Star Wars: Galactic Battlegrounds Saga

Star Wars: Galactic Battlegrounds Saga is a real-time strategy game derived from the blending of the Star Wars hype produced by the prequel trilogy, and the golden age of real-time strategy games.  The RTS game Age of Empires II was released in that sweet spot of game development at the turn of the millennium when creative development had caught up to and in some cases outpaced graphic design.  Games in this period were a perfect blend of simple user-interface and complex tactical mechanics that made micromanagement fun but easy to grasp.  It’s no surprise that Age of Empires II, and games like it, manage to stand the test of time and continue to benefit from a dedicated fan base.  Star Wars: Galactic Battlegrounds is a prime example of this legacy.
Star Wars: Galactic Battlegrounds, released by Ensemble Studios and Lucas Arts in 2001, and its expansion pack the Clone Campaigns, released in 2002 and followed by the Saga boxed set, takes all of its design cues from Age of Empires II and its Genie graphics engine.  Players familiar with the medieval strategy game will recognize most of Galactic Battlegrounds’ conventions and mechanics.  Worker units construct civilian and military buildings and gather the game’s four resources: food, carbon, nova crystals, and ore.  Buildings produce military units of their respective types or conduct research upgrading unit combat abilities, building defense, and resource extraction speed and efficiency.
Ground units are divided into three broad groups: infantry, mechs, and heavy weapons.  Infantry units, which consist of basic infantry and specialized units for combating buildings, aircraft, and mechs, form the workhorses for most of battles as they are cheap, easy to acquire and upgrade, and most factions get the technologies to upgrade them fully.  These are the grunts from Star Wars; the battle droids, stormtroopers, and Naboo security forces.
Mechs are the quintessential armored and/or walker units of the Star Wars universe; AT-ATs, Trade Federation droid tanks, Gungan beasts, and the like serve as the armor and cavalry of the various factions.  Mechs come in three designs capable of effectively combating infantry, other mechs, or most units respectively.  The heavy Assault Mechs can also carry infantry and in some cases have a long enough range to destroy fortifications with impunity.  Heavy Weapons fill the Age of Empires niche of siege weapons and include Assault Cannons, the battering ram-like Pummels, anti-air units, and siege cannons which can out-range any defensive structure.
Air units are also included in the form of multi-purpose fighter units which get bonuses for attacking other aircraft, and ground attack bombers with combat bonuses against buildings.  Technologies can be researched to greatly improve these aircraft including the ability to better target moving units as well as gain personal shields.  The Clone Campaigns adds the Assault Cruiser, a large shielded aircraft with a slow and powerful long range attack.  Aircraft bring their own dimension of combat as they can only be targeted by other aircraft, anti-air units, and anti-air buildings.
In Age of Empires II all factions shared the same building and unit trees, what made them unique were the technologies, buildings, and units that they missed, their faction bonuses, and the unique units constructed at the castle.  In Galactic Battlegrounds this formula is continued but given a Star Wars flare that keeps the franchise themes among the eight playable factions.  Each faction has its own bonuses and unique units and misses some technologies while specializing in others.
Yet the units and buildings of every faction feature their own uniforms, architecture, and vehicle designs.  The Rebel Alliance fighter units are X-Wings which face off against Imperial fighters in the form of TIE Fighters.  Faction bonuses even correspond with their faction’s theme; for example certain Gungan buildings can be constructed underwater and the Trade Federation’s droid armies do not require housing.
Perhaps the least unique but most telling differences among faction units are the Jedi and Sith temples.  In terms of units, technologies, and mechanics the Jedi and Sith are functionally the same.  Jedi/Sith take the place of the monks from Age of Empires II, they convert enemy units and grab holocrons to bring back to their temples for additional resource income.  Unlike the passive monks, Jedi and Sith also have melee attacks in the form of their lightsabers and are very resistant to damage.
