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'''''Herzog Zwei''''' is a [[Mega Drive|Mega Drive / Genesis]] game by [[Technosoft]], published in [[1989 in video gaming|1989]] (released in the United States in early [[1990 in video gaming|1990]]). It is an early [[real-time strategy]] game, the first with a feature set that falls under the contemporary definition of the genre, predating the genre-popularizing ''[[Dune II]]''.<ref>{{cite web|url=http://www.strategyplanet.com/features/articles/strategypeak/|title=Are Real Time Strategy Games At Their Peak? | date=2001-05-09|publisher=www.strategyplanet.com|language=englisch|accessdate=2011-01-22}}</ref><ref name="1UP">{{cite web | url=http://www.1up.com/do/feature?cId=3134179 | title= |
'''''Herzog Zwei''''' is a [[Mega Drive|Mega Drive / Genesis]] game by [[Technosoft]], published in [[1989 in video gaming|1989]] (released in the United States in early [[1990 in video gaming|1990]]). It is an early [[real-time strategy]] game, the first with a feature set that falls under the contemporary definition of the genre, predating the genre-popularizing ''[[Dune II]]''.<ref>{{cite web|url=http://www.strategyplanet.com/features/articles/strategypeak/|title=Are Real Time Strategy Games At Their Peak? | date=2001-05-09|publisher=www.strategyplanet.com|language=englisch|accessdate=2011-01-22}}</ref><ref name="1UP">{{cite web | url=http://www.1up.com/do/feature?cId=3134179 | title=Essential Top 50: Herzog Zwei | author=Sharkey, Scott | publisher=[[1UP.com]] | accessdate=2007-09-27 | format=html}}</ref><ref>{{cite web|url = http://www.gamespot.com/gamespot/features/all/real_time/p2_01.html|title = A History of Real-Time Strategy Games: Part I: 1989-1998|author = Geryk, Bruce | publisher = GameSpot|accessdate=2009-01-09}}</ref> ''Herzog Zwei'' is also considered one of the best two-player Genesis games, combining the arcade-style play of Technosoft's own ''[[Thunder Force series]]'' with a simple, easy-to-grasp level of strategy. |
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''Herzog Zwei'' ({{IPA-de|ˈhɛɐ̯tsok ˈtsvai}}) translates from [[German language|German]] to ''Duke Two''. It is the sequel to ''[[Herzog (video game)|Herzog]]'', which was only available on the [[Japan]]ese [[MSX]] personal computer. |
''Herzog Zwei'' ({{IPA-de|ˈhɛɐ̯tsok ˈtsvai}}) translates from [[German language|German]] to ''Duke Two''. It is the sequel to ''[[Herzog (video game)|Herzog]]'', which was only available on the [[Japan]]ese [[MSX]] personal computer. |
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Herzog Zwei supports both single-player mode (against the AI), and two-player mode (head-to-head.) In single-player mode, the entire screen is devoted to the human-player's field of view. However, the game's unsophisticated [[artificial intelligence|AI]] renders the single-player experience lacking. The game partially offsets the AI's inherent weakness by increasing the armor and offensive-damage of computer player side with each advancing level. |
Herzog Zwei supports both single-player mode (against the AI), and two-player mode (head-to-head.) In single-player mode, the entire screen is devoted to the human-player's field of view. However, the game's unsophisticated [[artificial intelligence|AI]] renders the single-player experience lacking. The game partially offsets the AI's inherent weakness by increasing the armor and offensive-damage of computer player side with each advancing level. |
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The game concept of a central command/fighting vehicle directing other friendly units to attack remote enemy base appeared in past games, such as Sir Tech's 1984 game ''[[Rescue Raiders]]''. However, Scott Sharkey states that the 1988 game ''[[Modem Wars]]'' was possibly "[t]he closest predecessor" to ''Herzog Zwei'', but that it "was fairly primitive and abstract by comparison," that earlier such games lacked the ability to construct units or manage resources which made them "much more tactical than strategic," and that the slower processors made the ticks "so long that the games were practically turn based".