Kamis, 22 November 2007

WORLD IN CONFLICT

It goes without saying that this is a good thing World War III did not break out between the United States and the defunct Soviet Union. For many of us who were children during the Cold War, the fear of being obliterated in a nuclear conflict was real. So, it's a little strange that we can now look back at that time and have the luxury to imagine what might have been. Or we can play in the world of conflict, Sierra Entertainment and Massive's incredible new real-time strategy game. This is not your standard RTS game, as in the world of conflict does not follow the familiar pattern of collecting resources, building base, and attacking armies. Instead, it feels almost like an action game masquerading as a strategy game, and it offers a relentlessly funny and surprising new approach to the genre, who works solo, and still more in multiplayer.


In the world of conflict lies in another story - the version of 1989. Instead down the Berlin Wall and the collapse of communism, the Soviet Union launches an aggression against Western Europe and the United States rushes in its forces with the help of its Western allies. Four months into the conflict, after the Navy was attrited down, the Soviet Union launched a surprise invasion of Seattle and pushes inland. In 14 missions solo campaign, you play as a company commander, which is part of the American defense lean, but there is no Soviet campaign of view, if we can play like the Red Army in multiplayer . However, the campaign of twists and weaves, leaving you an example of the experience of the European conflict, the fighting in remote areas of the Soviet Union, and bring the fight in New York.


Yes, the story is a bit of an exaggeration, but conflicting World does a great job of making the improbable seem likely. This is in part due to the excellent narration, which is spearheaded by the pitch perfect narrator Alec Baldwin. He is assisted by a great voice acting cast that brings the principle and secondary to life, with a story that offers up emotional and sometimes humorous vignettes from a world at war. For example, you hear a soldier of the Army futile battle against bureaucracy, the telephone conversation with a husband and wife, and the deliberations of the president and his senior military advisers. Although there is a little fake or two, as a gospel song in the weirdest places, the game effectively tugs at your heart, which is rare for a strategy game, especially with regard to the fate a character that you presume to be fully Unidimensionnelle but is not. Some of these capsules are transmitted through the cutscenes game, while others are provided through the graphics, drawings Romanesque style. World in Conflict also features some incredible prerendered cutscenes that are so good that you really want, there were more of them.


It is not hard or wargame simulation. There are too many Thursday abstractions for that, being able to air drop reinforcements on the battlefield in a matter of seconds repair of equipment almost instantly. Instead, in the world of conflict is exciting game on destruction. You get to unleash firepower of all modern military units, on a battlefield, but you will also experience combined with the challenges of war weapons. That's because the game has a big rock-paper-scissors combat system that captures the vicious cycle of war. The tanks can kill tanks and other vehicles, but are not as well against infantry. Artillery infantry can kill easily, but are not very good against tanks. The helicopters can remove vehicles, but are vulnerable to infantry and anti-aircraft. It's a constant chess match what you need to bring to the battle and its use. The game is also smart enough to limit the number of units that you can control. Instead of ordering the entire battlefield, you have only a handful of relative units. This makes managing your units much easier, as in the commitment of their secondary skills such as popping smoke grenades to create cover when the attack.


Then there's the game's excellent resource system. You have given a pool of strengthening the points that you can use to buy units. Naturally, the powerful units costing much more than the lowest, so you should choose quantity over quality. But it goes a bit deeper than that, as the different classes of units have different abilities. For example, light helicopters are among the best scouts in the game, able to locate enemies from a distance, but they are extremely vulnerable. Middle helicopters are able to break down the other helicopters with their air-to-air missiles, but they are not a lot of damage to the armor. Helicopters heavy tanks can eat for breakfast, but they are not effective against other helicopters. So while your initial inclination might be to the heavy load on the choppers and go after enemy armor, a wise player recognizes that there are many roles to play on the battlefield. If your units are destroyed, their cost is reimbursed slowly in strengthening your pool, so you can order replacements, but the veteran units are more efficient, giving you an incentive to keep your life experience in the units as long as possible.


The nice thing about this system is that it actually gives you an unlimited number or resources and work with the units, it is quite forgiving for players nontraditional strategy. If it sounds a bit easy, do not worry, because in the world of conflicts can also ratchet the pressure by throwing on time. For example, you may have to enter a city in less than 45 minutes, or reach another goal in a lot less time. Margins of error are much lower when working under a deadline.


Apart from strengthening points, the only other resource in the game is tactical aid points, which are earned every time you make a key role on the battlefield. You earn points by killing the enemy, but you can also earn points by entering and fortifying targets, the repair of vehicles, transport infantry around the battlefield, and so forth. Help tactic is like the icing on the cake, because you can use these points to purchase all sorts of powerful and totally cool things. You can call in air strikes, napalm strikes, the group bombers, mortar barrages, artillery barrages, chemical warfare, airborne reinforcements, precision artillery, fighter cover, and much more. The ultimate tactical assistance is the most impressive tactical nuclear weapons. In the world of conflict, the best-looking mushroom clouds in the game, and when they occur off-screen flashes white and you hear the sound of acute electronics frying. This is essentially the cooling sound of death.

