Zzap


Midwinter

Publisher: Rainbird
Machine: Amiga 500

 
Published in Zzap #60

Midwinter

Conservation, ecology and 'green' politics were the hottest topics in the late 20th Century with the hole in the ozone layer, the 'greenhouse effect' and pollution all major concerns. Global warming was the ultimate threat, soon to become ironic when a meteor burned into Earth's atmosphere and impacted in South East Asia. Millions of tons of dust were thrown into the atmosphere, throwing a dark veil over the globe and heralding the march of ice from the Poles.

Sixty years later, in 2099, the only habitable land is the Azores, turned into a single large island linked by ice and appropriately renamed Midwinter. The island's inhabitants hope to see the re-emergence of the human race and have built up a complex transportation system consisting of snow buggies, a cable car network, hang-gliders, and skis. Factories and synthesis plants produce vital stores while radio stations provide communication. But it's the eighteen Heat Mines that are the key to the island's life, providing the energy for the people to stay alive.

Law and order is the responsibility of the FVPF (Free Villages Peace Force). Led by Captain John Stark it patrols the island, settling minor disputes with little trouble - until now, that is. From the south-east, the ambitious General Masters has gathered an army of soldiers, snow buggy battalions, and patrol aircraft to wrest control of the isle from the more liberal inhabitants. To achieve his aim he must seize, or destroy, the Heat Mines.

Midwinter

The game opens with Captain John Stark on patrol. Stark leans of Master's initial attack, which has captured the three main radio stations. Unable to call for help, he must start the resistance campaign by word-of-mouth. A map of the island can be brought up - in contour or relief (fractal) modes, with a powerful zoom function. The map also reveals the locations of buildings, the cable car network, and positions of the two combatants' forces.

Via the map, Stark is able to command his recruits to perform tasks around the island. Watches can be synchronised to maintain precise timing (which is vital) and every two hours situation reports are produced. To begin with, Stark cannot contact anyone by radio and needs to ski to nearby comrades to recruit them. Once a person is under Stark's command, you can take direct control of them, looking through their eyes. You can also have the person seek and recruit other people (32 in all), sabotage enemy installations, and search and destroy targets. A wise commander will bear in mind that all his characters have individual strengths and weaknesses, plus hidden talents such as the ability to ski, hang-glide, etc.

Unfortunately for Stark, his comrades aren't the usual zombies which inhabit computer games. In fact, there are quite complex relationships between the characters. Love affairs, hatred, jealousy, admiration, and many other factors all play their part in determining the chances of one person recruiting another. These problems make recruiting no sure thing, so it's a good idea to recapture the radio stations and use them to contact everyone.

Midwinter

While this is happening, General Masters is going all-out to overwhelm Stark's forces. Although Masters has twelve hours advance on Stark, his weakness is a reluctance to use the island's higher ground, opting instead for moving supplies and forces through the flat lands.

With this fact in mind, Stark can avoid snow buggy patrols by skiing at high altitudes, using the cable cars, and even hang-gliding from a peak to a plateau. But pushing the vehicles too far, too high, or too fast can lead to disaster. Wounds can lead to loss of muscle power, alterness, and morale. Push characters too hard and their sight fades into monochrome before blacking out.

Preventing Masters from taking all eighteen heat mines is a huge task, given the sheer number of enemy vehicles coming from the south-easy. Guerilla tactics are the best in this desperate situation. Ambushing supply buggies, destroying patrol vehicles, reclaiming captured villages, or destroying them to prevent them falling into enemy hands: these are all good tactics in this chillingly cold war.

Phil

Midwinter

Midwinter is one of the best presented games I've ever seen. The graphics are superb with a stunning 3D effect and incredibly detailed static screens. Even the sound has been exploited to the full, with stereo sound providing advanced warning of an oncoming vehicle.

But it's the gameplay that's the best bit - it could easily keep you playing for weeks. It may not appeal to the most mindless of arcade fans, but for everyone else this will be irresistible. It may be argued that the endless snowy wastes could get a little repetitive, but that's ignoring the strategic game which is made infinitely more interesting with such recognizably human characters to control.

A beautiful game and no mistake.

St

Midwinter

After the disappointment of Whirligig, Mike Singleton has stormed back onto form with Midwinter. As one of the most imaginative and technically-gifted programmers around, the results are inevitably awesome. Who would have thought a mere human could come up with something so visually stunning, yet simultaneously so deep and involving. It makes me wonder if Maelstrom Games aren't some alien brotherhood. Here, they offer you a ticket to a whole new world for a price which is a zillionth of a galactic time-warp.

All I can say is don't miss it!

Robin

The idea of having a massive, mysterious landscape to explore in glorious 3D, together with a very strong strategic challenge, is a wonderful idea that Mike Singleton has executed perfectly.

Midwinter

Travelling across the icy wastes is an enchanting experience in itself, without having to tackle buggies and aircraft, or worry about the main objective.

The polygons work perfectly with zero perspective or update problems. the graphic efect o skiing up the side of a high hill and pausing to look out over the landscape, viewing distant hills and villages just has to be experienced to be believed. The most atmospheric, utterly magnificent game I've played (and will play) all year.

Verdict

Presentation 97%
Massive 200-page manual, A2 island map, handy pad for notes, training mode, toggle switches for bombers and mortars.

Midwinter

Graphics 96%
Breathtaking 3D effect, a wealth of detailed polygon objects and a clever horizon haze. Superb static screens.

Sound 85%
No turns but extremely good use is made of the Amiga's stereo sound system with a multitude of atmospheric effects.

Hookability 96%
A daunting tak but it's an impossible game to resist.

Lastability 97%
The most compulsive and compelling of challenges since the Lords Of Midnight saga.

Overall 97%
A superlative, massive program that is every bit as good as you'd expect from Mike Singleton.