Showing posts with label RTS. Show all posts
Showing posts with label RTS. Show all posts

Saturday, December 15, 2007

Company of Heroes



Tech Info:

Publisher: THQ
Developer: Relic
Genre: Real-Time Strategy
Release Date: Sep 13, 2006
ESRB: MATURE

System requirements:

Windows XP or Vista
DirectX 9.0c
3.0 GHz Intel Pentium IV or equivalent
1 GB RAM
256 MB NVIDIA GeForce(tm) 6800 series or better
6.5 GB of uncompressed free hard drive space (We recommend having 1 gigabyte of free space after installation)

Graphics & Sound:
Company of Heroes for the Windows Company of Heroes is brought to us from Relic, makers of Homeworld and the stellar Warhammer 40K: Dawn of War, and industry stalwart THQ. This game has garnered quite a lot of buzz from its showing at E3, and has come through with rave reviews upon its release.

Graphically, COH is stunning. Not only are there all the latest high-tech advances like dynamic lighting, shadows, real-time physics, shading and more, but you also have rag doll physics (Havok Engine) and fully destructible environments. Got a sniper bugging you across the way? Just throw a satchel charge into the nearest window and problem solved. The attention to detail is also just staggering. You can zoom right into the action, seeing the various gear and facial expressions of your men, as well as the battle scars on your vehicles, the craters, burning embers and lovely ricochets in the ensuing mayhem. Imagine Call of Duty realism in a RTS folks - it’s that good. I would literally set-up Skirmish mode (along with a handy cheat) to set-off some gargantuan explosions, ripping enemy soldiers limb from limb, cartwheeling into the air in pieces and landing all over the European countryside. Glorious.

Speaking of the terrain, the various locales your brave troops face off in are modeled on the real historical places your grandparents fought in. The impressive city environments offer a bevy of church towers, quaint cottages and industrial works. Some maps are wider open, such as the bucolic farmlands, dotted with barns and windmills, or the quagmire of hedgerows, making every advance a slow and treacherous endeavor.

In the sound department, this game has some very impressive features. The various weapon and explosive effects are 100% spot on. The 50.caliber machine gun has that famous staccato “thump-thump-thump”, while the deadly MG42 has the steady “brrrrrrrrrrrrrrrrpppp” effect because of the much higher rate of fire. The same can be said for the explosive rockets, small-arms fire and more. You even get a wide range of “colorful” (in the adult sense) responses from both sides, as they scream for help, or harangue your orders. Just another touch to bring this battlefield to new heights of vibrancy. Lastly, the orchestral war-themed tunes are matched well with missions and conditions, and hold up well amongst the other visual and auditory treats.

Gameplay:
Company of Heroes for the Windows In Company of Heroes, most people will dive into the Campaign mode and be busy for a few days grinding through the 15 splendid and varied missions. Unlike most RTS's, you don’t have to send out gatherers (like wood cutters, etc.). You have a few men at the start, and maybe a pre-made base, but the manpower, fuel and ammo points come after capturing various strategic points, not unlike in Dawn of War. This constant tug-of-war between the important resource nodes provides a rather dynamic battlefield, as opposed to the classic “zerg” attack used by amassing a ton of troops at your base, and then finally launching out in a huge wave of destruction. In COH, you have to constantly micro-manage the building of defensive structures, forward bases, armor and more to keep the attack going. Some missions will take you from the infamous meat grinder of Omaha beach, to the port city of Cherbourg, and even an enemy V-2 rocket installation, where you must overtake it with only limited airborne troops. Before each level, you are treated to beautiful CG intro, as well as in-game graphics that link together the story of your brave men on the advance. In the middle of most missions, you will also be given tactical map instructions, complete with a host of arrows, markers and oral objectives to complete - really slick stuff! The missions scale up from very minute in scope, so that you get a handle on all aspects of gameplay, from basic troop management, to the complexities of resource control and utilizing one of three core strategies. The latter really offer an interesting wrinkle to the gameplay.

Each strategy employs a different arm of the military; the Airborne strategy uses airdropped infantry, guns, supplies and air power (recon, strafing and bombing runs from P-40 Thunderbolts). The Army or infantry doctrine is all about artillery, expert Rangers and so forth. Lastly, the Armor strategy focuses on the “kings of the battlefield” (aka tanks) and allows for a rocket tank, as well as the mighty Pershing to be called into the fray. Each of these actions costs valuable points, so knowing when to play these special cards is critical.

