Gladius
Gladius is a turn-based battlesport game set in a pseudo-historic
landscape of adjacent Barbarian and Imperial countries. If you
generally like turn-based battles, this is a good game to get;
it is varied and difficult enough to remain interesting, but taught
well enough to not overwhelm new players with complexity. If you
merely tolerate battles as a means of engaging you in a story,
or if you like games where pressing a lot of random buttons quickly
gets your character to perform spectacular stunts, you'll be
frustrated with this and lose interest after two hours at most.
When battling, you're positioning the members of a small party
of fighters in non-overlapping tiles of the playing field. There
they stand, weapon raised, knees slightly bent, eyes wandering,
moving ever so slightly -- and patiently wait their turn while
those ahead of them in the queue come over and bash them, bite
them, stab them, cast spells at them, or take a swing at them
with an axe.
On the good side, this leaves you time to plan your moves, because
the enemies wait for you just as you wait for them. On the bad
side battles draaaaag on, especially among large parties,
especially when you're losing. I wished for either something to
do during defense -- perhaps a button press at the right time to
weaken an attacker's blow -- or a way of just giving up and getting
the crushing defeat over with.
Terrain and position are crucial for battle tactics. Because
sword fighters can only strike or move to directly adjoining
squares, the relative position of your party's fighters makes
all the difference between support and obstacle. Some weapons
can reach into diagonally adjacent squares or even cover a
distance, but they, too, cannot fly around fighters - creating
an interesting tension between keeping weaker distance fighters
in the back of the group and giving them room to throw their spear.
Other factors that influence your fate in the arena are terrain
height, audience reaction, fighter type, and the usual system
of mutually incompatible alignments tied in with weapons, armor,
and spells.
But it's not all tactics; there's room for skill, too. Individual
moves are parametrized with the human player's precision and speed.
Spells are made more powerful and swords hit harder by doing things
like pressing buttons at the right time after a countdown, entering
a prompted, changing, 8-button sequence within a short time; or
alternating between buttons. Klutzes can turn this off completely,
but the interfaces usually allow risk-averse players to play it safe.
Layered on top of the battles are the usual party planning and shopping.
You hire diverse gladiators, train them, buy them magic powers, equip
them with armor and weapons, investing money that battles bring in;
you move your school from small town to small town, winning battles
which win tournaments which get you access to more tournaments,
and so on. Bad management can be compensated for by fighting the
same old battles over and over for prize money; varying enemies make
that drudgery bearable.
The backstory hovers somewhere between a Wagner opera and
the Mighty Ducks. The battles equally feature female fighters,
one of their ancient superhero bands - the Valkyries - is female,
and one of the two heroes is female; but the surrounding society
comes across as a bit patriarchal, with concerned fathers, brothers,
and a male family friend protecting the little sister in the Barbarian
storyline.
There are a couple of other rough edges, maybe because the game is
coming out in time for the Christmas market.
- Accidentally pressing the wrong button and leaving town for the
first time threw me into about ten minutes of cut scenes and
storyline I didn't want, with no way to back out.
- The game displays random tips while loading, but even then I got
tired of watching the sword spin; why does it need to load the same
battle I just lost, anyway?
- The AIs lack goals in unclear situations; watch for shapechangers
turning into bears and back.. and back into bears... and back
into humans, which is painful to watch because part of the "bear"
spell seems to involve just standing there for a few seconds.
- Lip sync is sometimes off. The cut scene dialogue stopped to be
voiced after I fast forwarded through one of the utterances.
- I really don't want to hear the same canned line more than once
per battle.
- You can customize a character's skin tone, hair color, and outfit,
but that customization only shows in the battle scenes; so your Jamaican
fighter princess with her dark braids continues to be represented
by a blond, fair-skinned drawing in the roster.
- As the game time day progresses, the fighting arena becomes hard
to see; it also seemed to me that my PlayStation 2 version at times
had trouble keeping the screen refreshed. (Either that, or it's
their way of drawing rain.)
But those seem like minor details in an overall decent, deep game,
with great voice acting, consistent visuals, and rich details that
keep the battle play varied.
Reviewed by: Jutta D. - 12/03
Ages: Teen - Blood and Gore, Comic Mischief, Violence