited to areas like streets, which can be frustrating when you KNOW that being able to place the item just a bit further would help you fortify a choke point on the map.
http://evavhost.com/i/reviews/irongrip-w1.jpg
The controls are not terrible, but feel dated as well. Due to engine limitations you basically feel like you are playing Quake. You can jump and duck, and run around inhumanly fast, especially after purchasing an adrenaline upgrade for your character, but at times you feel very disconnected from the environment, and there were a few instances of clipping into objects and walls during play. I felt one really positive element was the use of heavier weapons requires you to slow down and set them up. For instance, you can't shoot a tank buster from the hip. You have to shoulder it up, and aim through the face shield before firing. Likewise, the heavy machine requires you to stop, crouch, and setup the gun on it's tripod before firing. The setup time adds some realism and balance to the games most powerful weapons, and also makes using them more satisfying as well. One of my favorite experiences was when I was hunkered down at the end of a main road with pwnophobia and some other random player, and setup my heavy machine gun partially covered by two heavy turret nests. I opened fire and absolutely shredded a platoon of about 60 soldiers marching forward in the alley. It's moments like that where the mechanics of this game really shine through.
http://evavhost.com/i/reviews/irongrip-w3.jpg
While Warlord isn't going to win any awards for cutting edge graphics, as it was released back in 2008 and developed on the "Id Tech 3" Engine. However, the "steam punk" art style really shines through and is a refreshing change from the typical science fiction and world war-era settings that glut the genre. In the IG universe, soldiers wear armor that visually falls somewhere between a Spanish Conquistador and power armor from Fallout.
Streets are dirt and cobblestone, and the architecture ranges anywhere from late Roman to Gothic eastern European structures. Everything from the maps to the weapon models feels appropriately gritty, with plenty of rotting wood and rusted iron. The musical score was appropriately epic, and set the tone for each battle, with enough variety to keep it from feeling overly repetitive. The sound effects varied in quality; while most of the weapon and explosion effects carried plenty of bass and satisfied, I felt like the voices were sub par. I also experienced more than a few audio glitches while playing with Pwnophobia over the world wide web. However, I'm not sure if this was due to the game or perhaps that it was running in tandem with Skype in the background for our voice chat.
http://evavhost.com/i/reviews/irongrip-w4.jpg
My final verdict when it came to Warlord was that it is a good effort with some excellent ideas, however the execution left something to be desired. Every round began to play out the same after a while, and that led to a lack of desire to go replay the game. The moments of fun just couldn't outweigh the growing feeling of tedium. One thing that I believe could solve this, and bring the game forward leaps and bounds is the inclusion of a versus mode, with the inclusion of AI bots. One team is the rebel force, while the other controls the enemy officers and is supplemented by the confederate army. I was telling Pwnophobia this could provide an experience similar to Left4Dead versus mode, but capitalize on the added RTS elements, which I think could make for something really special and add a lot of replay value. (If you're reading this Isotx, this idea is my gift to you. Run with it!) Again, I gave an extra half eye because I thought this was an ambitious project for a small team. However, much like Communism, Iron Grip: Warlord is full of lofty ideas that work on paper, but fall short when it comes time to actually make them operate in reality.