Units are pretty expansive and range from your typical infantry squads, to the impressive 105mm howitzers that can move whole mountainsides with destructive fury. Most units can receive upgrades such as anti-tank capabilities, flamethrowers, armor skirts, bigger guns and so on. Once again, these don’t come free; so keep on eye on those resources. The way units behave and react is also pretty amazing. The A.I. in this game is really remarkable. Soldiers under mortar fire will huddle into bomb craters or behind sandbags. Armor crews will cry out when they see indestructible German Tiger tanks prowling the field, and must work to the rear for any chance of survival. A single sniper can demoralize a whole unit, as it picks off soldiers one by one, while slipping back into the shadows. Not since Close Combat have I seen A.I. modeled so well.

There is also Skirmish mode versus both human and A.I. opponents. You can choose from a large amount of maps, for up to 2-8 players, and provide for an unlimited amount of replay value. Especially against another person, the tactics can vary wildly from defensive-minded opponents who will set up a bevy of bunkers, barb wire and static field guns, versus the assault-minded foes, who will crash fully laden half-tracks into your positions, filled to the brim with gun-toting grunts. You can play in Annihilation mode (all bases/enemies dead), or go for the faster Objective based, where you have to secure various victory points in order to win.

Difficulty:
Company of Heroes for the Windows On the default mode, the A.I. is rather tough. Couple this with the micro-management and aggressive gameplay and many new to the RTS may be overwhelmed. Luckily, you have a couple easier difficulty options (as well as some suicidal ones for veterans) and with a really well thought out tutorial, I don’t see much of an issue here. If Relic could have offered more autonomous options for some units, it would cut down on the micro-management aspect, because often times, you may be on one side of the map trying to construct elaborate defense, with machine-gun bunkers, tank traps and mines, while on another front you are getting railed, because you didn’t set-up your anti-tank gun in exactly the right position. This became especially evident in the “defend the hill mission”, where you have to withstand some serious enemy armor and infantry advances.

Game Mechanics:
Company of Heroes for the Windows The camera system is smooth and can fully zoom into the thick of any action. At times though, if you swing up to view the skyline and oncoming enemy forces, there is quite a bit of slowdown with all the action taking place. Other than that, the controls are pretty basic from the heavy mouse click and hot key system of your typical RTS game, and Relic improves upon the formula nicely.

Company of Heroes is an amazing title, with jaw-dropping graphics, physics and sound, with intense gameplay and deep, never-ending multiplayer action. This might be in my top 10 PC games of all time list; it most definitely climbed to the top of my strategy list. If you are any kind of fan of war games, strategy or just have a pulse and a PC, you would be moronic not to get this title.

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Friday, November 30, 2007

World in Conflict




Tech Info

Publisher: Sierra Entertainment
Developer: Massive Ent
Genre: Real-Time Strategy
Release Date: Sep 18, 2007
ESRB: TEEN

System requirements:

OS: Microsoft Windows XP/Vista.
CPU: 2.0GHz Or Higher, 2.2GHz For Vista, if dual-core: Any Intel or AMD
RAM: 512MB, 1GB for Vista.
Disc drive: DVD-drive
Hard drive: 8GB or more.
Video: 128MB video RAM Direct X 9.0c Compatible. Note: ATI Radeon 8500, 9200 & Nvidia GeForce 4 MX Not Supported.
Sound: Direct X 9.0c Compatible.
Multiplayer: Cable, DSL or Better.

Tom Clancy wouldn't approve. In 1989 there would be no way the Soviets could launch an invasion of the United States of America. After all, Soviet Communism was a bankrupt political philosophy, meaning that nothing it created could succeed. Its architecture of aggression – tanks, aircraft and so on were no match to the true blue white heat of technology created by the free peoples of North America. And Soviet troops, in full knowledge of their satanic political pact were not as motivated or as well trained as the forces of Uncle Sam.

Which makes seeing tanks roll onto the streets of Seattle seem all the more shocking really. Here is a tale told as well as any in gaming today – for crying out loud they hired a Baldwin, the top one, the one that can act, to provide the narration to this historic conflict.

Close Air Support

While the story may be grand, you're not one of the minds that is controlling a nations strategic nuclear stockpile. World in Conflict places you right on the firing line. It's a corporal's life for you my son, defending town squares, fighting street to street and for each hill.