All of this takes place on large, the battlefield dynamics that come alive with a symphony of destruction. Fortunately, there is little worry of collateral damage in the game, so if you have to destroy a city to save it, then we should not worry about the insurance bill. The destruction is not just cosmetic, either. There may be all kinds of tactical implications. Removing a bridge and you force the enemy to go a long way around, or, in a multiplayer game, to use a tactic to help erect a new one. If the enemy is hiding in the woods infantry and buildings, making them harder to eradicate, call napalm and just burn trees or using artillery or smart bombs to blow up the structures . While inflates so that there is no overkill. The game looks spectacular in DirectX 9, and it is significantly better in DirectX 10 with the more atmospheric lighting. If you only have a DX9 card, but do not worry -- you do not miss the game aside improvements in the ability to use dual monitor in multiplayer games.


Soon nearly everything in the game looks good, even very closely. Move the camera low to the ground and you can do all your gear soldiers. Pull on the back of the unit and you can soak in large landscapes. One thing the game is particularly well smoke. Downfall of a smart bomb on a building and it not only to explode into thousands of pieces, but it will convincingly pillars of black smoke into the sky. After a heavy battle, the sky became dark, because there is so much smoke in the air. It is the incredible level of detail in this part.


So good that the solo campaign is, however, it pales in comparison to the multiplayer game, which is fast-paced and wonderfully balanced. Imagine the first person multiplayer action game Battlefield 2 reborn as a real-time strategy game, and if you have a vague idea of how the world is being held in conflicts online. It is an insanely fun multiplayer game that allows you to be part of a team of eight as you are trying to destroy the enemy and teamwork using all weapons tactics in the book.


Everything about the multiplayer is intended to help you in a game quickly and keep you there for hours. First, when you join a server there is no wait for the current synthesis before they could enter the fight. If there's a spot open on the server, you are deposited in the middle of the current battle when you join. Secondly, there is no judgment at all. In most RTS games, you spend the first eager to try several minutes to collect resources and build a base and units. In the world in conflict, so you your first set of troops and observe parachute or airdrop in seconds later. The fighting is taking place in the first minute of every game, and it does not stop until the end. Third, thanks to the system of resources, if your units are destroyed, you can order a little more and be back fighting in a few seconds.


Team coordination can be handled by a module menu system or, better yet, systems VoIP chat system that allows you to communicate by voice with your teammates. All you need is a microphone. Playing in a relatively uncoordinated is still a breath, but if you play on a good team coordinated against another team, the student gameplay to a whole new level. The victory can be snatched from the jaws of defeat (or vice versa) in the intense match where both teams throwing himself all on the battlefield, air strikes and artillery, multiple tactical nuclear weapons, and more . Nothing is more urgent than a team desperately trying to cobble together enough support tactical points for a final nuke.


Developer Massive Entertainment has made real-time strategy games for nearly a decade now, but in the world of conflict is undoubtedly a masterpiece of the studio. Everything in this game is top quality, from dependency to the incredible visual Thursday. More importantly, in the world of conflict offers a refreshing new approach to the strategy games. So if you are a fan of strategy, you should definitely try World conflict. And even if you have disabled by type of real-time strategy games, you owe it to you to judge what Massive has developed in this exquisite.

Rabu, 21 November 2007

EMPIRE EARTH III

Be careful what you wish for. Many RTS players have been clamoring for a simplification Empire Earth in the last few years to find the first two versions of the series to be a mess of units and eras as incomprehensible as a history textbook after he been caught in a blender. So welcome to Empire Earth III, a shot back at the criticism that the answers complaints by dumbing the whole game to utter dreck. While the first two matches of the series at least inspired the love or hatred, this new arrival is so "blah" it can only generate a lot of "What the hell happened here?" Increase the shoulders.

Nevertheless, the misconception is flatter than awful. Mad Doc Software Developer probably started from a good place, in collaboration with the wise idea that many of the messy cross epoch elements should be removed for the franchise to effectively compete with its counterparts in Rise of Nations and the age of Empires rivals. To do this, designers scrapped the old model of civilization detached and moved to a different road where you guide regions of the world. Instead of choosing the British, the Persians, the Americans, or in the country, like to play, you choose one side of the West, the Middle East, Far East and empires that include basic stereotypes their cultures. Thus, the Westerners are all on research and expensive and of high quality. Eastern faces a huge number of infantry. And the Middle East specialize in the cavalry and escape tactics. You can get past these generalities only playing skirmish mode against the computer or against other human players online and selection of more traditional handfuls of nations like the United States, North Korea, Switzerland and Russia, and even then, these parties are not very different from each other in their regional blocs.

This concept is an entire imperial theme perfectly, but also simplifies things too. Indeed, the dozen civilizations typically rigged with all sorts of units and various specialties were swapped for what amounts to a measly three of them who played a bit like one another anyway. The West and East are structured the same way with the manufacturers to build centers of traditional western and eastern city, ministries, warehouses, barracks, stables, etc.. Only the Middle East differs somewhat, and most often just for portable buildings that can be extracted without the assistance or any kind of worker. You must enter in the future in an era of anything interesting with these parties, because that is when you start seeing ideas such as the Middle East and the factory hidden, camouflaged Revolutionary Guards, and the Eastern biogenetic units like supersoldier and hulking mutant. Despite these differences, playing styles are almost identical whatever part of the world calls home your empire. You have to make accommodations for the flagrant specialties noted in the preceding paragraph (which means that you must build cavalry with the Middle East, many technological research with Westerners, and the infantry crank with Orientals), but apart What this is all about the same old base building, resource gathering, and the army rush.

