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Helpful ReplyNew Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish)

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xanderf
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2012/04/15 22:07:31 (permalink)
Background
This kind of came out of the blue for me - saw a post on SubSim.com about it releasing this month, and then lo and behold it appears on Steam last week.
 
Given my interests (naval history!) this was a natural purchase.  I've played a LOT of "Harpoon" back in the day, as well as more recently (very slightly more recently) "Jane's Fleet Command".
 
One thing both of those games have in common is that they hate running on modern systems.  Neither is easy to get working on Windows 7 - although Fleet Command has at least a recent-ish Steam port that at least makes INSTALLING it possible...but the graphics are abominable 16-bit color (which means very bad color banding on modern video cards), and the game does nothing with widescreen monitors - so you have to either have huge black bars on either side of the very-square image, or stretch the heck out of it.
 
Well, along comes the spiritual successor to Fleet Command - Paradox's "Naval War: Arctic Circle".  And, needless to say, as a modern title, it looks GOOD:

(Our man, the Nimitz-class aircraft carrier!)
 
...complete with direct integration with Steam, complete with achievements and everything:

(Working my way through the campaign...)
 
It comes complete with some of the classics of the old Cold War-era gaming...

(here, the old favorite 'Kirov'-class, with a 'Slava'-class in the background.  LOOK AT ALL THOSE MISSILE TUBES!!)
 
However, as the game is set in the year 2030, it also features the new coolness of hardware just starting to come out.  For example, the F-35 Lightning II is a MAJOR player in the game...

(a flight of our latest hardware)
 
So...'2030', you say, 'what's up with that?  So far in the future, it's just guessing SciFi-work...'
 
Well...no, not really.  I mean, it's only 18 years away at this point.  And given procurement schedules for naval hardware (most systems are procured at LEAST a decade before they enter service...so we'll have a pretty good idea today what could even be available then), as well as service life of ships (while the frigate USS Constitution entered service 200 years ago, it IS rather more the exception that the rule - still, the USS Enterprise just went on its last mission...and that ship was commissioned 51 years ago)...well, the long and short of it is that we will actually know pretty well what naval hardware is being used in war by 2030.
 
And the changes you'd expect are there:
  • F-16?  Gone!  Primary light air combat unit is the F-35
  • F-15?  Gone!  Land-based air superiority (and light strikes) are provided by Eurofighter Typhoons, or the *excellent* F-22 Raptor
  • F/A-18 C?  Nope - although the F/A-18 'Superhornet' E and G are deployed on various carriers.
  • The UK has their new 'Queen Elizabeth' class in service.
  • Carriers have LOTS of drone aircraft.  Actually, so do the land bases.  Just...there are a bunch of drones in service.
...etc
 
As far as the background - it's mostly touched on outside of the game, but basic premise is that global warming (not making a political position, here, this is the game story) has continued and resulted in a permanent 'Northwest passage' forming for a major sea trade route to exist around the north of Canada.  Resulting economic upshifts resulting from this climate change and oil running lower has caused some schisms in the existing political alliances.  NATO is still a factor, but the US primarily has pulled out of the Atlantic in support of Pacific operations.  Emboldened by a weakend NATO, and feeling internal pressure on their internal economic needs, the Russians invade the European countries making up the 'Northern Alliance' (a sub-set of NATA consisting of the UK, Germany, and Scandinavian countries).
 
So that's really how the two sides shape up - Russian forces on one side, and UK/Norway/Denmark/German/etc forces on the other.  The US *does* show up later in the campaign, of course, once the war really gets going.
 
Appearance
Well, it's fairly straightforward as things go.  The game is played entirely from the screen seen, below.  You notice the 3d window in the bottom pane, which shows a realtime view of what you've got selected...ship/aircraft/missile/airbase/etc.  And the upper window showing the map.  This is PROBABLY the best way to play the game, as EVERYTHING you can do in the game must be done via the map or the panel in the lower right (or popup panels)...there is no facility to interact meaningfully in the 3d view aside from just panning around and zooming in/out.  Similarly, the map in the lower left is just information-only for unit positions (useful when you are very zoomed in on the upper map).
 

(Defending ol' England...)
 
You can toggle the 'map' and '3d view' windows back and forth, which is handy when taking screenshots or watching an action sequence (a missile about to hit its target, for example), but...that's about it.
 