<ref name="1UP" /> The closest modern equivalent to ''Herzog Zwei'' is considered to be the [[Dota (genre)|Dota]] games. However, Dota and its antecedents give the player control over a fully customizable command unit with [[RPG elements]], whilst severely limiting or removing the player's ability to produce and command other friendly units.<ref>''GameAxis Unwired'', [http://books.google.co.uk/books?id=vuoDAAAAMBAJ&pg=PA52&lpg=PA52&dq=herzog+dota&source=bl&ots=Pvfk8sgcif&sig=ZoFVE4ya2GH1dzSXgrxCbGEEvNw&hl=en&ei=jBEhTYTwMYqzhAeP5f22Dg&sa=X&oi=book_result&ct=result&resnum=4&ved=0CCgQ6AEwAw#v=onepage&q&f=false p. 52], December 2008, [[SPH Magazines]], ISSN 0219-872X</ref> ''[[Total Annihilation]]'' (1997) and its spiritual successor ''[[Supreme Commander (video game)|Supreme Commander]]'' also inherit the concept of a large robotic command vehicle which is used to construct and command an army. However, ''[[Total Annihilation]]'' and ''[[Supreme Commander (video game)|Supreme Commander]]'' are controlled in similar fashion to traditional [[real-time strategy]] games; unlike in ''Herzog Zwei'', the command vehicle in those games is mainly nothing more than a particularly powerful and versatile unit. |
The game concept of a central command/fighting vehicle directing other friendly units to attack remote enemy base appeared in past games, such as Sir Tech's 1984 game ''[[Rescue Raiders]]''. However, Scott Sharkey of [[1UP.com]] states that the 1988 game ''[[Modem Wars]]'' was possibly "[t]he closest predecessor" to ''Herzog Zwei'', but that it "was fairly primitive and abstract by comparison," that earlier such games lacked the ability to construct units or manage resources which made them "much more [[Real-time tactics|tactical]] than strategic," and that the slower processors made the ticks "so long that the games were practically turn based".<ref name="1UP" /> The closest modern equivalent to ''Herzog Zwei'' is considered to be the [[Dota (genre)|Dota]] games. However, Dota and its antecedents give the player control over a fully customizable command unit with [[RPG elements]], whilst severely limiting or removing the player's ability to produce and command other friendly units.<ref>''GameAxis Unwired'', [http://books.google.co.uk/books?id=vuoDAAAAMBAJ&pg=PA52&lpg=PA52&dq=herzog+dota&source=bl&ots=Pvfk8sgcif&sig=ZoFVE4ya2GH1dzSXgrxCbGEEvNw&hl=en&ei=jBEhTYTwMYqzhAeP5f22Dg&sa=X&oi=book_result&ct=result&resnum=4&ved=0CCgQ6AEwAw#v=onepage&q&f=false p. 52], December 2008, [[SPH Magazines]], ISSN 0219-872X</ref> ''[[Total Annihilation]]'' (1997) and its spiritual successor ''[[Supreme Commander (video game)|Supreme Commander]]'' also inherit the concept of a large robotic command vehicle which is used to construct and command an army. However, ''[[Total Annihilation]]'' and ''[[Supreme Commander (video game)|Supreme Commander]]'' are controlled in similar fashion to traditional [[real-time strategy]] games; unlike in ''Herzog Zwei'', the command vehicle in those games is mainly nothing more than a particularly powerful and versatile unit. |
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===Mechanics=== |
===Mechanics=== |
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Herzog Zwei | |
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Developer(s) | TechnoSoft |
Publisher(s) | TechnoSoft |
Platform(s) | Sega Mega Drive/Genesis |
Genre(s) | Real-time strategy Tactical shooter |
Mode(s) | Single player, Multiplayer Split-screen |
Herzog Zwei is a Mega Drive / Genesis game by Technosoft, published in 1989 (released in the United States in early 1990). It is an early real-time strategy game, the first with a feature set that falls under the contemporary definition of the genre, predating the genre-popularizing Dune II.[1][2][3] Herzog Zwei is also considered one of the best two-player Genesis games, combining the arcade-style play of Technosoft's own Thunder Force series with a simple, easy-to-grasp level of strategy.
Herzog Zwei (German pronunciation: [ˈhɛɐ̯tsok ˈtsvai]) translates from German to Duke Two. It is the sequel to Herzog, which was only available on the Japanese MSX personal computer.
