Page 1 of 1

2020/4/9: Commodore 64: Roadwar 2000

Posted: April 9th, 2020, 9:57 am
by VideoGameCritic
Here's a seasonally-correct Commodore 64 review for your apocalyptic enjoyment. Post feedback please!

https://videogamecritic.com/c64mr.htm?e=13830#rev5298

Re: 2020/4/9: Commodore 64: Roadwar 2000

Posted: April 9th, 2020, 6:37 pm
by newmodelarmy
Put a lot of hours into this one back in the day. I loved SSI games on the C-64-so many great titles. They were only second to Micropose in my opinion. Anyway, I would actually rate this one a letter grade higher but I get it, it does get a little monotonous after a while. Still, I loved the grind. Great review.

Re: 2020/4/9: Commodore 64: Roadwar 2000

Posted: April 12th, 2020, 1:45 am
by Buttermancan
Great review. It sounds as if the developers had a good idea and made the game fun but couldn't come up with another mechanic to make the title worth playing through to the end!

Re: 2020/4/9: Commodore 64: Roadwar 2000

Posted: April 12th, 2020, 2:06 am
by Retro STrife
Great review. Never heard of this game before, but it sounds really interesting. Like one of those games that had a great idea, but was just too ahead of its time to implement it.

Re: 2020/4/9: Commodore 64: Roadwar 2000

Posted: April 12th, 2020, 3:37 pm
by C64_Critic
Retro STrife wrote:Great review. Never heard of this game before, but it sounds really interesting. Like one of those games that had a great idea, but was just too ahead of its time to implement it.


Indeed, the game only really needed two things to put it over the top; the manual needed to give you a better idea of how to 'get going' as far as how the game mechanics worked, and they needed to give you more to do or work on once you start retrieving the scientists. Having to visit potentially over 120 towns and do a (s)earch on each one at least a half-dozen times (because IF there is a scientist in that town, it's randomized as to whether or not you'll find him with any one search so you need to be thorough) is just too much of a pain with way too much combat that doesn't really matter. At that point it's just a constant cycle of replacing dead gang members, (l)ooting for more supplies, rinse, repeat. I really did feel like it was a good approximation of a Mad Max type world though... at least as seen through 8-bit, 64k eyes.