The black hole… what IS this strange 
      phenomenon that won’t allow even LIGHT to escape its grasp?
      If you believe the scientists, you’ll 
      claim it’s concentrated mass from a collapsed star, with a gravitational 
      pull so strong it would rip a person to shreds mere seconds after event 
      horizon.  But the rest of us know the scientists have no proof, and we 
      want to know for SURE!!
      Fortunately, a small French team 
      called Eugen Systems have brought us their own unique, daring vision of 
      black holes, and what’s on the “other side”….  it’s a really corny, 
      comic book, sci-fi gladiator deathmatch!!  Woo hoo!!!  Now we’re 
      TALKIN’!!!  
      Yes, I’m referring to an unheralded, 
      but extremely quirky little game called The Gladiators: Galactic Circus 
      Games.  Brought to us by Arxel Tribes, a publisher known better for its 
      lineup of successful adventure games, Gladiators is a tactical combat game 
      that’s equal parts RTS (real time strategy) and arcade mayhem.  At no 
      point does the game take itself too seriously, which is always a 
      refreshing change from the sombre offerings in many RTS titles.  Instead, 
      Eugen has single-mindedly opted for intense action and B-movie fun.  It 
      may not be everyone’s cup of Jolt, but it deserves to be 
      taste-tested at the very least.
      The game opens with an outrageously 
      campy backstory presented in hand drawn stills that would do Marvel 
      proud.  The dialogue is a patchwork of every genre cliché imaginable, the 
      voice acting is completely over the top, and the story itself is so cheesy 
      it should be served on crackers.  In other words, it’s a hoot!!  
      
      Former Marine Greg Callahan, a loose 
      cannon, is called upon to pilot a shuttle into a black hole on a top 
      secret (even from us) mission.  Predictably, everything goes haywire for 
      Callahan and his crew, and before long he is captured by a hulking robotic 
      General Maximix (no relation to Maximus, presumably), imprisoned, and 
      sentenced to death on planet Myridia.  Purely by fortunate coincidence, 
      Myridia is in need of a new (don’t say Roman) Emperor, and the former 
      Emperor’s daughter (Princess Lydia of Myridia) just happens to be a 
      blue-skinned knockout that enlists Callahan to be her “champion” in a 
      gladiatorial Deathbowl challenge to determine the new ruler.  Yep, I 
      realize the complexities of this drama are little overwhelming, but 
      hopefully you were able to keep up.  
      As you first take control, you are 
      thrust in the role of Callahan, and dropped into a giant stadium for a 
      series of  “to the death” scenarios against Maximix and a demonic figure 
      named Fargass.  This is serious business for you, but the source of wild 
      and bloody entertainment for thousands of local citizens in attendance at 
      these “Circus Games”.  Your events are announced by the Deathbowl host and 
      greeted with loud cheers whenever significant deeds are performed.  
      
      These gladiator matches are not 
      one-on-one encounters, but a series of squad battles.  Each side has a 
      limited sized force comprised of a small number of different unit types, 
      so gameplay is all about best utilizing your troops as a team.  Although 
      called an RTS game, there is very little of Gladiators that resembles a 
      conventional RTS, so it’s misleading to call it one.  There is no base 
      building, no tech tree, no standard resource-gathering, and a largely 
      linear path to success.  Really this is a game about tactics over 
      strategy; closer in design to Commandos than Command and Conquer.  
      
      The mission objectives can vary, 
      although really all of them come down to one thing – survival.  Some goals 
      will include defending a position for a defined period, while others 
      require you to advance and capture defended outposts.  Many missions will 
      expect you to do some of both, as objectives change periodically.  
      