Gameplay
The instruction manual explains the player's role:
- As the high commander, you're in charge of mobilizing and controlling all troops. You must occupy the neutral bases and gain control of the enemy's advance bases. You decide what weapons to deploy and where to place your forces. You must also protect your occupied territory from enemy attacks. Your final objective --- and the final battle --- is destroying the enemy's base camp.[This quote needs a citation]
In Herzog Zwei, the player directly pilots a flying, transforming mech (similar to the variable fighter depicted in Macross), a multi-role vehicle suited for utility and combat.[4] Through the mech, the player purchases surface combat units, airlifts them across the battlefield, and issues them orders. These command activities can only be performed through the mech. Vehicles follow their assigned orders (which are fairly basic: patrol, garrison, capture base) until they either run out of fuel or are destroyed. Tactical re-deployment (mission reassignment, vehicle repair) involves a great deal of micromanagement, due to the required involvement of the mech.[5]
Both the player's ground-forces and the mech have finite fuel and ammunition. A prolonged engagement requires considerable micromanagement, as vehicles will not auto-repair, and the fragile combat-supply vehicles have limited radius of service.
With a total of eight different types of land-units to purchase, the player can determine the composition of his army. Each combat vehicle type represents a tradeoff between speed, anti-air, ground-attack, and cost. Units are assigned mission-orders from a menu selection: "fight from a fixed position", "patrol this area", "fight in fixed radius," "go to/attack/occupy intermediate base." New orders can only be issued during airlfit, and every time a unit's mission-orders are re-assigned, a cost is incurred.
In addition to the player's main base, there are nine permanent (outposts) scattered across the battlefield. These indestructible buildings are the only production resources on the battlefield players. Once under a player's control, an outpost generates additional revenue (for purchase of units), and serves as a remote base of operations (repair/refuel, pickup delivery of purchased unit.) A key strategy is to capture as many outposts as possible, or deny enemy use through nuisance actions.
Herzog Zwei supports both single-player mode (against the AI), and two-player mode (head-to-head.) In single-player mode, the entire screen is devoted to the human-player's field of view. However, the game's unsophisticated AI renders the single-player experience lacking. The game partially offsets the AI's inherent weakness by increasing the armor and offensive-damage of computer player side with each advancing level.
The game concept of a central command/fighting vehicle directing other friendly units to attack remote enemy base appeared in past games, such as Sir Tech's 1984 game Rescue Raiders. However, Scott Sharkey of 1UP.com states that the 1988 game Modem Wars was possibly "[t]he closest predecessor" to Herzog Zwei, but that it "was fairly primitive and abstract by comparison," that earlier such games lacked the ability to construct units or manage resources which made them "much more tactical than strategic," and that the slower processors made the ticks "so long that the games were practically turn based".[2] The closest modern equivalent to Herzog Zwei is considered to be the Dota games. However, Dota and its antecedents give the player control over a fully customizable command unit with RPG elements, whilst severely limiting or removing the player's ability to produce and command other friendly units.[6] Total Annihilation (1997) and its spiritual successor Supreme Commander also inherit the concept of a large robotic command vehicle which is used to construct and command an army. However, Total Annihilation and Supreme Commander are controlled in similar fashion to traditional real-time strategy games; unlike in Herzog Zwei, the command vehicle in those games is mainly nothing more than a particularly powerful and versatile unit.
Mechanics
The mechanics of Herzog Zwei have a slower feel than most modern RTS games, making for more thoughtful play. The player's view of the screen is always centered on the player's mech. The player can pilot the mech to any location on the map while shooting at enemy units, airlifting friendly ground vehicles, or placing purchase orders for more vehicles. If the mech is destroyed in battle (or runs out of fuel), a new mech respawns over the player's primary base. Unlimited respawning allows the mech to engage in suicide tactics, as it is essentially a disposable asset.
Although the vehicle-purchasing menu can be activated from anywhere on the battlefield, only one vehicle may be purchased at a time. The completed order must picked up from a friendly base (by the player's mech), before the next purchase can be made. The game has a hard upper-limit of 100 active units (50 per player.) But when a game session exceeds seventy active units, the console slows down, making play difficult.
