M.A.X. 2 (Strategy War Game) Sometimes it seems as though someone changed the old rules of computer gaming when I wasn't looking. Sequels used to be based on the simple concept of "bigger and better." After all, it wasn't exactly like starting from scratch; designers had a chance to throw in all the cool stuff they couldn't squeeze in the first time around. Unfortunately, the buzzwords for sequels now--especially in war gaming--seem to be simpler and more streamlined.
The original M.A.X. from Interplay was a solid war game. It had a few problems when it was first released, but it was still fairly deep for the base-building, resource-gathering genre. When I heard Interplay was planning a sequel, I had high hopes that we'd be seeing an ambitious game with all the bugs ironed out. Silly me.
Look, Buzz! An Alien!!!!
M.A.X. 2 initially looks like a bigger and better sequel. The terrain engine is up to modern Total Annihilation standards, with smooth elevation grades, 3D units, and some nice combat effects. I have been through the game, however, and have yet to find battlefields as nice as the ones displayed on the box; and though each individual unit is competently rendered, when you take them as a
group you are left with a fairly monotonous bunch. The alien forces are especially bad; most of them look like they were designed in the mashed potato factory.
And this is really my main problem with M.A.X. 2's alien enemy motif: it's uninspired. The alien Sheevat are just another bunch of those boring techno-organic goobers we see in just about every other RTS game. They actually have fewer units than the humans, and too many are directly analogous versions of mundane human units. (Somebody was feeling the pressure from StarCraft, that's for sure!) I was even amazed at how banal the human forces are. The only real changes from M.A.X. is the incredibly lame premise that all those cool corporations and factions from the first game allowed themselves to be bonded with different alien species from something called the Concord. What are the results of this highly unlikely idea? Pretty much the same set of faction advantages from the first game and a minor graphical and power level change for the units. Around this point I started to feel like they just mailed this one in.
Single-player combat is quite a bit more inspired and can be challenging, despite a generally timid computer opponent. As in the original game, the emphasis in M.A.X. 2 is on battlefield information as much as on firepower. Radar is still the most useful device in your armory, which is a nice change from the RTS standard of all-powerful visual sighting. In M.A.X. 2, line of sight is tricky at times, and even radar is thrown off by elevation and cover (such as trees).
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