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Old Gamers Never Die: Two Lessons I've Learned from Playing MicroProse's 'Regiments' (2022)

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© 2022 Bird's Eye Games & MicroProse    Two Lessons I Have Learned from Playing ‘Regiments’   Oh, look! A current blog post from me! As you know, I purchased my first game from the “new” (Australian-based) version of MicroProse since the 1990s over a month ago. The game in question is called Regiments, and it was developed by a small European studio called Bird’s Eye Games. Regiments is, like Eugen Systems’ Steel Division and Wargame series, a real-time tactics game that depicts 20 th Century warfare – especially land combat – in fast-paced, adrenaline-laced battles ( Steel Division is set in World War II, while Wargames is Cold War-turns-hot and superpower conflict-oriented) on the ground and in the air. It's so good to see this classic logo on brand-new games.  I play all those games, and even though Regiments is its own thing, some of its features do resemble those in Wargame, especially when it comes to Objective Zones and how units are made available if you ha

Old Gamers Never Die: MicroProse and Bird's Eye Games Unleash a New Real-Time Strategy Game Set in World War III - 'Regiments'

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The wreckage of a Soviet tank platoon burns on a West German battlefield after an airstrike carried out by two A-10A Thunderbolt II ground-attack jets. © 2022 Bird's Eye Games/MicroProse  On Tuesday, August 16, the revived software publishing company MicroProse released Regiments , a new real-time tactics wargame set in a version of 1989 when perestroika, glasnost,  and the collapse of the Soviet Union never happened, and the Warsaw Pact invades West Germany. Developed by indie game studio Bird's Eye Games, Regiments is a look at combined-arms warfare at the brigade/regimental level that allows players to command units from either the Russian-led Warsaw Pact (WP) forces or the Western alliance, the North Atlantic Treaty Organization, in a searing, life-or-death struggle to determine which side will win this Cold War-Turns-Hot after internal pressures within East Germany push Communist hardliners in Moscow to use force to preserve the Communist regime in East Berlin - and settle

Classic PC Game Review: MicroProse's 'Silent Service II' Submarine Simulation

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Silent Service II torpedo-firing cutscene. (C)1990 MicroProse Software In 1990, the now-defunct video game and computer simulation publisher MicroProse Software released Silent Service II, a submarine simulation game set in the Pacific Theater of Operations during World War II. Developed by MicroProse’s in-house MPS Labs, the game is a sequel to 1985’s best-selling Silent Service. It is a single-player game that puts you in command of a U.S. Navy submarine during America’s war with Japan in various areas of Earth’s largest ocean. The game’s design team – led by the project’s main designer Arnold Hendrick and programmer Roy B. Gibson – took advantage of improvements in computer technology (such as more powerful CPUs, better sound cards, and VGA graphics) to create a more realistic and enjoyable gaming experience that took its cues from Sid Meier’s original game but was a bigger and better simulation. In Silent Service II , players can: Choose Boats from Nine Dif