Herzog Zwei requires the mech-vehicle to airlift vehicles for close-inspection and mission-reassignment. Later RTS games use the virtual-console style of interface, allowing direct control of any player-owned vehicle.
To complete the game in single-player mode, the player must defeat the computer on each level four times, each time representing an increasing level of difficulty. When the game is completed, the ending offered differs depending on whether the player played as the first player (red), or the second player (blue). Two-player mode divides the screen into two playfields. Each player can see the opponent's actions, eliminating any element of surprise.
Levels
A key aspect of the game play is how the player interacts with the environments of the different levels. Each of the eight levels takes place in a different location that requires a different strategy for attacking the other side. Some levels have a large, physical barrier in the middle of the level that prevents a user from launching a direct ground attack at the main base in a timely fashion. For example, the jungle stage Waldung has a large swamp in the middle of the board that slows troops movement and eats up energy. Other levels, such as the volcano stage Vulkan are covered in lava rivers that will destroy any unit that comes in contact with it. This makes it difficult to launch ground assaults against the main bases as well as the mini-bases as the individual units artificial intelligence is quite limited. Only three of the levels, Strand, Eisfrei, and Oase, have bodies of water that allow boats to be launched against the enemy. The Abgrund level features a river but the player is not allowed to purchase boat units.
On all levels with the exception of Abgrund, the both sides start off with a certain number of mini-bases already claimed. In Abgrund, all bases are neutral, including those directly near the main base.
Units
Commander: The unit the player controls, Commander is a transformable mecha which can transform into a Jet Fighter/Transport. It can pick up friendly units and deploy them into battle. When necessary, player can overwrite the command of the picked-up unit instantly. (Cost of the command will be deducted from the player's account.) In mecha mode (English manual calls it "Infantry Soldier") Commander can fire on ground units and burn very low amount of fuel, but he will move much slower. In Jet Fighter mode, Commander can only engage to enemy Commander in jet mode. Commander will burn more fuel in Jet mode, especially carrying other units. Commander's weapons can never damage enemy base and it needs to return to nearby outpost or main base to refuel and reload its ammo. Unlike original Herzog, player has unlimited number of Commander units as when destroyed, Commander will simply reappear in a few seconds in main base. (Respawn time depends on distance from the point Commander destroyed.) If the Commander is destroyed while carrying a unit, that unit will be destroyed as well.
Infantry: Infantry is slowest and most fragile unit, but it is nevertheless essential as it is the only unit that can capture outposts. There is a random chance that an infantry unit appears whenever a unit (except FWA & ST-57U) is destroyed. The cheapest unit in the game, infantry are also capable of climbing cliffs in the Abgrund level. Infantry fire twice as fast when attacking at close range, making them more useful for offense than defense. Infantry also have a lot of ammo so their total damage output is relatively high if kept alive.
FWA: A combat bike with limited firepower, durability, and ammunition. However, it is the fastest unit in the game and has a very long patrol range. FWA has the weakest weapon in the game, per shot, however it will fire twice as fast as normal when attacking at close range (like Infantry). The FWA, however, has a very limited ammo supply and thus cannot inflict much total damage. Not generally useful as a defensive unit.
AMR-51D: An Light tank with light armor but good firepower. Second fastest unit in the game. Destroyed easily by heavier units (defense fortifications, tanks, and Commanders) but useful against light units and when not under direct fire. Very good at attacking the main base if defenses aren't well established.
Supply: A supply vehicle which can reload ammunation of units in the battleground. It is completely defenceless.
TAX-52: Heavy tank. It has strongest armor and high firepower. It is nevertheless quite fast for its' size. Can kill any other unit in direct combat (including the much more expensive defense fortification), but vulnerable to the Commander and fairly expensive.
ST-57U: Patrol boat. Slow, but has a very long range and can attack many targets, including enemy bases from afar. Can only be deployed in "Strand", "Eisfrei" and "Oase" levels.
SAM-42: Self-propelled anti-aircraft weapon. Although it is an air-defence vehicle, strangely it can attack enemy Commanders even when they are on the ground as well, but cannot engage any other unit. Since Commander is the only unit that can fly, SAM can only be used as a defensive measure against them, and cannot attack any other units. The SAM only carries ten missiles and has a long reload time, but the missiles are very powerful and have long range.