That's what makes World in Conflict such a glorious treat in these days of grand strategy titles like Supreme Commander. The action here is down and dirty – where a well placed air strike provided by your close support aircraft can turn the tide of a skirmish.

You'll fight through an engaging campaign, with major objectives split into smaller ones as you advance to your final goals. Forget division sized engagements – your small platoon or company sized groups always be in your reach and always keep you on your toes.

Daisy Cutter

With the action coming thick and fast its just as well World in Conflict offers simple and intuitive controls. Moving the camera and units is simplicity itself as is placing troops inside buildings. Only very rarely will the interface get in the way of your enjoyment of the game.

Resource management is on the light side – you won't be tasked with collecting some baloney beans or some such nonsense. You'll earn reinforcement points and tactical aid points by success on the battlefield – killing the enemy or completing objectives.

Tactical aids are great fun and come in the form of rewarding slices of militaristic showing off. Learning how best to use these is one of the most fun aspects of the game. How best to clear infantry from a wooded area? Is it a napalm strike, how about a daisy cutter bomb? The choice is yours.

To get the best out of the game it's worth upping the difficulty level as the default is a little on the easy side. You'll be glad you did when facing enemies online.

It's the Only Way to be Sure

By the time you get your hands of the top tactical aid, a nuke, you'll be itching to deploy it on enemy forces. And it really doesn't disappoint. World in Conflict is a damn pretty game and the nuclear carnage you can unleash on of the highlights of its visual splendour.


Everything looks fantastic in World of Conflict. If you can see it, you can probable make a complete mess of it. Explosions are fantastic, smoke even more so. Units and maps are extremely detailed and more attractive than most other strategy games I've played.

I've not played the game on DX10 hardware, but via DX9 it looks splendid anyway and ran extremely well at high settings on my GeForce 7600 powered notebook.

Online War

Good as the single player campaign is, World in Conflict really comes into its own as a base for skirmish battles. Playing online is a real joy due to the ability to drop into battles already being played out.

At first I struggled when playing online, many of us who signed up for the beta took a while to get to grips with things. But by the time the final retail game came along we'd started to specialise. Playing with friends is a joy, teamwork is needed to get the best out of the game and World in Conflict then becomes one of the finest multiplayer strategy games around.

Brilliant

World in Conflict proves you don't have to reinvent the wheel to provide top quality entertainment. The tactical play on offer is certainly nothing new. But the combination of quality presentation, a focus on close action and really top notch multiplayer and skirmishes means that World in Conflict really is one of the best PC games released this year.

It might have seemed that the action packed nature of the game would make for a dumb experience but really this isn't so. Smart and thrill a minute really can go hand in hand and strategy fans used to more hardcore options should try World in Conflict out.

Right...I'm back to flinging nukes.

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Tuesday, November 13, 2007

Supreme Commander

Tech Info :

Publisher: THQ
Developer: Gas Powered Games
Release Date: Feb 20, 2007
ESRB: EVERYONE 10+
ESRB Descriptors: Comic Mischief, Fantasy Violence, Mild Language

System Requirements :

DirectX Version: v9.0
Operating System: Windows XP/Vista
System: 3.0 GHz Intel or equivalent AMD processor or equivalent
RAM: 1024 MB
Video Memory: 256 MB
Other: Internet connection with Cable/DSL speeds


Wi
th the advent of Total Annihilation, a cult classic was born that gamers either loved or hated. The ability to field gigantic weapons of mass destruction followed with a humongous army that would follow the shockwave from the original impact was instantly embraced by the gaming community. Lets not forget that Total Annihilation spawned one expansion by the name of The Core Contingency and a plethora of user made mods.

Supreme Commander has to fight against some insurmountable odds as it has some ever so large shoes to fill. I personally will go into the game with a little bias since I enjoyed the previous incarnation of said game and bought into the hype once the first screens were released. So, the question on everyone's mind is if Supreme Commander truly is the spiritual successor to Total Annihilation? Read on to figure out the truth...

Graphics

When the first screenshots of the game were leaked, I could only stare at the gigantic units crushing their foes beneath their feet. Fleets of airplanes were filling the sky with their metal, darkening the ground with their shadows. Yes, all of these awesome effects did make it into the game and definitely shaped the game to an awesome sight. As was mentioned previously, I was excited to see that the game was shaping up to be just like Total Annihilation but with an increase of polygons per unit. I do miss the handpainted backgrounds that were prevalent in the original, but the three dimensional backgrounds in this game are definitely pleasing to the eye. Even during the beginning of a battle, it is possible to see how much attention was paid to the detail of the units and the environment. The commander warps in with a shockwave leaving a crater on the ground and decimating the surrounding flora. Such small touches definitely add to the eye candy that is present in this game.