Textures are serviceable, but nothing to write home about.  Sounds effects are...serviceable.  No voiceovers, and the sound effects for aircraft takeoff/landing/weapon firing/weapon hit/engine sounds/jet sounds/prop sounds/etc are...actually, I think I just listed all the sound effects in the game.  It does feel pretty capably done, but also limiting.  There isn't much variety!  There are also basically just three musics tracks that play - a menu track, as well as an in-game 'ambient' track, and then a more action/fast-paced track that plays when a weapon is in flight.  Annnnd...that's it.
 
The net-net of it is that while it does honestly look decent, and sounds fine in play, when you sit back and think about what you are seeing and hearing compared to other titles...it's immediately clear this is an 'indie' title.
 
Campaign
As befits a borderline-indie title, the story is told - rather than through full cinematic or rendered cutscenes - by newspaper articles (between each mission) and plain-text briefings...
 

(The Russians are coming!  The Russians are coming!)
 
There is nothing 'dynamic' about the campaign, though...it's not branching, the start points of the units varies only a little bit (a particular sub won't be in the exact same place on the second replay of the mission...but it'll be close).
 
And there is no mission builder!  No 'random' missions, etc.
 
It definitely feels, in that regard...a bit stale.  The developers are quick to point out that the missions are just data in an XML file, and the user community is already working on external-tool mission builders, but...well, first off, they aren't available, yet, and the capability really ISN'T in the game.
 
So, potentially, somewhat limited re-playability for the game.  One run through the campaign (looks like about 20 hours), and then again from the other side, there are four multiplayer missions, and...that's that.
 
If this was a Tier-1, $60 game, that would be a BIG problem.  But also befitting an indie title...it's cheap.  Only $20 at the moment, and for the next 2 days, also comes free with Conquest of the Americas, which you'll note is a $30 game, so...I guess they are giving you $10 to play this?
 
Gameplay
How does it play, though?  Well, very easy, actually.  RTS gamers should adapt pretty easily - click on a unit, right-click what you want to attack.  You could, maybe, work with that.  However, in clicking on any unit, you can also see it's various weapons systems.  GENERALLY (and how I play and do well), you'll do better off setting waypoints for your ship on the map, and then attacking with specific weapons of your choosing at the appropriate time.
 

(Setting waypoints)
 
There are 'stances' you can set for your ships, too (attack any hostile target, fire in self defense only, hold fire), and in engaging you can set how many weapons are used - modern ships, after all, not carrying a LOT of anti-ship weapons (the options tend to be 'fire only a single weapon' vs 'fire enough' vs 'overkill'...which is almost always the option you want to use against an enemy with active air defense, even though it will use up nearly all your missiles at once).
 
Similarly - especially for a modern naval game - managing sensors is a big part of the picture.  As an active sensor relies on reflecting energy off a target and coming all the way back to you, the 'range' of detection on an active sensor is obviously twice as far for ships and aircraft passively listening for your signals than it is for you active emitting.  So you generally don't go active until you are detected!  And each aircraft, ship, airbase, and unit has its own bevy of sensors that can be enabled/disabled at will...
 

(Managing sensors on some Tyhoons)
 
As expected in a modern wargame, aircraft are a MAJOR factor here.  And work similarly to ships, actually.  There are various aircraft bases in the game...carriers, airbases, most cruisers have a helicopter flight deck, etc...that you assign destinations (and missions) to aircraft from.
 

(LOTS of aircraft!)
 
...complete with weapons that can be specifically employed from aircraft, or let them manage the attack.
 
Overall, the general feel of the UI is very intuitive.  Missions are easy to assign, and make sense in how they work.  The combat ends up feeling very much like "Harpoon" and "Jane's Fleet Command", although the interface is so much easier to work with!
 

(Aegis - shield of the fleet!)
 
Really, the first impression I took away from the game starting it out was how FAST it starts up, and how QUICK you can get into a mission.  It feels, very much, like the best indie games in that regard...not a lot of baggage, not a lot of HD textures to load, etc.  The game just fires up quickly, and feels light and lean.
 
Conclusion
Overall, I'd say this is recommended, given the price of $20 with 'Conquest of the Americas' includes through the 17th.  Available on Steam, now.
 
AFTER the 17th, when it's $20 for just the game on its own?  Eh...I'd buy it again, but just because I'm a fan of modern naval combat.  However, the limited replayability in each mission, limited mission and unit set,  more budget/indie production values means that it feels like a BIT of a stretch at that price point.  $9.99 or $14.99 would be a better fit.
 