The five good-aligned factions construct the Jedi Temple and train Jedi Padawan, Knights, and Masters while the three evil-aligned factions train Sith Apprentices, Knights, and Masters from a Sith Temple.  Thematic flavor abounds: Jedi use blue lightsaber blades and the Sith use red; the Sith Master shoots lightning from his fingers as his attack.  Most Jedi factions also can be considered the most proficient in this aspect of the game, with only the Galactic Empire faction possessing reasonable competence in Sith technologies and units.
The translation of a well-known medieval strategy game into a sci-fi strategy game is actually quite smooth mechanically as well as thematically.  Understandably most combat is done at range instead of melee but distinctions of infantry, cavalry, and siege weapons remain in their strategic forms.  Mechs for example are superior to infantry in every way, but many have a minimum weapon range and are vulnerable to specialized units.  Walls and defensive towers still abound and are resistant to most attacks but vulnerable to the siege attacks of the cumbersome Heavy Weapons.  Shields are also introduced in the form of Shield Generator buildings and the Gungan unique mobile shield generator.  Shields basically act as secondary hit points for all buildings and units in their radius, healing over time and absorbing damage until depleted by enemy fire or deprived of a nearby power source.
The Galactic Battlegrounds Saga includes one tutorial campaign and seven primary campaigns.  Each faction except the Naboo get a campaign of six to eight missions inspired by the movies or the expanded universe.  Each campaign features at least one bonus mission relating to great battles from the Star Wars prequel or primary trilogies such as the Battle of Hoth or the Battle of Endor.  The Trade Federation and Galactic Empire bonus missions feature what-if scenarios from the Battle of Naboo and Battle of Endor where the Dark Side has the chance to prevail.
Skirmish battles against the AI and multiplayer random maps are also included.  The game takes its cues directly from Age of Empires II in this format, featuring standard map (including some parodies that AoE fans will recognize like Fortress and Highlands), Death Match, King of the Hill, and Nomad options.  Up to eight players can join one game and the population cap, starting resources, and starting age of technology can all be preset.
Hero units are also included, usually in the form of infantry or Jedi but occasionally as vehicles like the Millennium Falcon, and appear in most campaign missions.  Each hero has their own vocal script and features the special abilities of their unit type.  They are also available in the scenario editor, an in-game tool players can use to make their own maps and scenarios using every unit, tile, and trigger built into the game.
The original Star Wars saga has its share of epic battles and grand scenes but it is an adventure at its heart.  It’s no surprise that few strategy games have been produced around the Star Wars universe.  As such it might seem that saying Galactic Battlegrounds is one of the greatest Star Wars RTS games is superfluous.  Yet it truly is one of the best strategy experiences that gamers can find for the Star Wars universe.  It features the perfect blend of flavor and accessible mechanics that make it appealing to Star Wars fans, casual gamers, and hardcore strategy gamers.
The fact that it was developed on the foundation of one of the most endearing RTS games of all time only adds to its appeal and staying power.  If there was a flaw in this formula, it would only be that Galactic Battlegrounds strays too close to Age of Empires II’s general style while failing to equal or surpass it.  Yet obviously that was never what Galactic Battlegrounds was meant to accomplish.
While Star Wars: Galactic Battlegrounds Saga is without a doubt a Star Wars game and deserves its place in the universe it is important to remember that this game is first and foremost a terrestrial RTS.  Cloud and space tiles, which can only be crossed by flying units, can create the impression of space battles but the great Imperial Star Destroyers do not make an appearance; missions and scenarios take place planetside.  Jedi are powerful and unique but cannot deflect blaster bolts or force choke enemies (except in cutscenes).  Anyone looking to enjoy some classic RTS action Star Wars style will love Galactic Battlegrounds.  Age of Empires fans will have to unlearn a few habits but otherwise should feel right at home.  Those looking for the grand experience of the Star Wars space epic might find the Galactic Battlegrounds Saga’s generic RTS mechanics restrictive and should engage the game mindful of the older RTS legacy it is based off of.