Each side has a distinct look to their structures and units, with my personal favorite, at least aesthetically speaking, being the Aeon Illuminate. Due to their contact with an alien civilization, most of their units either hover, are very futuristic looking, or/and have a distinct alien feel to them. When their units are constructed they seem to rise from organic matter into being. The United Earth Federation is radically different in design, clinging to traditional military designs to almost all of their units. Their construction units use lasers that seem to scan a blueprint as the structure or unit is built. The Cybrans could possibly be compared to units from Quake. Their units consist of humans that have implants placed in them for augmenting their skills or providing control over them. You will see lots of spikes and laser weaponry in their arsenal and their nature is very mechanical. Their construction units shoot out small drones that are very reminiscent of nanites, only they are much larger.

The graphics of the game are also the games biggest flaw right now. The requirements to render this game properly has given more than one player a headache. We have had numerous complaints on our forums of issues with the game and some players even quit the game over the aggravation this has caused. This game recommends a dual core processor and a high end video card to render Supreme Commander properly. It seems that Supreme Commander also requires a supreme rig to run it.

Sound/Music

The music in this game is flat out amazing! My fondest memories of Total Annihilation was the orchestrated music that evolved during a mission from relatively calm to more upbeat as enemies pounded into your defensive lines. The music actually has an emotional effect on the player: Either he rallies his troops and pushes the enemy out or they will crush the base underneath their treads and the music can push you in either direction.

The environmental sounds range from the grinding of machinery in your commander to the explosions of a artillery piece shooting at your position from 20 klicks away. With that said, the sounds are very well designed and make you feel immersed in the battle...as immersed as you can be with a omnipotent view of the battlefield.

Just like the game's predecessor, the music and sound in this game is of top quality and good music makes the game much more enjoyable. The only downside is that the variety of music is a bit minimal. There seems to be only one orchestra playing a single song for all of the sides. If the different races would each have their own tailored music, it would have been a plus.

Controls

Supreme Commander's control is similiar to many of the other RTS games that are out in wild, with some notable differences. Most of the units have a control that can be micromanaged ranging from stealth to changing the functionality of the unit to something else. For example, one of the Cybran naval units is both an anti-air but can be changed, with the push of a button, to a ground attack ship. This is just touching briefly on the different choices that are available with the units. The interface was one subject that was under conflict when the demo of the game was first released. Most were happy with the interface but many were perturbed that the interface seemed to cover 30% of the screen real estate. There is an option to position the interface vertically or to change it to a more minimalistic nature that was added through a patch by public demand. Luckily, this game is very moddable and players who like to dabble with modding can shape their own interface and share it with the public. The biggest addition to battlefield control is the ability to use a secondary monitor as another display. The second display is independent of the first display and allows the player to command the troops from it. It is possible to use this second monitor as a map, using it to keep an eye out on an avenue of approach, or if you like multitasking, upgrading and building a second base. The actual options are endless. Lets see if this feature actually pans out as when I used it, I was too busy on my single screen to have to worry about a second one. The second display was primarily used for intelligence gathering and was kept zoomed out all of the way, but then again, someone more adept at the game could definitely put this function to good use.

Gameplay

For all the masses expecting something different from Total Annihilation, prepare to be disappointed. To everyone who enjoyed the game, you will get a definite kick out of Supreme Commander. Supreme Commander takes all of the gameplay from the predecessor. It has a graphical update, making for some shiny eye candy, but the actual gameplay has remained unchanged. Your commander is the first unit in and can construct a basic base by itself. One important aspect is managing your mass and energy intake and consumption. If the player does not plan accordingly, it can give the opposing player a tremendous advantage as you attempt to recover. With a lack of resources, everything slows down to a crawl and some installations seize to function. Also, units that require a steady use of the materials will lose some of their abilities or also remain inactive. Once the resource juggling act is complete, a living base will spring up and the commander will be able to give commands to upgrade buildings to move up the tech chain. This in turn will allow the commander to field more powerful units all the way up to “experimental” units. These are the best units a race can construct and can definitely turn the tide of a battle. One interesting upgrade that is present in the game is the ability to construct past units and structures with advanced builders, a feature that was absent in the predecessor.

