Game Type

Carnage Heart
General Information
Publisher: SCEA (Sony Computer Entertainment of
America)
Developer: Artdink
Game Type: Strategy
Release Date: January 31, 1997
Original Japanese Release: December 8, 1995
ESRB Rating: K-A (Kids to Adults – equivalent
to todays E rating)
Hardware
Standard Hardware
●
●
●
Playstation
1 Controller
Memory Card with 5
blocks.
Demonstration
(On PC)
●
●
●
●
Recommended high
end PC
Using: P4 3.2 Ghz,
Geforce 5200
ePSXe v1.6
Emulation software
Pete's OpenGL 1.76
GPU
What is it?
Turn-based strategy
●
●
●
●
Research and purchase weapons and hardware
Design your OKEs (Overkill Engines – Robots)
Build OKEs and group them into units
Defend and capture bases
So why is this game so special?
You don't just build
your army, you
program them.
Code poorly... watch
as your opponent
chews up your
defensive lines.
(Or you might, if you
didn't check for
friendlies in your
forward firing arc)
Oh did we forget to tell you?
Manual/Box Excerpt: By 2073, war has evolved. The battle for
domination is now a game fought on the moons of Jupiter by warrior
mechs armed with deadly firepower. You control an army of cyber
gladiators. More importantly, you design them, deal for parts, set up
assembly lines and devise battle plans. When the game begins,
whoever has created the most diabolical strategies and deadliest
mechs wins!
What programming?
Frequently shows up on “Most overlooked/underrated games” lists
● Game ratings are all over the board, as many players expected a fast
paced action game
● Good game design, bad marketing
●
Game Modes
●
Single Player Campaign
–
–
●
4 Campaigns of increasing difficulty
Each has more levels, a more ruthless opponent, and
less funding than the last.
Versus Mode
Load saved games from campaigns and place your OKE
designs in tournaments.
Gameplay & Interface
●
●
●
All control is
through menus
Player does not
control combat
Command your
units and “See
what happens”
Research and Purchase
Parts(Negotiate)
Design
Command your Units (Tactics)
Destroy the Enemy
Destroy the Enemy
●
●
●
●
During testing of new designs, a representation of
the CPU is shown and current execution is
highlighted
Temperature, fuel, armor remaining, ammo
remaining... all data on the screen should be
considered in your software for an efficient OKE
For example: A highly defensive OKE could run
out of fuel before it destroys the enemy
Only control of battle is with a debug mode cheat
Gameplay - Continued
●
●
If either side is destroyed in the battle, the winner
moves to the contested space on the map
Game continues until all bases on the map are
captured
Artwork / Graphics
●
●
●
Drab colors
Low resolution textures
Low detail models
Even at the time of its release, the graphics were
sub-par.
Sound and Music
Limited music
●
●
●
Five synthesized, somewhat repetitive music
tracks for the menus.
One CD audio for battle, but its barely music.
Unusual contrast of music – If you've played other
Artdink games you should expect this.
Special Features
●
Huge number of hardware designs
–
4 OKE types, each with advantages and disadvantages
●
●
●
●
–
–
–
–
–
●
2 Leg (Maneuverable, weak)
4 Leg (Slower than 2 leg, but heavier armor and weapons)
Tank (lots of armor, massive firepower, but cant dodge)
Flying (fast, weakest armor, flies)
3 Body designs for each
3 types of main weapons (cannon, laser, shotgun)
3 types of secondary weapons (missiles, rocket, mine)
Dozens of muntions
Several special parts and armor types
Unlimited software/AI designs
Manual
●
●
●
30 page instruction book
60 page 'strategy guide' – primarily how to
program
Second CD is a half hour video tutorial
Manual and tutorial are very tedious, but complete.
Bugs
●
Occasional inexplicable loss of funding
–
–
–
–
●
Even when you're winning
Uncommon
Can happen to the computer too
May just be a design flaw, means random chance of
loss
Otherwise no obvious bugs / glitches
What is good?
Truly unique gameplay
● Customizable Units
● Versus mode for 2 player competition extends
replay time
●
Bad!
Drab graphics
● Campaign levels may end prematurely, due to
inexplicable funding loss
● No true two player campaign / strategy mode
● No “Sandbox” mode – very difficult to get
chance to design with all parts or bodies
●
Why is it better than other games?
●
●
●
Strategy mode is simple yet enjoyable
Designing units
Programming!
Similar games are rare and usually are simplistic toy
games. The ability to program something in an
already functional game is rare if not unique.
Design Mistakes
●
●
Marketing and Packaging do not match gameplay
Unexplained loss of funding (maybe a bug – it is
uncommon)
Overall
Strengths
● Unique Gameplay
● Functional yet simple strategy game – its more
about the designing
Weaknesses
● Unique Gameplay
–
–
–
How many people will play a game that requires
programming?
May be why marketing left out that aspect of play
Japan has had three re-releases (better marketing?)
Overall
Is it worth purchasing?
● Yes, provided you like programming
● Can be difficult to find original materials
● Game is uncommon
Improvements?
●
●
●
Graphics – at least make it less drab
Multiplayer strategy mode
Randomized Campaigns?