And to be clear on this - it's really not something you notice while PLAYING.  About the only thing jarringly 'budget' about it is the between-mission briefings!


(Greetings, I am Admiral Tacky Dialog!)
 
Everything else you have to specifically try to notice the limitations in...I mean, sure, every missile launch sounds the same, but...they sound GOOD.  And how many missiles do you really fire?  Even though it would conceptually be repetitive hearing the same sound over and over, it's just a rewarding SWOOSH - just as you have spent the time to line up the perfect attack - that you end up looking forward to it every time.
 
And much of the game feels like that.  Conceptually, I know that the ship textures are pretty simple and flat, but I'll be danged if I don't love seeing those fleets firing off missiles in combat...
 

(CRY HAVOC!  And let slips the dogs of war!)


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XrayMan
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/15 22:16:51 (permalink)
 
Nice review!  Thanks!

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Newguy1212
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/15 22:17:49 (permalink)
do you think this will run on a laptop??
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xanderf
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/15 22:29:04 (permalink)
Newguy1212

do you think this will run on a laptop??

Depends on the spec, I suppose.  My gut reaction would be 'easily' - the entire installation folder for the game is only just a smidge over 1gb, total.
 
I have a single GeForce 560 Ti at the moment (the other is dedicated to Folding).  When playing the game at 1920x1200, with all in-game options on 'Ultra' (including 8xAA), my GPU usage with the large 3d view hovers around 80%, dropping to 40% or so at times.  GPU memory usage appears to be about 200mb.


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xanderf
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/15 22:38:57 (permalink)
Noting the system requirements from the Steam store page:
 
OS: Windows XP/Vista/7 (32 or 64 bit)
Processor: Intel Core 2 DUO 1.8 Ghz or AMD equivalent
Memory: 2 GB (4 Recommended)
Hard Disk Space: 2 GB free
Video Card: 256 MB GeForce or ATI equivalent Direct X 9.0c or 10 (does not support intergraded graphics card)
Sound: Direct X compatible
DirectX®: Direct X 9.0c or higher
 
...those feel legit to me.  The game seems really very light on the system resources.  At high time compression, it can sometimes take a moment or two to spin back down to 1x time compression (you'll use time compression a LOT), but that happens even on my system, so I think that delay is either intentional or an engine limitation.


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ramcharger89
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/16 05:47:36 (permalink)
Thanks,
First time I saw this game I said "Harpoon"!
 
Now if they could remake "Pacific War" I'd be happy!

1)CPU:Xeon 3450-CPU Cooler:Zalman 9900 Max-MB:P-55 SLI-MEM:Corsair XMS3 1600 DDR-3-HHD:WD640 BLK-GPU:2x470GTX-PSU:PC P&C-910-CASE:XCLIO Windtunnel-OS:WINDOWS7 PRO-64 Bit- BIO:74
2)CPU:i7-860-CPU Cooler:Zalman 9900 Max-MB: P-55 FTW-MEM:Corsair XMS3 1600 DDR-3-HHD: WD640 BLK-
GPU:2x560ti in SLI-PSU:PC P&C-950-CASE:NZXT Hades-OS:WINDOWS7 HOME PREM-64 Bit-BIO:74
We want an unfair advantage-This is War!-ShaneD
    
  
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xanderf
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/16 09:57:29 (permalink)
ramcharger89
First time I saw this game I said "Harpoon"!

Well, it's definitely more "Jane's Fleet Command" than Harpoon.  Feels kinda less 'crunchy' from the technical side.
 
No NTDS symbology, for one.  Limited theaters (well, actually, just the one - the 'Arctic Circle') vs Harpoon's basically-the-entire-world (even if 'land' really wasn't anything but a line on the map).  Limited platforms (something like 70 ships and aircraft vs everything-ever-made-like-ever).  And an awesome 3d view of the ships!


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xanderf
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/16 21:15:29 (permalink) ☄ Helpful
New developer diary posted:

 
...note, particularly, 0:45-0:46 in the video showing the menus.
 
Looks like we are getting, in some future patch, the 'Encyclopedia' (VERY welcome!  It was sorely missed in the initial release), as well as 'Content' that appears to have "Downloadable (DLC)" and "Battle Sets" items.  Which means it looks like there will be some DLC to come that introduces new units/theaters.
 
Cool stuff!
 
The developers have actually been REALLY responsive in supporting this game - two patches released to date, already.
 