The gameplay is tried and true, but what sets this game aside from other games that have been released is the massive scale of it all. Instead of just having to worry about a small pool of units, here you can have up to 200 units on the screen ravaging everything in their path. Imagine being able to send in ground forces that tie up or destroy the defenses then sending in a bombing run from another angle, bypassing all of the defensive structures that were created by the opponent. Being able to field such a huge army and then watching your plans pan out properly can cause egos to swell. On the flipside, a failed attack can demoralize a commander and promote failure in the battle. The player of Supreme Commander needs to remember that units are more disposable in this game than any other. Sacrificing frontline troops to break the barricade of turrets or taking out a strategic objective is acceptable. All in the name of the victory. As long as you keep up your resource production, the factories will operate, and this will lead to victory. One talented suicidal strike can cause the house of cards to collapse.

Three newer additions to the commanders arsenal are the ability to field shields, upgrade the main commanding unit with small perks that specialize him down a certain path ranging from frontline assault to dedicated construction unit, and the chance to build secondary commander units that can be used a walking tactical nukes. Also, shields are now available allowing turtling players to hide behind a wall of energy...till enemy fire causes them to burn out, leaving the soft meat underneath vulnerable. Nothing a few more shield generators in the area can't fix though. The sub-commanders that can be brought in through quantum gates are an exact replica of the original commander. With the ability to upgrade their subsystems or use them as small tactical nukes, although sadly, this ability was nerfed with the last patch.

The single player campaigns of Supreme Commander consist of the three sides attempting to bring an end to the thousand year war. One interesting aspect of the single player campaigns is how the battlefield evolves during the campaign. The player might begin with a small operational area but after an objective is completed, it is expanded with new objectives being added. This turns the six missions of each side into much larger, modular battlefields. Other than that, the campaigns themselves are rather vanilla. In my humble opinion, the multiplayer and skirmish options is where the meat of the game is contained.

The skirmish function for Supreme Commander is similar to other RTS games out there. Pick the sides, pick the victory conditions, then the clash of the titans begins. The AI that is included with the game is pretty simple to beat at lower settings, but at higher settings, the game throws everything at you in an attempt to return you to the soil. With the modding community already working on AI algorithms that will rival or build upon what the developers have created, it is only a matter of time till AI opponents will be impossible to beat. The online portion of the game is run through GPGNet, a nice proprietary game matching service. The program itself is very simple to use, prompting for updates if any are needed. Just join the chatroom, find your buddies or the occasional random stranger, and with the a push of a button, the game client starts. The biggest challenges, as I have mentioned previously, is the fight against a human mind. Lets not forget the trash talking and taunting that also goes on. Once the game finishes, the option to save the replay is available so the player can save the most memorable battles and show them to his opponents who he just curb stomped or to learn from mistakes that were committed during the fight.

Value / Replay Value

Supreme Commander was touted as being and very moddable game and with the recent mods that are springing up online, this a very true statement. As of right now, everything from turning grounded units into hovering units to balancing issues. Even adding in a pseudo-leveling system that allows you to move up the tech tree through combat. With all of these early mods, I personally believe that this game will have strong staying power with future, more in depth mods.

Other than that, the multiplayer for the game is fantastic. Not only does the skirmish AI provide a challenge depending on the settings chosen for it, but a human player provides the best challenge yet. When you are flanked by ground units, bombarded by bombers with a fighter escort, then blow to bits by a nuclear missile, the experience can cause a feeling of humility. With the game already on sale in the high 30's, the only thing that should stop you from purchasing this game is if you don't meet the recommended requirements of the game.

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Supreme Commander ordered to Xbox 360


Last month, Gas Powered Games founder Chris Taylor let slip in an interview that he was bringing his PC real-time strategy game Supreme Commander to consoles. THQ was mum on the subject at the time, for reasons made clear today.

Supreme Commander has indeed been announced for the Xbox 360 this morning. However, the company confirming the fact is not THQ, but Austin-based publisher Aspyr Media. Aspyr has teamed up with upstart British Columbia-based studio Hellbent Games to bring Supreme Commander to Microsoft's console. This will be the publisher's first game for the Xbox 360.

Beyond simply adapting the PC game's interface to work with a standard controller, Hellbent and Aspyr are adding exclusive new units, additional multiplayer modes, and tweaked maps. Naturally, players will be able to test their strategic aptitude against one another over Xbox Live.

For more on what Hellbent and Aspyr are working from, check out GameSpot's full review of the PC original.

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