Thoroughness worthy of respect"Second World" was originally marketed as a very serious project, where a high degree of reliability, played the key elements of battle: line of sight, ballistics, tactics and morale of the troops. Looking ahead, we can say that we are not deceived in some way it's all here to eat. And that's why the game still turned out not quite so, what kind of "dream and dreams", we now discuss in detail.
Given the highly realistic gameplay may at first glance seem difficult, but in reality it is quite simple: after a few training command and control forces will be simple and natural, which greatly helps thoughtful interface. I must say that combat units are often not needed in a particular administration - they are quite sensibly carry fire from one target to another, usually correctly choose the type of munition and not worth the columns under fire. Sometimes it seems that the defensive battle can successfully go at all without any responsive government, but this impression is certainly wrong. A player must show his skill before the collision, in the mode of arrangement of the troops. Since the Second World War "with great care calculates visibility, could easily be that combat units will not be able to fire on the advancing enemy from the fact that it is fully or partially cover the uneven terrain, bushes or trees - the redeployment of the same gun during a the battle is very problematic. In the initial placement of the offensive battle of the troops does not matter much - there has to actively maneuver combat units already in combat. Fortunately, doing so is quite easy and convenient by virtue of interface flexibility, and because of the possibility to decide the game on pause.
At the same time management is not free from some annoying features: for example, you can not change the density of the order of battle, because of what often choose the wrong formation, which is really needed, or specify the destination for each unit manually.
Incidentally, the ballistics. The difference between the armor-piercing high explosive (APHE), armor-piercing subcaliber (APCR and APDS) and cumulative (HEAT) rounds really is, it feels good in the game, not to mention the fundamental difference between the armor piercing and high explosive fragmentation shells. Nevertheless, sometimes there are strange cases when an armor-piercing projectile can not penetrate the board or the stern armor from a distance of several meters, although the corresponding indicator in the interface shows that the destruction of the armor is inevitable.
Despite this, the damage model technology and its parts in the game is implemented, for the most part convincingly - it is clear that the developers have approached the issue with utmost seriousness, as well as to the reproduction of the tactical and technical characteristics of military hardware.
The main part of any weapons - the head of its ownerBut the basic element of military equipment and in life and in the "Second World" is of course the crew.It is noteworthy that the crew can be knocked out, even if the fighting machine remains in relative order. Over all, it concerns anti-tank guns, protected only the front and actively under fire high explosive shells from the attacking tanks - sometimes during the fleeting battlefield completely replaced by three calculation. But the tank crews who sometimes die, while the tank is still able to shoot, ride or even do both at once. While crews are composed of two to five people, with technology and can handle alone, but he will need additional time to move from one place to another battle by changing the function. At the same time expand the carriage guns one person can not. To change the arc of fire, or roll back the instrument to a new position, one pair of hands is not enough. This logical system does not work with weapons, which has no wheels and is tolerated in the life calculation of several people. Thus, in the game there are machine guns on tripods, but to dismantle and move them to a new location can not. But it's not so bad - there are, after all, the guns on wheeled machines. Worst of all, for the same reason there are no small-caliber mortars - a very common, simple and effective weapon of infantry, which allowed during the war fabricate various interesting things.
This is a remarkable and quite realistic feature of the "Second World", but it spoils the weird and tricky mezhmissiony management system throughput. Technique trophy at the end of the battle for some reason taken away, although active and prolonged use of the captured tanks, armored cars and guns - a common practice since the war. However, this is minor compared with the headache that gets a player's attempt to use the "second world" role-playing elements of the system. The idea of pumping fighters during the battle would be quite attractive and appropriate, if these men do not Murley like flies, but the mission campaign is not shared by some for many months - it is unclear what department deals with all this time.Even less clear what its status: a platoon, company, battalion? And why is its commander throughout the war does not receive a raise, still directing approximately the same number of people and technology? And why the tanks and guns are relatively many, but the infantry is so little?
If you cast a mind's eye what has already been discussed, it is seen that the described advantages of the "Second World" outweigh the disadvantages described. So why is the game still caused widespread disillusion? This stems from two main reasons: an overly high expectations of players and overly meticulous simulation of various elements of gameplay. "Second World" demonstrates that the power of modern machines is still not enough for accurate simulation of this battle: for even small skirmishes on small cards the size of 2x2 km require at least one gigabyte of storage and a serious CPU power - to say nothing about the collision of at least two of these battalions . Therefore, no battalions, or even your mouth, not to mention the shelves, cabinets and armies in the game there.Modest size cards and poorly controlled player in the process of commissioning new power seriously limits the ability of command of the troops, turning control of the fight almost to the solution of a series of tactical puzzles.