1.0.2.3 (04-12-2012)
GUI:
- Fixed: CultureInfo not set when running French version of game causing GUI to fail to initialize.
- Fixed: Scenario names and descriptions that's not localized will now fallback to English instead of just showing LOCID.

Gameplay:
- Fixed: Crash related to missiles targeting aircraft that lands on a base.
- Fixed: Error in hitpoint damage calculations (damage will now be higher)

Database:
- Updated: Changed weapon trajectory on 'AS-4 Kitchen' missile from sea skimming to high altitude.
- Updated: Increased terminal speed range on 'AS-4 Kitchen' missile.
- Updated: Increased minimum weapon range and highest operating height on 'AS-4 Kitchen' Missile
- Updated: 'RIM-67 Standard ER Missile' can now target surface and also be targeted itself.
- Updated: Increased effective weapon range on 'RIM-67 Standard ER Missile'
- Added: 2 'AIM-9 Sidewinder' missiles default weapon load in 'F/A Super Hornet'
- Fixed: Name on 'Sikorsky SH-60B Seahawk'
- Fixed: Name on 'Pyotr Veliky'

Input:
- Added: Keyboard bindings for zooming in satellite map (PageUp and PageDown)

Sound:
- Fixed: Stopped playing menu music when opening Credits screen from main menu.

Misc:
- Updated: Upgraded to Unity 3.5.1f for improved memory management.
- Updated: Properly unloaded textures created in memory during runtime.
- Updated: Improved memory management to avoid fragmentation.
- Fixed: Cleared object pools when exiting game to menu.
- Fixed: Stopped trying to re-initialize game when exiting to desktop. Fixes FileNotFoundException reported in output log.
 
1.0.3.3 (04-16-2012)
GUI:
- Fixed: Changed font in Victory/Defeat screen when using Norwegian language to handle special characters (æøå).

Gameplay:
- Fixed: Weapons that can target surface units can now target submarines that's on the surface. (YAY!YAY!YAY!)

Database:
- Added: Localization of "Tutorial 5: Radar"
- Updated: 'C01S11: Wings of Retribution' scenario difficulty increased. Added more enemy air, reduced own offensive units and added spotter for enemies.
- Updated: Reduced effectiveness of torpedo decoy.
- Updated: 'JAS-39 Gripen' Air superiority Amraam load increased from 4 to 6. Air superiority (LR) added 2 Amraam.
- Fixed: 'C01S07: Baltic Breakout' victory condition for enemy could never be met.
- Fixed: 'C01S12: Ragnarok Armada' victory condition.
- Fixed: 'C02S06: Hide and Seek' victory condition for destroying airport.
- Fixed: Removed trailing dialog entry in dialog before 'C02S07: Northern Lights'.
- Fixed: Broken newspaper body before last Russian campaign mission.
- Fixed: StrengthPercent is changed to percentages for jammers.
- Fixed: Patriot SAM Base misnamed.
- Fixed: Ronneby spelling.

Input:
- Fixed: Mouse wheel and keyboard not working for people that had previously played other Unity3D games that required DirectInput.

Misc:
- Fixed: Several causes of game crashing removed. Also added more logging to track down harder to identify ones.
post edited by xanderf - 2012/04/16 21:30:42


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xanderf
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/17 07:27:19 (permalink)
BTW - only a couple hours left on the "Conquest of the America's" (normally $30) + this game ($20) for $20 total.

Deal ends at 10am PST.


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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/04/20 12:19:12 (permalink)
New patch today - includes a new scenario!
 
1.0.4.3 (04-20-2012)

Sound:
- Added: New background sounds for dialog scenes in campaigns.

Gameplay:
- Updated: Land installations already known to opponent sets active radar automatically at start of game.
- Fixed: Rare crash related to group movement.
- Fixed: Bug in visual and IR sensor logic that reduced range.
- Fixed: Aircraft not moving forward when changing elevation.
- Fixed: Unable to redesign detection as Undetermined after it has been marked as Foe due to mission settings.

Database:
- Added: 'Battle of Jutland 2030' multiplayer and skirmish scenario.
- Added: TLAM weaponload for Astute submarine.
- Updated: Moved location of subs in '01S06: Peekaboo in the Fjords'.
- Updated: 'C01S03: Show of Force' made easier. Carrier group moved north, added extra P8's on Easy.
- Updated: Increased limitation on IR range.
- Updated: Increased range and resolution on Visual (binoculars added!)
- Updated: Taurus KEPD-350 name updated, model changed, range tweaked.
- Updated: Increased refueling tanks on F-35C and F/A-18 Super Hornet.
- Updated: Increased fuel on KC767 and Midas tanker planes.
- Fixed: Victory condition description in 'C02S10: Rear Guard'.
- Fixed: Helicopters can no longer be refueled in-air.
- Fixed: JAS-39 Gripen "Strike (Maverick)" loadout had wrong weapon.