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Command & Conquer 4: Tiberian Twilight

After Electronic Arts successfully continued the Command & Conquer saga with its releases of Command & Conquer 3: Tiberium Wars and it’s expansion Kane’s Wrath in 2007 and 2008 respectively there was a great deal of hype and excitement when EA announced the fourth and final title of the current Tiberium saga: Command & Conquer 4: Tiberian Twilight.  EA added to the hype by promising that Tiberian Twilight would introduce new mechanics and concepts never before tried in a Real-Time Strategy game.  These would of course be appearing alongside such iconic C&C staples as live action movies, familiar faction units, and the desolate landscape of a tiberium-scarred earth.
One of the most important aspects about Tiberian Twilight is that it is a server based game requiring an active online connection to update the player’s profile.  EA utilizes what they called an RPG style approach toward player profiles.  As the player completed missions and won skirmish and multiplayer battles their profile gained experience which unlocked units and technologies of the faction that they played as.  Once their profile reached enough experience for each faction they would be able to utilize all of the units, buildings, and technologies of those factions in any single player or multiplayer game.  Each faction levels up separately, although the player need not create a different profile to play both factions.  The game can be played without an internet connection and single player games are not interrupted if the connection is somehow lost, but the player’s profile will not gain experience in offline mode.
Command & Conquer 4: Tiberian Twilight does away with the old C&C convention of a single unit providing a central building from which a static base grows to provide the player with a fully advanced and capable army.  Instead at the start of a game the player receives the option to choose  from three different crawler units.  Each crawler represents offensive, defensive, and support classes and the player will have access to different types of units and abilities depending on which class is chosen.  The chosen crawler appears in a deployment zone and serves as both a unit and factory for all of the player’s units.
Crawlers are heavily armored and as the player unlocks more technologies the crawlers gain weapons, armor, and other defensive abilities.  Like their MCV predecessors from previous C&C games crawlers must deploy to produce units which are produced almost instantly.  The support class emphasizes air units and their crawler appropriately is an air unit, but it must still deploy to produce or call down other aircraft.  If a player’s crawler is destroyed, or if the player wants to switch classes, a new crawler can be chosen and will appear in the same manner as the first one.
Each map in single player or multiplayer has several small landing pads on which green and blue tiberium crystals will routinely spawn.  These crystals can be collected by ground units and carried back to the player’s deployment zone to unlock technologies and are an important point of contention for players as the player who gathers more crystals more quickly will have the better army in the early game.  Once a player unlocks all of their units and technologies, the crystals provide small boosts to their victory point track.
Single player missions still feature traditional objectives and follow the game’s storyline in terms of the enemies and maps encountered.  In skirmish and multiplayer modes victory is determined by a point track.  The principle way to gain points is to control a majority of tiberium nodes around the map.  Nodes are structures that can be captured by stationing more units than an opponent near the node for a certain amount of time.  Battles over these nodes take place on arena style maps with AI controlled structures defending each faction’s deployment zones while the nods themselves are situated in the map’s central no-man’s land.
EA finalizes its changes to the C&C formula by introducing rock-paper-scissors style interaction between units based on their type and weapon.  For example, machine guns are effective against infantry and light vehicles while laser weapons are effective against heavy vehicles and structures.  A heavy unit with machine guns will be effective against infantry, but vulnerable to lasers, and vice versa.  Some units deal enough raw damage to be somewhat effective against any threat, but the formula holds true for the arsenals of each class and faction.
The many changes to the RTS and C&C formulas that appear in Tiberian Twilight practically make it its own game with unique style and strategies.  Sadly, this is perhaps the single greatest failure of the game and EA.  If Tiberian Twilight had been produced as its own game, distinct from the style associated with its predecessors, it may have been far more successful and well received.  Unfortunately it turns out to be another attempt by EA to project their own creative designs onto a classical franchise in an attempt to sell their own ideas on the shoulders of someone else’s giant.
