Simulation, chrome and history in AACW
Posted: Wed Jun 27, 2007 1:06 am
The demo has convinced me that AACW should be in my library of games.
My knowledge of the ACW is limited to most of the usual sources for a non-serious enthusiast, I'd guess: Shelby Foote's trilogy, Catton, McPherson, the Burns documentary, the Time-Life series, Shaara, Crane, some boardgames back in the day (VG's Civil War, some SPI and AH battle specific games, GDW's A House Divided). Add to that the usual mass media influences (Gone With the Wind, Glory, etc) a few trips to the region and a military background, and the result is what I would call above average knowledge but no expertise.
The game has some outstanding features, what the boardgaming community used to call "chrome" or little things that add to the atmosphere: I find the graphics evocative of the subject, the music superb and the sounds pretty good, and there is an attention to detail that adds a lot- who wants a generic medical unit when they can have the services of the YMCA!
My extremely limited time with the demo seems to give historically plausible results, and it "feels" like a ACW game should, with the Union having more stuff and less battlefield leadership at the start, and the Rebs having just the opposite.
I'm curious as to how others here view AACW in this context. Do you think of it as a valid reflection of the realities of the event, perhaps even a tool to use to achieve a better understanding of history, or merely as a game that has enough "chrome" and detail to feel evocative without being, for lack of a better term, "scholarly"? Are there specific issues that are either immersion history killers?
Some examples from other games I enjoy...Gary Grigsby's World at War is a fairly light, fun (IMO) WWII themed game that reflects some of the basic issues faced by the WWII strategists, but there are some things that occur in game that make it (for me at least) more of a WWII themed entertainment than a serious gateway to understanding the history involved. It has a low level of chrome, but enough to keep it from being too generic.
I found Rome: Total War to be a fun chrome-fest that felt truly Roman, was a hoot to play and had enough historical flaws (many intentionally put there for the sake of the game, I think) that I never got the "this is how it must have been" feeling, but more of a "this is how a 1960 movie starring Kirk Douglas and flaming pigs would have been" feeling.
Where do you think AACW stacks up here?
My knowledge of the ACW is limited to most of the usual sources for a non-serious enthusiast, I'd guess: Shelby Foote's trilogy, Catton, McPherson, the Burns documentary, the Time-Life series, Shaara, Crane, some boardgames back in the day (VG's Civil War, some SPI and AH battle specific games, GDW's A House Divided). Add to that the usual mass media influences (Gone With the Wind, Glory, etc) a few trips to the region and a military background, and the result is what I would call above average knowledge but no expertise.
The game has some outstanding features, what the boardgaming community used to call "chrome" or little things that add to the atmosphere: I find the graphics evocative of the subject, the music superb and the sounds pretty good, and there is an attention to detail that adds a lot- who wants a generic medical unit when they can have the services of the YMCA!
My extremely limited time with the demo seems to give historically plausible results, and it "feels" like a ACW game should, with the Union having more stuff and less battlefield leadership at the start, and the Rebs having just the opposite.
I'm curious as to how others here view AACW in this context. Do you think of it as a valid reflection of the realities of the event, perhaps even a tool to use to achieve a better understanding of history, or merely as a game that has enough "chrome" and detail to feel evocative without being, for lack of a better term, "scholarly"? Are there specific issues that are either immersion history killers?
Some examples from other games I enjoy...Gary Grigsby's World at War is a fairly light, fun (IMO) WWII themed game that reflects some of the basic issues faced by the WWII strategists, but there are some things that occur in game that make it (for me at least) more of a WWII themed entertainment than a serious gateway to understanding the history involved. It has a low level of chrome, but enough to keep it from being too generic.
I found Rome: Total War to be a fun chrome-fest that felt truly Roman, was a hoot to play and had enough historical flaws (many intentionally put there for the sake of the game, I think) that I never got the "this is how it must have been" feeling, but more of a "this is how a 1960 movie starring Kirk Douglas and flaming pigs would have been" feeling.
Where do you think AACW stacks up here?