Input:
- Added: Keybinding for toggling what view is maximized (map or 3D). Default key is 'Tab'
- Added: Framework for customizable input bindings. No GUI yet, but can be changed in NWACPrefs.ini
- Updated: Increased time mouse button has to be pressed before it's considered to be a drag command in the satellite map.

Misc:
- Fixed: Memory leak caused by terrain loading.


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xanderf
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Re:New Modern naval conflict game - 'Naval War: Arctic Circle' (review-ish) 2012/05/04 19:39:25 (permalink) ☄ Helpful
BIIIIIG update today:
 
1.0.5.6 (05-04-2012)

GUI:
- Updated: Removed possibility for fixed wing and helicopter to be launched together in a group in Flight Deck. Units that can't be launched together will be greyed out in flight deck.
- Updated: Made clearer what units isn't ready for launch in Flight Deck.
- Fixed: Problem selecting group from Units Panel after it had previously been selected.

Satellite Map:
- Added: Deselect unit/group by holding down left control button when clicking on the icon in the map.
- Fixed: Properly destroyed Jamming vector line when loading new level.

Gameplay:
- Added: Gradual decline in hit % over range for multipurpose guns.
- Updated: AI submarines will fire at all targets in torpedo range.
- Updated: For missiles in groups, only one will perform sensor sweeps. This improves performance significantly when there's lots of action.
- Updated: Missiles do not check sensors against units other than target (when they have a target). This also improves performance.
- Updated: Increased chance of component damage on impact.
- Updated: HighLevelOrders for launching AWACS air automatically goes to max altitude.
- Updated: Tweaked HitPercent vs. air.
- Fixed: Direct shots did not use GetHitPercent, ie. super laser gun effect.
- Fixed: Aircraft to flee AA missiles that can be targeted, not engage them.
- Fixed: Unable to change preferred time compression to same as set by other player (if lower than what already requested) in multiplayer game.
- Fixed: When assigning new home base for unit, entire group changes home base as well if either group or main unit was selected.

Scenarios:
- Added: New multiplayer and skirmish scenario: "War of the Roses".
- Updated: NATO submarines moved in "C01S10: Convoy 13 No Reply".

Database:
- Added: AlternatePositions list to GameScenarioGroup. If present, the group/unit will select randomly which of the alternate positions are chosen on scenario loading.
- Added: Alternative sub positions added to Jutland scenario.
- Added: CanRetargetAfterLaunch property to WeaponClass. Is on unless specifically set to false. Specifies whether a missile will search for new target if original target is lost/killed.
- Updated: Updated Vymbel R-77 to AE-PD (higher range); kept old weapon for reference. This affects balance!
- Updated: Reduce ammo on all CIWS weapons; count bursts not bullets.
- Updated: Guns/gatlings shots/min reduced.
- Updated: Guns with MaxSimultanousShots > 1 changed to 1.
- Updated: JAS39 upgraded to E: longer range, supercruise.
- Updated: Semiactive radar removed from missiles.
- Updated: Reduced TimeBetweenShotsSec for some SAM missiles (using VLS).
- Updated: Reduced TimeBetweeenShots for most SAM, AA missile weapons.
- Updated: Increased speed for Mark 46, Mark 54 asw torpedoes.
- Updated: Removed Gau12 gun from NH90 helicopter.
- Updated: Increased max speeds for Virginia, Ohio and Astute submarines.
- Updated: Increased max depth for Virginia.
- Updated: Massive increase in fuel on tanker aircraft.
- Updated: HitPercent for all CIWS incresed.
- Updated: Reduced minimum range for AA guns.
- Fixed: Sea Skua req weapon control (semihoming).
- Fixed: Absalon radar corrected to Smart-L.
- Fixed: F125 gun corrected to Otobreda 127 mm.
- Fixed: Non-helo UAVs set minimum speed to non-zero.

Input:
- Fixed: Missing mouse cursor on some systems.
- Fixed: Reset input when game loses focus.

Sound:
- Fixed: Stopped all 3D sounds when playing victory/defeat sound.

Misc:
- Fixed: More memory leaks removed.


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