A large part of the world-domination new game mode also feels tired. Mad Doc has slipped a page from Big Huge Studios playbook that the developer used to manufacture Nations Rise dropping of the typical scripted campaign for a great option where you try to conquer the world. He plays an intermediary role and gender experience, moves with going on a world map, in turn, and then to see how they play in real time card skirmish. The only problem is that it's incredibly bland. The provinces are designated as imperial, economic, military or research sites based on the amount of each tower resources that the region produced (you really make this name, but in general there is not much choice because you are given the series of numbers for each category), but there's nothing to characterize these areas. You do not get to hear that, say, southern Europe is a great achievement because of its fertile farmlands and philosophical Greeks, you see that the province achieved good numbers across the board. The only advantage is to be able to equip your customized with various imperial civilization, economics and trade ATP world such as roads and infrastructure, supply lines, and an intellectual. You get to play most of these technicians on the provinces, so that gives you a sense of really develop an empire.
Yet most of your time is spent in repetitive conquests provinces occupied by children from all tribes in history. The fighting can not be solved automatically notes as you can with other empires in the game, you spend an enormous amount of time the same basic construction and the military to shoot down the same boxes pagans and over again. The objectives are often varied somewhat in the fact that you hang with tribal allies, or need to earn more than a new friend through his favor, but they almost always come down to you need to build a large army to wipe someone.

Artificial intelligence provides little challenge in the fighting. Enemies collect reasonable basis, but never seem reasonable to build or armed attack you in more than a halfhearted way. Take a little time to build even an average and you can force into play all the cards on the largest opposition -- if you can find the bad guys, ie. Card incorporates some of the land the most irritating features ever seen in an RTS. It's as if you navigate narrow corridors, and not the forests and plains. The valleys, cliffs and rivers impede your progress everywhere, forcing you to patrol every square inch of cards to find enemy colonies. Horrible pioneering explorations made these even more embarrassing. Armed hiccup in place whenever you issue new movement commands and beasts are so desperate they can get blocked if they are asked to turn in a narrow, as a dead-end valley.
Everything in the world is also a mixed domination campaigns when it comes to time and place. You start in the right geographic location of your civilization, but nobody seems to be in their place. So if you start a campaign to the West, you begin to conquer your old Western Europe. So far, so good. But then you can immediately encounter a tribe Olmec Britain, a comprehensive settlement of Asia in the vicinity of Spain and France keeping a lost tomb next to a pack of elephants archers in what appears to be Germany. So much for the global scope and historical realism, the game seems to be even more of a historical composite application and every other RTS.

Substitutions are also common with the types of units. As in previous Empire Earth games, the units are often jumbled together from various eras. Here, however, the trend seems even more pronounced due to the use of only five times (ancient, medieval, colonial, modern and future). It is common to find all sorts of weird units marching side by side. Thus, if your sensibilities are offended by soldiers brandishing rifles and harquebuses Gatling on the same battlefields, Empire Earth III provides a pass. If that's not enough to extinguish armchair historians, many units goofy no basis in reality should certainly do the trick. The Middle East is probably the biggest offenders here with camels, which can cover the wound enemies because of a stench attack prophet and a hero unit which may require a plague of frogs. While there is a place for such units in an RTS, they do not fit in a game apparently intended to be more serious, more authentic take on the conquest of the globe.

The developer questionable sense of taste and humor are also described in the visual and sound. In all, the graphic design of the game leans toward the cartoonish, with a palette of bright colors that make often in pastel colors more appropriate for a teen girl decor of the bedroom as an army. This will at least make buildings distinctive, as splashes of color you can tell a civilization of the settlement of another in the blink of an eye. Of course, there are essentially only three of them, so it's not like you have a large number of architectural styles to remember. The audio component of the game flies well cartoony and silly. Units recognize the orders of nothing but cheap jokes. Knights make snarky little comments about "being right behind you… far behind you," and usabari camel riders crack jokes such as "I am like a pet camel -- noisy and dangerous." As you can tell from these examples winning lines of the game are not funny. And they are much less funny after being forced to listen to a few hundred times during a skirmish. Troops seem to hang like skipping entry at the same time, too, and often without ever repeating the same dialogue whenever you issue a movement command. It's just a bad situation worse.
We could go into the derivative, buggy multiplayer, the frequent crashes, and the system requires that the requirements provide Crysis-conquering system to its knees, but what's the point? Empire Earth Earlier games were acquired tastes that everybody liked. Now, in an attempt to reach the masses, the developer gave us a game that nobody want. The first two versions of the series were overwhelming, but they are likely to inspire fond memories of anyone who makes the mistake of taking this new lame.