Score: 3 out of 5
http://evavhost.com/public/3.gif
Platform: PC
Platform Reviewed: PC
Developer: Isotx (http://www.isotx.com/)
Publisher: Isotx (http://www.isotx.com/)
MSRP: $9.99
Iron Grip: Warlord Review
Writer: Ben 'kragg' Daniels
Iron Grip: puts a slightly different spin on the traditional "horde mode" by meshing the standard "shoot every living thing" play mechanic with simplified RTS elements. The object of the game is to repel waves of incoming enemy forces who attempt to destroy your HQ while simultaneously hunting down enemy "Officers". Everytime you kill an officer, the enemy morale meter drops. Kill enough officers to reduce morale to zero, and a winner is you! Since you will be always outnumbered and often outgunned by your AI opponents (they get tanks and giant steam-powered spider walkers which you, sadly, do not) you and up to 7 other players (or some fairly smart AI bots) will need to reinforce the positions around your stronghold(s) to defend them. You can quickly switch between the first person and overhead RTS views to lay down machine gun turrets to mow down waves of infantry, or AT turrets to fight back against incoming vehicles. All the installations can be upgraded using the points you accrue during the round by killing enemies and collecting valuable spoils hidden about the map. You can also setup supply points to restore health and ammo at key areas and there are a host of fun IEDs such as fuel bombs, trip wire bombs, land mines, and camouflaged poison tanks that can be scattered about the streets to create more chaos for the incoming horde. One gripe is that the placement options for turrets and certain bombs is limited to areas like streets, which can be frustrating when you KNOW that being able to place the item just a bit further would help you fortify a choke point on the map.
http://evavhost.com/i/reviews/irongrip-w1.jpg
The controls are not terrible, but feel dated as well. Due to engine limitations you basically feel like you are playing Quake. You can jump and duck, and run around inhumanly fast, especially after purchasing an adrenaline upgrade for your character, but at times you feel very disconnected from the environment, and there were a few instances of clipping into objects and walls during play. I felt one really positive element was the use of heavier weapons requires you to slow down and set them up. For instance, you can't shoot a tank buster from the hip. You have to shoulder it up, and aim through the face shield before firing. Likewise, the heavy machine requires you to stop, crouch, and setup the gun on it's tripod before firing. The setup time adds some realism and balance to the games most powerful weapons, and also makes using them more satisfying as well. One of my favorite experiences was when I was hunkered down at the end of a main road with pwnophobia and some other random player, and setup my heavy machine gun partially covered by two heavy turret nests. I opened fire and absolutely shredded a platoon of about 60 soldiers marching forward in the alley. It's moments like that where the mechanics of this game really shine through.
http://evavhost.com/i/reviews/irongrip-w3.jpg
While Warlord isn't going to win any awards for cutting edge graphics, as it was released back in 2008 and developed on the "Id Tech 3" Engine. However, the "steam punk" art style really shines through and is a refreshing change from the typical science fiction and world war-era settings that glut the genre. In the IG universe, soldiers wear armor that visually falls somewhere between a Spanish Conquistador and power armor from Fallout.
Streets are dirt and cobblestone, and the architecture ranges anywhere from late Roman to Gothic eastern European structures. Everything from the maps to the weapon models feels appropriately gritty, with plenty of rotting wood and rusted iron. The musical score was appropriately epic, and set the tone for each battle, with enough variety to keep it from feeling overly repetitive. The sound effects varied in quality; while most of the weapon and explosion effects carried plenty of bass and satisfied, I felt like the voices were sub par. I also experienced more than a few audio glitches while playing with Pwnophobia over the world wide web. However, I'm not sure if this was due to the game or perhaps that it was running in tandem with Skype in the background for our voice chat.
http://evavhost.com/i/reviews/irongrip-w4.jpg
My final verdict when it came to Warlord was that it is a good effort with some excellent ideas, however the execution left something to be desired. Every round began to play out the same after a while, and that led to a lack of desire to go replay the game. The moments of fun just couldn't outweigh the growing feeling of tedium. One thing that I believe could solve this, and bring the game forward leaps and bounds is the inclusion of a versus mode, with the inclusion of AI bots. One team is the rebel force, while the other controls the enemy officers and is supplemented by the confederate army. I was telling Pwnophobia this could provide an experience similar to Left4Dead versus mode, but capitalize on the added RTS elements, which I think could make for something really special and add a lot of replay value. (If you're reading this Isotx, this idea is my gift to you. Run with it!) Again, I gave an extra half eye because I thought this was an ambitious project for a small team. However, much like Communism, Iron Grip: Warlord is full of lofty ideas that work on paper, but fall short when it comes time to actually make them operate in reality.
Score: 3 out of 5
http://evavhost.com/public/3.gif