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Dune (DOS)By: The J Man
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I said in my review of Dune II that I didn't "get" Dune, and clearly needed to read the book. That probably sounded like I was blowing the series off. This is not the case. I actually did go out and buy the book, I actually did read it cover to cover, and I actually thought it was pretty nice. Favorite story ever? Probably not, but I now at least can say that I understand the plot and its universe. And it proved an excellent primer for this game. It's interesting to note that both Dune and Dune II are basically the same game - build an empire on Arrakis and drive out the Harkonnens - they just go about the methidology in different ways. Dune II is the beginning of the traditional RTS. For Dune, Cryo (who would also do KGB) has cooked up a curious little Adventure/Management hybrid. You're forced to manage the bands of Fremen warriors scattered about the sand, vaguely similar to an RTS, while simultaneously following the journey of young Paul Atredies and expanding his abilities. A pragmatic (and slightly callous) way to look at it is to say that Dune is a managerial sim that won't let you get better until you watch a few cutscenes from the novel's plot. But in truth, the effect is a little more seamless, and much more enjoyable. You play as Paul and begin on the day your family inherits your new palace from your enemies, the Harkonnens. Characters loiter around the chambers and fill you in on backstory, as well as offer pretty clear directives as to how to go about the game. Loosely, you'll have to travel around the planet and convince the cautious Fremen to work for you. You'll assign them tasks of spice mining and locate equipment to assist them with that task. The Emperor will make weekly demands for spice production, so your first concern is filling your vaults with spice to meet his ever-increasing quotas. Once you've got a solid production engine, you can start training some of those Fremen as fighters and start clearing Harkonnens out of the north.
Your efforts to liberate Arrakis are mostly controlled through an icon-based map. You can see all discovered Fremen settlements, and their workers if you've rallied them. Workers will change colors based on their assigned task, and run though an animation loop if performing their task uninterrupted. Their icon will also change to reflect equipment provided to them, so you can quickly see who needs the new harvester you've uncovered and send them to retrieve it. A smaller, secondary map shows spice levels in a particular region. Arrakis is divided into territories "controlled" by single settlements. So you can't begin mining in an area until you discover its hidden sietch and send your prospecting team out to investigate. After you meet these requirements, the map for that area gets updated automatically, and can tell you at a glance when and where you need to reposition your harvesters. Initially, you will have to physically travel everywhere to meet new tribes, check in with rallied ones, or change their orders. As you progress through the story, you'll be able to telepathically contact troops in a wider range from your current position. You'll also have visions of major events, or be contacted about issues that need your attention. Some interesting scenarios transpire out of this, like a plague breaking out at a camp, but almost every one is scripted. You will get a few grumblings earlier on if you try to mix northern and southern tribes, but I only had to deal with this twice. Once you become the Fremen Holy Man, no one questions your orders. Days progress from morning to night at an accelerated pace, with the tint and color of the world screens changing accordingly. It's a lovely graphical effect that rarely gets referenced in the game itself. The only one who gives a shit about the passage of days is the Emperor, and your only real concern is making it back to the palace on "spice day" to send the requested amount. Travel across the planet does take time into account however, and there were quite a few days where I was bumming around the deep desert and barely made it back to the palace in time. Missing shipments will eventually draw an invasion from the Emperor's Sardaukar legions, which is altogether a bad thing. It's incredibly easy to avoid, and thus, earnestly should be.
The spice game is really pretty simple. Tribes get better at their tasks as they spend more days doing them, but it doesn't take anyone too long to reach expert status, making veterancy less important. As long as you provide each troupe with harvesters and an ornithopter (to prevent worms from eating the harvester) then they are totally autonomous. You'll need to reposition them as their current area gets sucked dry, but this isn't too hard to manage either. By the end of the game, I had about 20x the Emperor's last (and largest) spice request, and I never came close to not meeting a quota. The game makes a fairly big deal out of not providing the Emperor his spice, but really, you'd have to intentionally decide not to cooperate. The war game is fairly simple as well. You give tribes the job of Army, and they set about training themselves. Gurney Halleck can be dropped off at any sietch to train Fremen in warfare, and his presence at least doubles, and probably triples, the speed at which troops attain Expert status. There's only so much spice on Arrakis, so once you vacuum the majority of it up, you'll have plenty of Fremen to assign to Army. I basically planted Gurney well away from the Harkonnen border and sent all new tribes to his "Gurney Halleck's School of Ass Thrashing." In under a week, they came out ready for the front lines, or my money back.
Your final consideration is motivation, which is improved by assigning troops to ecology. This path gets explained as the game goes on, and rather than spoil a little bit of Dune for those who haven't read it, I'll leave this one a mystery. Functionally, it works the same as mining and army. While it does affect the planet itself, thus altering strategy for both sides a little bit, its real effect is in driving your troops into fanaticism. Expert Fremen with 100% morale are basically the game's "I win" button, and while I never got to complete the ecology project (and I don't know if you actually can), the morale boosts it gave made the game fly through the final battles. If it sounds like Dune is easy, that's because it is. You'll have to know what you're doing to succeed, but the game does so much initial hand-holding that foreknowledge of the book isn't needed. It's also just plain fun. It's complex enough to make you feel clever, but not overly elaborate. It's primarily a game of moving icons around a map, but it's got enough feedback to make you feel proud of your accomplishments. It makes story changes for gameplay, but respects the book enough that any Dune fan can enjoy the interactive experience of taming Arrakis and liberating the Fremen. Not a must-play, especially when it doesn't add anything not already found in the novel, but still an enjoyable weekend sim. -reviewed 1/20/08 - game copyright 1992 Virgin Games, Inc.
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