 |
 |
|
|
Real-time strategy games have gone through waves of popularity over the years but it all started on the PC and Commodore Amiga in the early 90s with the classic Dune II. What made this game such a sensation was the move beyond procrastinating about each turn-based situation to making frantic strategical decisions.
This real-time strategy game is roughly set in the futuristic feudal universe of the Frank Herbert's Dune chronicles. Where the most precious substance is Spice Melange, which is vital to the existence of humanity, the Spacing Guild to fold space and for the Bene Gesserit. However the spice exist on only one planet, Arrakis (also known as Dune) produced by giant Sandworms (Shai-Hulud) who have a religious connotations with the native Freman. The known universe is governed by the Padishah Emperor and enforced by his imperial Sardaukar over fiefdoms family lines (known as houses).
At whatever cost the Spice must flow, so Emperor proposed a challenge "the house that produces the most spice will control Dune. The are not set territories and no rule of engagement"
Your battle for spice and power over Arrakis as a military commander for Atreides, Harkonnen or Ordos (a Westwood addition) involves nine missions, each progressively more challenging than the last. Each house offers its own specialised units, and also represents a different level of difficulty. Beginners to the game, should use the Mentat to familiarise themselves with the Dune universe, the units attributes and the buildings that produce them. Whereas a more experienced player orchestrates a plan of spice harvesting, placing buildings, establish defence, repeal attackers, and then demolish the opposition.
The initial levels, introduces the concepts of mining the spice melange and scourge of giant sandworms in the open desert. Which adds a unique challenge in gathering process and unit deployment with Harkonnen and Ordos units automatically firing upon wormsign. It is also a pivotal opportunity to learn how to attack enemy installations with the feeble Troopers, Trikes, and Quad units. Use caution because the computers bases are fully established at the start of each mission.
Before long you will carve for the opportunity to build more facilities, which in turn allows you to manufacture bigger and better units. The computer will happily oblige by turning your lightning raids into grinding fights due to the 25 units limitation. When Ornithopters and Rocket Launchers enter the scene, automated turret defences and base planning becomes critical. Key infrastructure like Wind Traps should be out of harms way whereas a military installation like the Heavy Factory should be at front to prevent units from being trapped. The fluctuating prices at the C.H.O.A.M. Starport provide quick and sometimes cheap units, especially important to the technically behind Ordos.
The pace of the game changes significantly when the IX Research faculty and the Palace enable each house to exploit their special units and characteristics:
- The Atreides employ a counterattack approach with the immensely powerful Sonic Tanks and by befriending the native Freman who can overwhelm the opposition.
- The Harkonens basically use brute force without question. The combination of the slow but deadly Devastator and atomic Deathhand can easily annihilate the opposition.
- The Ordos possess a more cunning arsenal using lightly armoured Deviator to brainwash opposition and do behind enemy lines operations with the Saboteur.
Only after playing the game countess times your will discover that the computers AI programming is predictable and can be easily exploited. However there are a few effective offensive manoeuvres up the AI's sleeve that will have you fighting a battle of attrition than strategy. Some tactics at your disposal include a MCV to establish a new base or capture seriously damaged enemy building either Silos for Spice or even a Heavy Factory to steal a houses technology.
In a nutshell, Dune II somewhat stacks up again its contemporary real-time strategy games with over 20 different units, each new mission can be play a totally different strategy. Of course Dune II does not have the unit grouping feature, way-points or multiplayer options conversely not having micro-manage different resources is great.
Now it is up to you to explore the many dangers that exist on Arrakis.
   |
|
 |
 |
|
 |
 |
|
|
Quite good use of colours, with 3 houses: blue, green and red to avoid confusion. However the developers over look the fact that House Atreides is green and black not blue.
The hand-drawn animating graphics look amazing with nice battle effects like craters from explosions and tracks in the sand. Unfortunately ugly sand motifs and lack of many immersing visual effects as in PC version are easy to notice.
|
|
|
A real disappointing aspect of the Amiga conversion from PC is the sound. There is no audio narration in the intro or fantastic atmospheric music that draws you into the mood for battle. It also lacks half verbal warnings (when an enemy approaches) and confirmation of your unit commands, which is critical feedback for split-second decisions.
|
|
|
From the beginning to the end Dune II is a blast to play thanks to the very intuitive mouse and keyboard hotkeys controls. Furthermore each new mission offers more and more hardware to play with, so the fight for supremacy on Dune never gets dull.
I like the games use of dependencies where Harvesters and Siege Tanks are assembled at the Heavy Factory but a Light Factory must be build first. I still have quibbles about not having control over the air units (the Carryall and Ornithopter) and the Ordos Saboteur being to utterly useless.
|
|
|
My verdict is a clear thumbs up because of action-packed addictiveness despite the many inconvenient bugs. I remember playing Dune II till I was it bleary-eyed and exhausted just so I could be one stage ahead of my mates.
An AGA version of this Dune II would impetuously earnt a 10/10 rating however the OCS/ECS version simply does not stack up against the Dune II: The Building of a Dynasty on PC. |
|
 |
 |
|