      The feature that sets Gladiators apart 
      from other games of this type (not that there are many), is the use of 
      power-ups scattered throughout the maps (at pre-determined points, not 
      randomly).  Power-up bonuses consist of such things as health, speed, or 
      attack boosts, or can even provide instant “reinforcements”.  In addition 
      to the bonuses, however, are Joker Cards that can either be spent on 
      creating new troops at centralized spawn points (once captured), or be 
      allotted to any power-ups you’ve accumulated during the mission.  This 
      element doesn’t add a heavy layer of strategic complexity to the game, but 
      it does require some decision making, which is always welcome.  For the 
      most part, the periodic spawn points work well, because it keeps the troop 
      sizes manageable.  Weighing acceptable losses when you’re nowhere near a 
      spawn point is one of the factors any player must take into 
      consideration. 
      The maps are quite large, and each 
      mission takes a great while to complete, even without replaying sections, 
      which will occur a LOT.  There are no difficulty options, and let the 
      record show – this game can be HARD!  On more than one occasion, even I 
      felt ready to throw in the towel.  To the game’s credit, however, despite 
      the difficulty, each battle felt possible, so even after quitting 
      in disgust, I felt that intangible desire to try it “one more time!!”  And 
      in fact, with a little perseverance and experimenting, I was eventually 
      able to overcome.   
      There are three separate campaigns in 
      Gladiators.  You must begin with Callahan’s campaign, but in time you will 
      unlock campaigns for Maximix and Fargass as well, so there is equal 
      opportunity to play each.  It’s not required to FINISH each campaign 
      before proceeding to the next, but you must complete the first several 
      missions before unlocking the next.  I’ve never been a fan of “locked” 
      features in games, but it’s so common it’s almost not worth complaining 
      about it anymore.  Still, I’d have preferred the complete option from the 
      beginning, or at least have the choice to play Maximix or Fargass after 
      Callahan’s early missions.
      Troop types are limited, but well 
      balanced.  The human army contains rifle troops, artillery, stealth 
      scouts, tanks, and attack helicopters, which match nicely against 
      Maximix’s laser-firing robots and the magic-wielding melee creatures 
      belonging to Fargass.  
      Several important keys to success in 
      Gladiators are line-of-sight and elevation.  Unlike most strategy games, 
      there is no fog of war covering the unexplored map.  In Gladiators, you 
      can scroll the entire map to see layout, and even the available 
      power-ups.  The only thing you can’t see is the enemy, and that is where 
      line-of-sight factors in.  As the player, you won’t be able to see enemy 
      units until your troops do.  Unfortunately, not only did it seem unnatural 
      to have enemy troops suddenly appear out of nowhere, but some of my guys 
      must have been darn near blind, so this didn’t always work as it should.  
      On many occasions, I found myself getting pelted by “hidden” enemy fire, 
      even though my troops were standing WELL within what should have been an 
      appropriate distance.   The game’s flora also factors into line-of-sight, 
      as it’s possible to hide in ambush until the enemy is practically upon 
      you.  Once again, though, not only were my troops pathetic at “seeing” 
      concealed units no matter how close, it was hard even for ME to see them, 
      and therefore target them for attack.  I learned to really HATE long 
      grass.
      Something that improves both 
      line-of-sight and fighting ability is having an elevation advantage.  
      Whether from natural sources like hills, to the many towers, buildings and 
      bunkers, troops gain a significant boost from higher ground, so it’s 
      important to use this to your advantage.  Needless to say, the opposing 
      sides are familiar with this, as well, so you’re guaranteed to find any 
      structures you encounter already occupied and shooting first.
      Regrettably, many times my troops 
      would inexplicably LEAVE an elevated area, presumably to chase an enemy 
      who had left its range.  As this often required descending long 
      staircases, the pursuit made for a fun little duck shoot for the enemies.  
      Although overall the game’s AI was solid, it really failed in these 
      instances, and made me prefer to defend from the ground whenever possible 
      to avoid this frustration.  Occasionally, however, even on the ground, 
      some of my troops with distance weapons would prefer to walk right up to 
      the enemy before engaging. Since there really is little else to Gladiators 
      besides these skirmishes, these failings should have been addressed before 
      release.  
      The graphics in Gladiators are 
      excellent.  The terrain ranges from desert to ice to tropical, and 
      everything is colourful and vivid, of which we don’t see nearly enough in 
      games.  Units and buildings were modeled nicely, animations were smooth, 
      battle effects were impressive, and everything maintained its “comic book” 
      feel throughout, which helped counter the intense action with a certain 
      playfulness.   I appreciated the contrast.
      Unfortunately, the cutscenes between 
      each mission are fairly poor.  They frequently stuttered although my 
      system easily exceeded even the recommended specs.  Unlike the opening, 
      which used still drawings, the cutscenes are animated, but the characters’ 
      mouths don’t move, which I found distracting.  I’d have preferred one 
      artistic style or the other, rather than an awkward mishmash of both. 
      
