Mean Machines Sega


Gemfire

Publisher: Koei
Machine: Sega Genesis

 
Published in Mean Machines Sega #5

Gemfire

The land of Ishmeria was an all right place to be in ancient times. Okay, so the coastline was a bit flat, the people were the most boring sort of peasantry, and it did get a bit chilly in the North at Crimble (bit like GB). However, nothing terrible happened, like wicked sorcerers arriving on magic clouds causing strife and suchlike.

Until... a wicked sorcerer called Zemmel arrived on a magic storm cloud and started causing strife. He brought a rather big dragon with him, which started roasting peasants aplenty. He was defeated, but only at the cost of six of the isles best magicians (the equivalent of losing Paul Daniels, The Great Suprendo, Ali Bongo and three of their mates). They succeeded in defending the kingdom, but were turned into gems in their dragon-slaying efforts. Well, this was all fine and dandy until a power-hungry king called Eselred put the gems into a crown and started using its powers recklessly, in a bid to control the whole island.

The person who stopped his little game was his daughter, Robyn. The little minx prised out the jewels and threw them far and wide. It just so happened that each ruling family on Ishmeria managed to get their hands on a gem, and freed from the crown they turned back into human form. You are one of these lusty young nobles, and with the aid of your magician it's time to overthrow Eselred, conquer the kingdom and rescue Robyn from her rather insanitary dungeon.

Origin

Gemfire is an original strategy game, from Koei's 'Imagination Series' which attempt to be partly historical.

How To Play

The aim of the game is to conquer all 28 regions within Ishmeria, by assembling armies, growing crops and fighting battles in each one.

We Are Family

Ishmeria is governed by four families, the names and lands of which change depending on the scenario you play. Each family controls its lands from a home region, sending out orders to all the regions flying its flag.

The game is easier if you pick a large family like Blanche in the North, or Lyle in the West. These families have strong leaders and fighters, like Princess Erin and Ander.

Tactics

The tactical part of the game comes into play when you launch an attack on an enemy region. The screen cuts to an overhead battle view, with a simplistic terrain of trees, hills and rivers laid out. The objective is simple, reach the enemy flag with one of your units before your food runs out, or he reaches yours.

Barmy Army

Your bog-standard army consists of four 'units', with all your troops split equally between them. Two of these are Knight units, who are able to erect and break barricades, and fight at close range with swords. In addition, you have a company of Archers, who have a longer attack range, but are useless close up.

The last standard unit are the Horsemen, who have the ability to travel large distances in a single turn.

But... that's not all! The best idea is to bring a fifth unit with you, to tip the balance in your favour. This could be one of the Magicians loyal to you, or a hired mercenary band of Orks or Skeletons.

Strategy

The biggest slice of the game is a Risk-type strategy game. A map of Ishmeria is presented on the right, and the window on the left shows details of the current highlighted regions. From this screen you make all your kingly decisions, and assess all the stats you could wish to see.

Take My Advice

At the start of the game, you are offered a choice from four counsels. This array of wise men and jesters offer advice if you ask for it (using the A button). Each has their own approach to the game, like the shrewd Eldrow, or the noble Jade.

It is in effect a help option, that reminds you of how to strengthen your lands and forces.

Now That's Magic!

Each family has a magician he may employ as a fifth unit, and gains more if he beats other families. Some have awesome powers - Like Zendor's lightning bolt, or Pluvius' meteor showers. Most are far more effective than normal units.

The object of the game is to gain all six Magicians and the Dragon, to have total control. However, each Magician has a fixed resting time he must take after each battle, which puts him out of action.

One/Two Player

One of the most exciting aspects of Gemfire is that you may select a head-to-head option, where two players battle it out as the heads of different families. Turns are taken alternately.

Commands

On the main display you're able to make strategic decisions in four separate areas.

War:
This menu has options to ATTACK another region, RECRUIT men from this region, MOVE TROOPS to another region under your control or HIRE MONSTERS as mercenaries.

Domestic:
This menu contains peaceful options that enrich your lands. You may INVEST in land for cultivation, or PROTECT your castle from attack. Also you have the choice to TRADE food for profit, or GIVE FOOD to the people to increase their loyalty.

Diplomacy:
Here, intrigue and politics take charge. Options exist to sue a family to SURRENDER, or just persuade one region to DEFECT to your side. Friendly rulers look to ALLY themselves with other families, whereas devious types will jump at the chance to SABOTAGE lands.

Vassal:
The final commands are there to provide assistance. VIEW offers you a rundown on the stats of every region, or a chance to see the powers of the wizards. CHANGE LORD places a different lord in command of a region. ENTRUST is a way of quickening the game, since a Lord or Lady will guard a region automatically. Finally, SEARCH is a way of locating special objects or troops in enemy regions.

Gus

For the past few months, there has been a steady trickle of strategy games, like Mega-Lo-Mania and Powermonger, for the Megadrive. Now there's Gemfire, probably the most complex game of them all.

In terms of graphics and sound this isn't very appealing. It looks like a 1990 vintage Megadrive title, with flat presentation and naff battle scenes. The graphics used in combat sequences are very simplistic, even comical, and the accompanying noises suit them.

Also, the scenario about Ishmeria and the crown jewels is pretty naff, and doesn't add atmosphere to the game. However, as with most strategy games, the value is in the game, and Gemfire proved to be a totally absorbing experience as I battled to increase territory and amass armies.

The game plays the same as Risk - a fave board game of mine, and having the option to fight a friend is a big plus. Despite the lacklustre appearance, I couldn't stop myself until I won the game which took hours (thankfully there's a save game option).

I did manage to complete the easiest scenario on my first try, which is a cause for concern, but there are three more to try, and a human opponent adds a lot of challenge.

This title is strongly recommended to strategy fans, but not one for anyone into fancy presentation.

Jaz

Normally, the merest mention of a strategy game is enough to send me scuttling away to the nearest brain-off blaster. Especially when it features cacky graphics and sound. But here I am writing this comment after playing Gemfire for several hours and, very much to my surprise, I'm gagging for another go.

There's something about it that's really addictive. Although it looks complicated, it's actually very easy to pick up, and once you start getting into the action and get your campaign going it's really difficult to stop playing. The gameplay is very rewarding, and the feeling of achievement when you repel a huge army, or conquer an opponent is great.

The two-player option is also a real bonus and adds an extra element to the action. If you're after something that's both challenging and different, check out Gemfire - I think you'll be surprised at just how entertaining a strategy game can be!

Verdict

Presentation 89%
P. Two battery save positions, a two-player option and a choice of four scenarios.
N. The involved plot is so naff it's a turn off rather than an attraction.

Graphics 57%
P. Clear icons and stat presentation. The occasional nice still picture.
N. Battle scenes are symbolic - even the action sequences look pretty bad. No variety on the main screen.

Sound 55%
P. Always a bit of music in the background to accompany things, and the odd fanfare if you win.
N. Most tunes seem bizarrely out of place and the FX are less than convincing.

Playability 84%
P. The action resembles a good board game, and from the start there's loads of strategic planning to do. Starting out isn't too complicated.
N. There is no hands on arcade action at all - be warned.

Lastability 85%
P. There are four full scenarios. The game takes yonks, and the head-to-head make it like a good baord game to be returned to frequently.
N. Some may find winning against the CPU too easy.

Overall 84%
One of those strange games that proves compulsive despite its looks - like a sweet kiss from a leper. But it's strategy fun only and might not appeal to Megadrive-owning action fans.