The profile leveling system ensures that players cannot experience the full game until they’ve played dozens of hours of meaningless grinding.  The fact that profiles can’t be leveled in offline mode slaves the players to a continual internet connection and makes offline mode a pointless option.  Poor or even moderate latency will result in continual disconnects forcing players to reload games to continue gaining experience.  The single player missions do not restrict a player’s units and buildings and are thus not balanced for any level of technology, which can confuse and frustrate new players.
The crawler based combat is hectic and clumsy at best.  Units are thrown into a mosh-pit style battles with little chance for strategic planning and no possibility for territory control.  The rock-paper-scissors dynamic to weapons is also a disappointment.  Units have been marginalized from their distinctive roles in previous C&C titles into generic types that have little use if their intended opponent type is not present.  Combat also devolves into players trading unit types as endless counters are swapped.  Units die quickly to their hard-counters but practically ignore attacks from any other weapon type.  This leaves players who maxed out their limited population cap with the wrong types completely out of luck until they suffer enough casualties to allow rebuilding.
The faction’s distinctive styles have also disappeared.  The fast and stealthy Nod no longer clashes with the slow and steady GDI; now each faction is essentially a mirror match.  Resources are no longer present so the only limitation on a player’s production is the population cap.  This cap is far too small to control a significant portion of the map and players can find themselves kitted around by small groups of fast units stealing tiberium nodes while avoiding direct conflict.
Finally the game itself, for all its nostalgic units and references to previous C&C titles, lacks theme and flair.  It is a boring slug-fest where units without identity or history clash on generic and alien battlefields for objectives with no tangible accomplishments or definable impact on their opponents.  There is no sense of accomplishment or ownership for the player profile, only a grind to unlock units, which should rightly be available from the start, until the full tech tree is unlocked.  The fact that players have to work to experience and enjoy a game they paid for in full is itself an unforgivable sin.
Command & Conquer 4: Tiberian Twilight had a lot of ideas that, taken by themselves, could have been very successful.  Mashed together they ensure that yet another attempt by EA to match the MOBA and Starcraft environments has only succeeded in ruining another beloved gaming franchise.  If Tiberian Twilight had at least been marketed as a different game instead of trying to usurp the C&C series it might have stood a chance; but many fans were left feeling cheated and frustrated by the alien style and disorienting focus of gameplay.
Fans who want to see the Tiberium saga played out need only invest about a dozen hours into completing the campaigns and will find that purchasing the game on sale is about equal to the value; but they should avoid buying the game at EA’s full retail price.  Any other gamer hoping for a fulfilling RTS experience, or gaming experience in general, should not waste the money and time on Tiberian Twilight; a sad end that such a storied franchise did not deserve.


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The Lord of the Rings: The Battle for Middle Earth II

The Lord of the Rings: The Battle for Middle Earth was very well received by series fans and real-time strategy gamers and is arguably the best RTS representation of the Lord of the Rings trilogy yet produced.  When Electronic Arts announced the upcoming release of The Lord of the Rings: The Battle for Middle Earth II fans were energized not so much with the prospect of new campaign content by with a newer and more expanded chance to enjoy the Lord of the Rings mythology.  Its release in 2006 garnered a great deal of praise and sold very well but its failure to continue the Battle for Middle Earth series hints at some unfortunate shortcomings in the design.
Battle for Middle Earth II changed a great deal of the gameplay mechanics that its predecessor introduced.  Bases are no longer static locations but are now made up of individual buildings constructed by workers.  Base size was also indeterminate as resource buildings need a certain amount of free space around them to generate resources efficiently.  A central fortress building constructs workers, trains heroes, and functions as a command center for the player.
Unit production and composition also received an overhaul.  Buildings still need to reach higher levels to produce more advanced units but instead of leveling as units are produced the player must purchase building tier upgrades.  The units themselves increase in squad size with most units now holding ten units and some evil faction squads holding twenty.
There are six factions in BFME II but only two from the first title make an unaltered appearance.  The forces of Good have been merged into the Men of the West, essentially the Gondor faction with Rohan cavalry.  Elves and Dwarves round out the forces of good and are ranged against Isengard, Mordor, and the new Goblin faction.  Each faction features its own unit and building roster and many of the heroes from the previous game have been divided up among their respective races; new heroes were also introduced to round out the new factions.