      Sounds in the game are well done, 
      again from the perspective of B-movie quality, of course.  In a serious 
      game, I’d be criticizing the voice acting for being completely 
      unconvincing.  In Gladiators, that’s the point.  During gameplay, units 
      provide different vocal acknowledgements that are quite humourous – from 
      the dorky “Yippeekayay” of the human infantry to the gloating “Too easy” 
      of Maximix himself, you can’t help but get a kick out of hearing from your 
      troops.  I only wish there were more selection, since they did get 
      repetitive after a while, but I’ve yet to play an RTS with enough variety 
      of unit response.
      Music in the game is a nicely varied 
      soundtrack, from subtle tunes during periods of exploration to a harder 
      driving upbeat score in the heat of battle.  It added to the overall game 
      atmosphere without being intrusive, which I appreciated.  Other sound 
      effects were solid, though unspectacular.
      Perhaps my biggest complaints about 
      Gladiators relate to the interface, and the camera angle in particular.  
      As a 3D game, the camera can be scrolled all over the map, rotated, and 
      zoomed in and out.  The camera movement was silky smooth, and everything 
      looked terrific.  However the zoom in feature, while nice on the rare 
      occasion, was next to useless on a practical level, and even worse, the 
      camera never zoomed OUT far enough to be comfortable.  There simply was 
      never enough of the map showing for adequate strategic maneuvering, 
      particularly when trying to control airborne units.  This was an endless 
      source of annoyance, as it was constantly necessary to scroll around the 
      map.   The game’s mini-map was functional, but given the linear nature of 
      the game and line-of-sight limitations, it served little purpose.
      A further complication was unit 
      selection.  Although friendly units are selected and grouped by 
      traditional RTS methods, it is difficult to focus on smaller groups or 
      individuals, as units tend to bunch together.  It is also impossible to 
      select enemy units to check on health status.  Instead, hovering the 
      cursor over an enemy unit momentarily will bring up the unit stats, but in 
      frenetic battles, this simply couldn’t be done.  The biggest drawback, 
      however, is that although units do a good job of engaging the enemy 
      without being micro-managed (outside of the failures mentioned 
      previously), they showed no ability to target common enemies, so you’ll 
      want to quickly jump in and cause your troops to collectively focus on one 
      unit at a time, and be unable to do so effectively.  Indeed, once battles 
      begin, there is really very little to do but sit and watch (they’re over 
      quickly),  and hope for a favourable outcome.  I realize this is an 
      inevitable tradeoff for the faster paced action sequences, but the fact 
      that it was necessary doesn’t make it enjoyable.
      For some reason, the game keeps 
      “score” for you with a running tally onscreen, and at the end of each 
      mission, you’re provided with an overall grade.  Obviously this was an 
      attempt to encourage replay, but to me it seemed silly.  The goal of 
      gladiatorial combat is to be the last one standing, plain and simple, and 
      players should feel rewarded for particularly hard-fought wins, not 
      criticized with a (potentially) poor “mark”.  
      One of the factors that affects the 
      grade is the elapsed time of each mission.  Yes, there is a continually 
      running clock visible, as well.  As units all heal themselves gradually 
      over time, it’s occasionally prudent to take time before initiating the 
      next battle.  Of course, this will lower your score, and could ultimately 
      cost you the mission, since apparently each scenario has an overall time 
      limit (not being the patient sort, I didn’t encounter this feature, 
      myself).  
      Thankfully, Gladiators allows for 
      saving anywhere, and a quicksave feature makes things even easier.  A word 
      of caution, however, is to NOT rely solely on the quicksave, as you could 
      inadvertently do so just prior to an overwhelming attack.  The load and 
      save times are a little longer than I’d prefer, but nothing that had me 
      howling in protest.
      I experienced only (only??) two 
      crashes with Gladiators, both of which came as I attempted to save.  While 
      annoying, I was pleased to find out that my data HAD been captured in a 
      “panic” save slot.  I’m not sure why or how that feature was implemented, 
      but it sure came in handy on those occasions.  During gameplay, the only 
      other problem I encountered besides the AI inconsistencies was the 
      occasional scripted event which did not trigger properly.  In one 
      instance, I was to defend my position against an onslaught that never 
      came.  Only when I ventured out to initiate contact did the enemy engage 
      me.  It’s no problem in the long run, but it was a short-term waste of 
      time for me (never a good thing).  
      Gladiators’ multiplayer component 
      include eight maps available for Assault, Capture the Flag, Deathbowl and 
      Gladiator modes, by LAN or internet.  It is also possible for up to four 
      players to cooperatively play the single player missions.  While these 
      might be fun, it once again seems like too little to entice players to 
      stick to it for long. 
      There’s no denying that The 
      Gladiators: Galactic Circus Games is a worthy addition to the sub-genre I 
      would call RTT (real time tactical) games.  Its fast action, arcade 
      influence, and campy fun make for a nice change of pace from other 
      offerings, and that alone makes it deserving of attention, so I commend 
      Arxel and Eugen for their innovative approach.  Ultimately, however, I 
      found the game couldn’t sustain its own pace.  There simply was not enough 
      variety in map design, objectives, combat strategy, or even unit types to 
      hold the early momentum.  The more the game wore on, the more repetitive 
      it became, which is really a shame because it originally promised so much.
      I’m afraid I can’t recommend this game 
      for newbies to the genre because of its uncompromising difficulty at 
      times.  However, if you are (or know) someone who thinks the tried, true, 
      and overdone RTS formula is too complicated and slow, and wished that 
      strategy games had more of a shooter mentality, you’ll find Gladiators to 
      be just the ticket.  If you’re a strategy fan open to trying something new 
      just for a breath of fresh air, by all means give this game a look – just 
      expect it to reinforce your love of the deeper RTS games before all is 
      said and done.  I suspect that Gladiators would have fared better as a 
      budget title than a full-priced offering, but if you can find it for a 
      reasonable price, you just might want to take the chance.
      Final score: 71%
      
      Played on:
       
      
      Win XP
      
      P4, 2 Ghz
      
      512 MB RAM
      
      GeForce 4
      
       
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