TOP 32 SEGA MEGADRIVE / GENESIS | HERZOG ZWEI (TECHNO SOFT, 1989)

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Herzog Zwei is a Sega Genesis-exclusive game by Technosoft, published in 1989 (released in North America and Europe in early 1990). It is an early real-time strategy game, predating the genre-popularizing Dune II.[1] Herzog Zwei combines the arcade-style play of Technosoft's own Thunder Force series with a simple, easy-to-grasp level of strategy. The game laid the foundations for the RTS and MOBA genres.

Herzog Zwei (German pronunciation: [ˈhɛɐ̯tsok ˈtsvai]) translates from German to "Duke Two". It is the sequel to Herzog, which was available on the Japanese MSX and PC-8801 personal computers.

In Herzog Zwei, the player directly pilots a flying, transforming mech (similar to the variable fighter depicted in Macross), a multi-role vehicle suited for utility and combat. Through the mech, the player purchases surface combat units, airlifts them across the battlefield, and issues them orders. These command activities can only be performed through the mech. Vehicles follow their assigned orders (which are fairly basic: patrol, garrison, capture base) until they either run out of fuel or are destroyed. Tactical re-deployment (mission reassignment, vehicle repair) involves a great deal of micromanagement, due to the required involvement of the mech.

Both the player's ground-forces and the mech have finite fuel and ammunition. A prolonged engagement requires considerable micromanagement, as vehicles will not auto-repair, and the fragile combat-supply vehicles have limited radius of service.

With a total of eight different types of land-units to purchase, the player can determine the composition of his army. Each combat vehicle type represents a tradeoff between speed, anti-air, ground-attack, and cost. Units are assigned mission-orders from a menu selection: "fight from a fixed position", "patrol this area", "fight in fixed radius," "go to/attack/occupy intermediate base." New orders can only be issued during airlfit, and every time a unit's mission-orders are reassigned, a cost is incurred.

In addition to the player's main base, there are nine permanent (outposts) scattered across the battlefield. These indestructible buildings are the only production resources on the battlefield players. Once under a player's control, an outpost generates additional revenue (for purchase of units), and serves as a remote base of operations (repair/refuel, pickup delivery of purchased unit.) A key strategy is to capture as many outposts as possible, or deny enemy use through nuisance actions.

Herzog Zwei supports both single-player mode (against the AI), and two-player mode (head-to-head). In single-player mode, the entire screen is devoted to the human-player's field of view. However, the game's unsophisticated AI renders the single-player experience lacking. The game partially offsets the AI's inherent weakness by increasing the armor and offensive-damage of computer player side with each advancing level.

The mechanics of Herzog Zwei have a slower feel than most modern RTS games. The player's view of the screen is always centered on the player's mech. The player can pilot the mech to any location on the map while shooting at enemy units, airlifting friendly ground vehicles, or placing purchase orders for more vehicles. If the mech is destroyed in battle (or runs out of fuel), a new mech respawns over the player's primary base. Unlimited respawning allows the mech to engage in suicide tactics, as it is essentially a disposable asset.

Although the vehicle-purchasing menu can be activated from anywhere on the battlefield, only one vehicle may be purchased at a time. The completed order must picked up from a friendly base (by the player's mech), before the next purchase can be made. The game has a hard upper-limit of 100 active units (50 per player.) But when a game session exceeds seventy active units, the console slows down, making play difficult.

Herzog Zwei requires the mech-vehicle to airlift vehicles for close-inspection and mission-reassignment. Later RTS games use the virtual-console style of interface, allowing direct control of any player-owned vehicle.



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