Conflicts of war have always been a very good focus for creating unbridled games of action without the need for an overworked narrative. Major conflicts, especially the Second World War, have generally been exploited. This confrontation has been very recurrent, because it is a turning point between the “traditional” war and the modern war, which has always given it a wide range of weapons and military equipment. We have examples in CoD or Battlefield, even in a format more similar to the one we are going to analyze today, Rising Storm.
That does not mean that other wars, both later and earlier, are not a good breeding ground for developing shooters or action games in general. We have seen a multitude of FPS based on modern warfare, with less or more success. Of those we have not seen so many have been from the Great War, or the First World War, it is true that some incursions have been made but never with too much acceptance. We assume that it is the popular conception of the type of war that was, slowly and without much progress, based mostly on a long trench war. It is not wrong, it is true that for the most part it was a war of position, but no war begins or ends still, there were several stages in which it was won and lost ground on both sides, which could be a good breeding ground to create different styles of play, and on which the aforementioned incursions have been based. Tannenberg is one of those attempts, developed by M2H and Blackmill Studios, is an independent expansion of Verdun, an FPS of this same studio that has enjoyed some success. It is a first-person shooter, which revolves around his multiplayer proposal, and is available on Steam.
Not too massive…
Create a multi-tasking FPS that works always in difficulty, you have to have a fairly important active player base, that’s what a multiplayer is based on. We can say that yes, Verdun was a success and was played quite a bit, Tannenberg has a little problem in this respect. It has been in Early Access just over a year and has come out of this format less than a month ago, we could say it should be at its best, however our experience has mostly been battling bots, there were only about 5 players each time we entered a battle. This is not a good sign since each map contains about 64 players.
This may be due to several factors. Early Access does not usually attract much because you never know how long it will be in that category and often bring many changes, as well as not too optimal performance. It may be that your Early Access exit has been camouflaged by the number of games and ads that have been going on lately. Or it may simply be because Tannenberg has shortcomings that have not even attracted the player base he had in Verdun.
As we have already detailed, shooters often need movement, action and variety, so other conflicts of war are often preferred. This does not mean that the Great War had no variety in its weaponry, was more limited, most were the first attempts than we would later see in World War II or were too heavy to move them comfortably on the battlefield. This is one of the biggest problems that Tannenberg has, we got good resources about the game from world-tracker.com, since all the arsenal we can handle are, for the most part, bolt rifles, pistols and any weapon capable of opening skulls in a trench (shovels included), apart from the position machine guns, but as its name indicates they are fixed and cannot be moved.
This denotes a serious lack of equipment, since there is not much difference between rifles, except that some of them have to be completely unloaded before reloading, and pistols unless they are revolvers or semi-automatic also have no difference. There aren’t even telescopic sightings for rifles. In the end all classes are similar by the weapons they carry, which also do not change the damage, the pistols kill with two shots, or one in the head, and the rifles where they hit, kill. This could have been arranged if some kind of machine guns could be carried behind their backs to put them in the best place, be able to make use of mortars, implement armored cars of the time (slow tin cans and with precarious weaponry), key elements that would give more game and variety to an FPS in which there is hardly personalization or difference.
As we have said there are different classes in the armies
a total of 6 different platoons each with their historical uniform and within each 4 classes: Sergeant, soldier, support and Grenadier. Apart from the fact that the sergeant can call air support and that the support recharges ammunition, and some benefits when it comes to weapon stability or conquer a point faster, it doesn’t change much between types of soldier. It has a very simple progression system, we will win race points (in some way unspecified) with which we will be able to unlock other weapons combinations for our classes, always among the few equipment options we have. This whole system does not give Tannenberg many possibilities and most of them will be aesthetic changes between the platoons, comfort pointing better or counting on hand-to-hand grenades or weapons. The fact that it is very hardcore, we die blinking, gives it a very precise immersive touch, but in turn takes away possibilities from strategies such as assaulting a trench sword in hand.
Feel like an expendable soldier (im)
We can’t complain about immersion, that’s for sure. Tannenberg takes great care of that aspect, both with the uniforms of the platoons and with the sounds of the battlefield, you really feel like your head is going to blow if you look down the trench. Explosions, propeller planes flying over, gunfire everywhere, the effect of suppression fire, etc. mapping is brutal at the very least, battlefields with hills, many checkpoints with trenches, weapons of position… All placed at the most strategic points of the battle. The maps are entirely based on Real areas and offer a wide variety, using the Eastern Front between Germans and Russians.
Certainly from the little bad graphic section you can say, improved, but worked for the kind of game that is. The scenarios, uniforms and even weapons are detailed at a high level and are true to the historical moment. Tannenberg takes great care of this section, which is also well optimised and does not slow down the technical part at all, which is appreciated. Next to the sound effects is the best you have to offer us.
Tannenberg has three game modes: Conquest, elimination by teams and all against everyone. Three basic modes, in the first we will have to move forward and capture strategic zones, the second is a direct confrontation between two large teams and in the third we will be alone in the face of danger. One thing that is missing is some campaign format (although you end up playing against bots most of the time), but especially some kind of tutorial that allows us to try certain things or just get to the controls. Counting on certain mechanics such as gas attacks, for which you have to wear gas masks, or make use, as Sergeant, of communications equipment and many other mechanics, which would be more quickly assimilated with this kind of way.
Tannenberg is a title devoid of real content that makes people hook up to their multiplayer. It lacks customization, progress and Variety which is, at gameplay level, what will keep us fighting hours and hours on the battlefield. This care at the graphic and sound level, has a fantastic immersion and detail, but it is crushed by the total lack of players. This makes every detail go into the background, because after all we are playing a multiplayer and what we want is to feel the thrill of being better than the rest (and killing people by shovels).