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To reflect the aging gaming demographic, two of the most prevalent themes in gaming today have to be WWII tales and the mob story. Both genres have and continue to spawn titles of interest. Gangland is definitely a title that is seeking to capitalize on the recent enamor with organized crime. Can it be successful? The answer lies in Gangland's approach. Unlike recent crime stories, Gangland makes a quick exit out of the third person action motif. Instead, Gangland is actually a real time strategy game, complete with camera controls and unit selections that could fit comfortably in a Warcraft or Command and Conquer clone. At the onset of each mission, the title states how many sides are involved, which sides are locked, what game type it is - the traditional real time strategy game. But it's inside Gangland where things begin to look very different.
One of the first things that shocked me was the detail in each and every map. The New York look was augmented with intricate interiors for shops and the whole city is bustling with people walking on the street. You'll see police officers walking their beats even into the dens of organized crime syndicates. You'll see hired muscle at the front of restaurants and enforcers lurking in enemy territories. Gangland provides a smorgsgabord of characters, some with dialogue, the others generic. But the bottom line is the convincing illusion that what's before you is a real living city not some battlefield in a strategy title. Good use of lighting and night and day effects help too. Remarkably, it is not groundbreaking for a mafia title to actually take on a strategy aspect. Some have been done before (Eidos' Gangsters comes to mind) but most have failed. They become too up close and personal and the interface falters. Or, on the other hand, they become too far removed from the action and managing a mob business becomes no different than working an Excel spreadsheet. Gangland manages to strike a happy balance between the two. Your characters have health bars that can be depleted fairly easily but it's far from the 'one shot one kill' level of realism. But blindly selecting you and all your henchmen and sending them to enemy territory is a recipe for disaster. When you go in hot and packing, you'll want to pick your places to advance. This isn't a Western where you'll shoot it out toe to toe. It's more advantageous to use the cover of dumpsters, mailboxes, even running into other people's shops so innocents get in the way in order to avoid taking too many hits. The urban landscape provides a bevy of micro-tactical situations. One of the characters you'll get access to early on is a melee only character. In a world of machine guns you'd think this is practically useless but a good tactician can bait some trigger happy foes into an alley and ambush them with a melee character from behind. The physical blows can be used to stun the character from using his gun. Individual henchmen on your crew can also level up as they gain more experience dispatching enemies. Gangland also allows you to purchase weapons and upgrade your characters that way. You'll need them as I found out myself in Gangland. Every shadowy alleyway could house a handful of assassins with tommy guns. To power all of your guns, you'll need cash and ammunition. Interestingly, the economic model is less hands-on than in other real time strategy titles. You don't exactly go harvest any resources. Instead, you go to extort money from shop owners and force them to pay protection fees. But these shopkeepers aren't stupid either. They'll require some up front investment before they start sending part of their funds your way. And some of the neutral storefronts have protection of their own. Once you have some assets in the city, they will begin supplying you with ammunition, health packs and revenue in a steady stream. While you're conducting missions in enemy territories and infringing on their space, the enemy can do the same to you so it's a balance between going on the offensive and protecting your own turf.
The missions in Gangland itself may be segregated by map but they're fairly intricate with many sub-objectives being doled out. The campaign itself is divided into two: challenges and conquests. Conquests are the ones where you can receive orders from people and you basically work through the storyline to finish the map. Later on, you will be emancipated from order taking and will have full control over your own crime family. A challenge is usually a tinier map with some set (usually timed) objectives that are Gangland's equivalent of maps without the resource model in play. You only have a limited supply of ammunition and you can't recruit or hire any additional units. The option to check out the multiplayer component didn't exist in the preview copy I got to try out. Judging from the way the single player missions are set up, I have high hopes that a lot of the story telling components of the single player campaign can be transferred over to the multiplayer offering. They both appear to operate on the same framework, which is good news to those looking for more sophisticated multiplayer fare. The only rough patch I found was the lack of an on screen tutorial. In the beginning of the game, for example, I didn't know exactly how to purchase weapons. I did eventually figure it out but some introductory guides would have helped once I extorted my first weapons store. When new units are added, it would have been nice for the game to notify you what this particular unit is good for. As I mentioned before, some of the units are melee only. Unbeknownst to me, I spent quite a bit of time trying to buy up other weapons stores hoping to find something other than a baseball bat for the guy. These features, however, should be easy to polish and add to the final product.
Overall, Gangland is shaping up to be an engrossing mob caper. Its unique approach will surely turn some heads and the focus on strategy will most likely expose the game to an audience besides the usual action junkie crowd. For fans of mafia titles, Gangland is sure to be one to look out for.
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