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Birth of America 2 – PC Game ReviewEric Jamborsky | October 27, 2008 | one comment | Print | E-mail In all, Birth of America 2 is a good simulation of a neglected period. The longer campaign can become a bit confusing since the player is unable to view the entire board at one time. It is easy to lose track of units spread across the eastern seaboard, not to mention the lands to the west. There is no “action” to speak of; the only animation shows the units moving. There is the added bonus of period music supplied by the U.S. Infantry’s Third Regiment Fife and Drum Corps. There is also some suitably dramatic “soundtrack” music at times. The biggest negative I have found is the game moves very slowly on older computers, reminding me of the days spent gaming on my old Commodore 64. It should prove no problem to dual processors on newer machines. Birth of America 2 engages the player thoroughly, requiring strict attention to what is happening each turn. It may not appeal to the tactical gamer, but for the player interested in strategy this is a good choice. Image Gallery
Eric Jamborsky has been gaming since playing Avalon Hill’s Gettysburg during the Civil War Centennial. He has a BA in History and has had articles published in The Lincoln Herald and the book Crockett At 200. ACG Intel Birth of America 2: Wars in America Pages: 1 2Tags: American Revolution, review, wargame
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One Comment to “Birth of America 2 – PC Game Review”
Birth of America 2: Wars In America 1750 – 1815 was disappointing at time it was released: bugs, CTDs, a poor AI.
Seven months later things changed: the game is stable, occasional minor bugs do not waste scenario played. With last official patch 1.04c AI has been improved and is a tought opponent.
The graphic is outdated in comparison to many RTS games enriched with bright effects, but it’s honest.
Game interface is perfect and help player: Ageod engine game tradition!
Many scenarios are available along some 70 years of history.
Unfortunately features as chains of command, marching to the sound of guns, war economy and national war effort management, leader promotions and other features experimented with AACW and NCP, (previous AGEod games) were not introduced in the game that mainly goes after logistical aspects of the war rather than tactical and operational one.
The map/game-area is vast, expecially in grand-campaign scenarios and in comparison players have few forces at hand: that makes the game a chess match.
Most of time you could not track enemy movements thanks to the effective fogs of war and the “smart” AI tactics: that makes WIA a poker match.
Yes, sometimes AI goes after strategic mistakes: I saw human opponent going after even greater in many years of PC and board-gaming.
By JastaV on Feb 6, 2009 at 4:48 pm