GMR-34A: Defence Fortification. This stationary double-barrelled turret can fire at enemy units with cannons and can fire missiles to enemy Commander units. (Similar to SAMs) Has very high firepower and good armor and long range, but very expensive. These carry twenty missiles with a short reload time, but short range and lower damage per missile compared to the SAM-42.
Commands
Units need to be created with their commands, which will cost additional resources. Commands can be changed anytime by picking up the unit and entering the production screen.
BDF-1SD "Hold Position."
AF-001A "Patrol"
AT-101 "Engage the enemy then occupy the outpost."
DF-F02A "Stand guard, engage (when enemy discovered) then return. (when enemy destroyed)"
AT-101H "Occupy the Outpost, engaging the enemies is secondary priority."
BA-001C "Attack the enemy main base." (most expensive command)
PW-SS10 "Resupply and repair units in the field." (Supply vehicle only)
Reception
Aggregator | Score |
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GameRankings | 71.25%[7] |
Publication | Score |
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Electronic Gaming Monthly | 4.25 / 10[8] |
Sega-16 | 10 / 10[9] |
Herzog Zwei was not a huge success, due to its lack of marketing, relatively early release on the Genesis platform,[2] and non-arcade genre on what was considered an arcade game console. Electronic Gaming Monthly gave the game a rating of 4.25 out of 10.[8] However, long after its release, it achieved popularity. 132 GameSpot users gave Herzog Zwei an average score of 8.8 out of 10.[10]
It is often found on several "best of..." lists of video games, owing to its precedence in the real-time strategy genre, as well to the increasing understanding of finer points of its mechanics.[2][11] It was featured in the "Top 100 Games Ever" list of Electronic Gaming Monthly, in the November 1997 issue which ranked it at #43,[12] and in the January 2002 issue which ranked it #52.[13] It has also been featured in IGN's "Top 100 Games of All Time", in the 2003 list which ranked it at #62,[14] and in the 2005 list which ranked it #95.[15] 1UP also included the game in its "Essential 50" list of "The Most Important Games Ever Made".[2]
A sequel was planned for Sega's 32X platform, but with the subsequent failure of that console, so, too, died the plans for a third Herzog title.[citation needed] With Tecno Soft closing its doors in 2001 and the status of the intellectual property being unknown, the future of the series is likely sealed.
References
- ^ "Are Real Time Strategy Games At Their Peak?" (in englisch). www.strategyplanet.com. 2001-05-09. Retrieved 2011-01-22.
{{cite web}}
: CS1 maint: unrecognized language (link) - ^ a b c d e Sharkey, Scott. "Essential Top 50: Herzog Zwei" (html). 1UP.com. Retrieved 2007-09-27.
- ^ Geryk, Bruce. "A History of Real-Time Strategy Games: Part I: 1989-1998". GameSpot. Retrieved 2009-01-09.
- ^ McFerran, Damien (2005). "Herzog Zwei" (PDF). Issue 28. Retro Gamer. Retrieved 2011-01-24.
- ^ HERZOG ZWEI: War Manual (archived 2002)
- ^ GameAxis Unwired, p. 52, December 2008, SPH Magazines, ISSN 0219-872X
- ^ Herzog Zwei Gamerankings.com
- ^ a b "Herzog Zwei Reviews". GameRankings.com. Retrieved 2009-01-04.
- ^ Herzog Zwei Sega-16 Review by Daniel Thomas (2004)
- ^ "Herzog Zwei for GEN". GameSpot. Retrieved 2009-01-04.
- ^ "IGN's Top 100 Games". IGN.com. Retrieved 2009-01-09.
- ^ http://kisrael.com/vgames/powerlist/egm100.html
- ^ http://kisrael.com/vgames/powerlist/
- ^ http://top100.ign.com/2003/61-70.html#62
- ^ http://top100.ign.com/2005/091-100.html
External links
- Herzog Zwei at MobyGames
- A Herzog Zwei homepage (contains passwords of all 32 levels, and weapons statistics)
- Technodynamic Herzog Zwei Shrine Technodynamic has a write-up on this game with unit information.
- Join the Herzog Fight Set and compare level times and "kill" stats.