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Dreadnoughts logo

TURCAN RESEARCH SYSTEMS * £31.99

Dreadnoughts Dr Peter Turcan has a reputation for building solid wargames based on complex mathematics. Dreadnoughts takes his works a bit further, and is based on naval warfare from the early twentieth century. No planes, no missiles, just huge great guns and armour plate.

Most of the graphics consist of naff, lo-res 3D views. The core of the game is ordering your flagship and others under your command to manoeuvre and shoot at the enemy. Type the command wrong and it's like playing Colossal Cave again.

Brave and different, Dreadnoughts is a text adventure disguised as a war-game. Great if you have a vivid imagination and an interest in the subject, but I despise it. You can't edit battles, and new sets are £17.99 a time. I prefer pen and paper battleships.
Pat McDonald

verdict: 45%

Amiga Format, Issue 37, August 1992, p.86


Dreadnoughts logo

Was sagt Euch der Name Dr. Peter Turcan? Nix? Wie steht es denn mit Titeln wie "Armada" oder "Gettysburg"? Ach, der Dr. Peter Turcan! Altgedienten Strategen dürfte somit Böses schwamen...

Dreadnoughts Mit Fug und Recht, denn vor wenigen Jahren traktierte der rührige Dottore die Bildschirm-Taktiker mit immer neuen (und immer gleichen) 3D-Strategicals, die es nur einer Kombination aus durchaus vorhandener Spieltiefe und ungewöhnlicher Optik zu verdanken hatten, nicht völlig verrissen zu werden – die Steuerung war nämlich unter jeder Kritik.

Daran hat sich auch bei diesen sieben anwählbaren Marine-Szenarien aus dem Ersten Weltkrieg kaum etwas geändert, was den Packungsaufdruck von der "aufregendsten Seeschlacht aller Zeiten" in völlig neuem Licht erscheinen läßt. Wie das? Nun, wir haben uns tatsächlich über die Handhabung eines Games noch selten so aufgeregt: Nach wie vor müssen die Befehle in festgelegtem Format händisch eingetippt oder mühsam aus Mausmenüs zusammengestöpselt werden. Im Ergebnis gibt der Amiga dann sechs simulierte Minuten später einen neuen, stillstehenden und erschreckend detailarmen 3D-Screen aus. Bewundernswert, wer dabei Nerven und Übersicht behält!

Na schön, die Schiffe der Deutschen bzw. Briten sind etwas größer als seinerzeit bei der "Armada", und auch der Screenaufbau geht ein wenig schneller als anno dunnemals vonstatten. Selbst Titelsound und Effekte kommen ganz erträglich rüber, und die Handlungsmöglichkeiten sind wie gesagt nicht mal verkehrt. Dennoch: Was 1990 schon fragwürdig war, ist heutzutage halt hoffnungslos überholt – kein Wunder, daß die Zeiten der britischen Seeherrschaft vorbei sind... (jn)

Amiga Joker, March 1993, p.96

DREADNOUGHTS
(TURCAN RESEARCH SYSTEMS)
STRATEGO - SEESCHLACHT

24%

"ÜBERHOLT"
Amiga Joker
GRAFIK
ANIMATION
MUSIK
SOUND-FX
HANDHABUNG
DAUERSPASS
30%
14%
50%
39%
18%
26%
FÜR EXPERTEN
PREIS DM 94,-
SPEICHERBEDARF
DISKS/ZWEITFLOPPY
HD-INSTALLATION
SPEICHERBAR
DEUTSCH
1 MB
1/NEIN
JA
SPIELSTÄNDE
NEIN


Dreadnoughts logo

Mark Patterson plumbs new depths with Peter Turcan's long-awaited wargame.

ALL AT SEA
Dreadnoughts For those of you who want to join the armed forces, but tend to shy away from the possibilities of war, Dreadnoughts is for you. Dreadnoughts is set during the first three years of World War One, when naval power was all important. During this period, gigantic battleships such as the Bismark and HMS Dreadnought were the respective flagships of the German and British navies. There are seven scenarios which culminate in the battle of Jutland which involves over 250 ships.

SENTENCE STRUCTURE
Most conventional wargames rely on icons, or single key-presses to issue orders. But this, like the other Turcan games, uses a system more familiar to adventure games. Commands are issued through sentences. There are several key words to issue orders, plus a directive so the computer knows who you're talking to. For instance, if you wanted to take a look at a battle cruiser, you'd type in 'Look At Invincible'. You can also look at it from another point of view by typing 'Look At (name of ship)'. The rest of the in-game commands use this simple method, but there's quite a time delay between question and answer in order to simulate the poor guys who have to translate the spotlight signal words, and the commander of the other ship to formulate his reply. The command system has no trouble dealing with complicated instructions either. In one sentence you can tell a member of your fleet to sail to a certain location, shell anything they find there, then scuttle. It's this versatility that makes this potentially complicated game playable.

THIRD DIMENSION
The 3D graphics are another outstanding feature of Dreadnoughts. They make viewing a battle easier than the rows of little icons that make up most wargames. What really stands out is the amazing technical accuracy of the game. The ships are described in detail and there is a chart showing the damage potential of the weapons.

Although this game is designed to be accessible, it is still very heavy going – it took me ages to get into it. While the control system is easy to understand, keeping track of units and following the battle is a real test of strategy skills. As good as it is – and there is no doubting that Turcan knows his stuff - Dreadnoughts is definitely one for strategy fans only.

CU Amiga, July 1992, p.56

buyers guide
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Out Now
Strategy
Dr Peter Turcan
Keyboard
1
1
Yes
All machines

TRS £34.95
Extremely detailed and deep wargame.
GRAPHICS
SOUND
LASTABILITY
PLAYABILITY
75%
45%
71%
81%
OVERALL 75%