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|AI||How smart (or dumb) you perceive the game's artificial intelligence to be||2.3|
|Effectiveness||How effective the educational game is when it comes to teaching (does the player actually learn anything, etc.)||1.0|
|Gameplay||How well the game mechanics work (player controls, game action, interface, etc.)||3.0|
|Graphics||The quality of the art, or the quality/speed of the drawing routines||3.3|
|Personal Slant||How much you personally like the game, regardless of other attributes||2.3|
|Sound / Music||The quality of the sound effects and/or music composition||2.3|
|Overall MobyScore (3 votes)||2.4|
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This is a very well designed game, and one that offers the best of the turn-based genre and leaves out the worst. Players can take as much time as they wish during a turn. The menus are informative but not overly so, and are easily accessed by just a few clicks. There is also a handy option that reviews the plays made during a campaign, if players choose to save the turn history. This option is great! There are hours of gameplay involved, and while there are only a few scenarios, each scenario is different each time if players choose different countries and different tasks and philosophies.
Out Of Eight
I find Making History: The Calm & The Storm to be far more approachable to new players than its direct competitor Hearts of Iron. Making History doesn’t have the longevity of Europa Universalis III, but it does have much wider appeal and a marvelous economic simulation. The game’s shortcomings are generally minor: I wish you were able to control every country in the game, and the military unit selection controls need some work. The economic aspects of the game are really strong, and a little bit more polish in the military side of the game would make this a very intriguing title. Making History comfortably slides in to a close third in the grand strategy game pecking order (behind #1 and close to #2), which is certainly a good place to be.
PC Gameplay (Benelux)
Making History: The Calm & The Storm is gewoon een erg degelijke WOII TVS game zonder echt brokken te maken in het genre.
Absolute Games (AG.ru)
Жаль, что авторы погнались за двумя зайцами. В качестве наглядного пособия и серьезной глобальной стратегии Making History заметно уступает семейству проектов Paradox, а любителям "порулить танчиками" она не заменит WWII-сценарии для Civilization 4. Смысл ее существования — установить планку, ниже которой Hearts of Iron 3 не должна опуститься ни при каких обстоятельствах.
Making History is really stuck between two target markets. On the one hand, the Hearts of Iron crowd will find that Making History isn't complex enough. On the other hand, the World at War fans will find that Making History gets bogged down in too many unnecessary details. Your own reaction to the game will depend on whether or not you're looking for something meatier than you've seen in other strategy games. While the level of detail and the presentation are genuinely enjoyable here, the lack of a competitive AI or any readily available online opponents mean that anyone who might be interested in a game this dense will likely find it to be a bit too easy. You could handicap yourself by playing Italy, of course, but that's only going to last so long.
Making History: The Calm and the Storm is a strategy game that has an interesting history of its own. Originally developed as an edutainment game for history teachers, it has evolved into a full-scale retail product about World War II. This is a turn-based strategy game that looks and feels like a board game, but also features a fair amount of depth and control. With that said, it's not as complex or as deep as Paradox's comprehensive Hearts of Iron series--but for something that's designed to teach the basics of World War II, it doesn't have to be. As it is, Making History is an interesting, though not gripping, game.
Armchair Empire, The
Paradox, arguably the king of such games with great titles like the Hearts of Iron, Victoria and Europa Universalis series, often gives players the feeling of surfing historical currents, which is as fun as it sounds. Despite the steady stream of real historical events, Making History seems strangely outside of history, inhabiting some alternate universe where nations go through the motions, behave erratically or simply do nothing at all. It’s hard to feel immersed in such a situation. And it’s hard to really care.
Trouble is, your computer opponents verge on comatose. Countries out-and-out boondoggle their economies, bulking with "light" units and little else. Alliances form, snap, then form again, reducing diplomacy to tag. Armies fight out of supply, nations leave themselves unguarded when warring abroad...and losing once you've reasoned any of that out? Virtually impossible. In other words: Play with friends, wait for patches, or simply move along.
Im Strategiespiel Strategic War Command schlagen Sie Schlachten im Zweiten Weltkrieg. So heben Sie in fummeligen Menüs Truppen aus, die Sie rundenweise in den Kampf schicken. Die KI handelt meist unlogisch, häufig werden Sie von Ihren eigenen Verbündeten überrannt. Nur harte Rundenstrategie-Fans können einen Blick drauf werfen.