The single player elements include good and evil campaigns, a War of the Ring mode, and of course skirmish mode.  The campaigns focus on each side’s perspective of the War in the North, a parallel conflict to the battles in the south during the War of the Ring that were mentioned but not covered in J.R.R. Tolkien’s books.  Some battles like Mordor’s attack on Dale and Erebor come from the original work while other missions like the goblin attack on the Grey Havens were developed specifically for the game.
The War of the Ring mode is perhaps BFME II’s most intriguing feature.  The entirety of Middle Earth is divided into a regional world map similar to the mission map from the first game.  Players take on the role of one of the six factions in a battle for supremacy over all of Middle Earth against other factions, which can be of any race regardless of alignment.  Two regional buildings can be constructed in each region and are also present in real time battles that take place in the region. For example the Fortress forces a battle whenever the territory is invaded when normally only strongholds like Helm’s Deep or Minas Tirith provoke a confrontation with invading armies.
Each faction has three armies, led by the faction’s three main heroes, that can move one region per turn and re-spawn in the player’s home territory if defeated.  Other armies without a leader can be raised by regional production buildings for defense or reinforcement but cannot invade hostile territories.  Resource buildings on the global map generate resources that are used to purchase buildings in other regions or train units for armies.  A global population cap limits the number of units on the regional map.  Armies always gain a worker unit when engaged in real time combat and can produce any unit or building during the battle regardless of the units the army actually contains.
Another innovation that generated a lot of excitement was the hero creator system.  Utilizing several templates for appearance, race, faction, and class players could create heroes that would utilize certain abilities of various tiers and take on roles similar to those filled by the standard faction heroes.  These created heroes could not be used in the campaign but were available in skirmish, War of the Ring, and multiplayer.  During creation the players adjusted bars that related to stats like health, damage, and special abilities to determine the focus and balance of the hero.  In general these created heroes were not especially comparable to faction heroes but still provided very unique flavor.
These changes made BFME II its own fully enclosed game and EA did a very fine job balancing the different races (except the Elves whose unbalanced archer upgrades had to be fixed through patches).  That is both a strength and a weakness of the game as players who enjoyed the first Battle for Middle Earth because of its gameplay will find little to endear them to the sequel.  At the same time many of the mechanics EA introduced would not have functioned properly in the first game’s style.
In fact that is possibly BFME II’s greatest failing.  Any attempt it made to directly improve upon the original was a failure.  EA advertised larger units and bigger battles and, while squads were bigger, population readjustment ensured that there actually wasn’t a difference in models or numbers of units on the field.  Dynamic base building and the standardization of lower tier unit rosters (every faction has an infantry, archer, pikeman, and cavalry unit) caused the factions to lose a great deal of their unique flavor and feel.  Special powers, which increased in number dramatically in BFME II, also become standardized even at higher tiers among the factions causing a lockstep of strategies regardless of which faction was played.
The campaign also failed to deliver the same feel of epic struggle that the first game provided.  Most of the missions play like the great siege battles from the first Battle for Middle Earth but lack a sense of scale and also restrict gameplay due to map and objective limitations preventing players from exploring the races and mechanics they are using.  Special powers also fell flat as the players are mechanically prevented from generating enough power points to unlock the full tree of powers available and if they finish the missions too quickly may not unlock higher tier powers at all.
The War of the Ring goes a long way to redressing these issues through increased re-playability and greater freedom for the player, but brings its own shortcomings as well.  Movement is far too limited in relation to the player’s ability to defend home territories.  Armies move too slowly and marauding enemies can conquer any region that lacks an army or defending fortress with impunity.  Also aside from annoying and petty tactics the AI is for the most part incompetent, attacking the same territories repeatedly and following little rhyme or reason in its utilization of units and heroes.
By itself BFME II is a decent game with numerous options to explore and a great deal of good old fashioned RTS combat to enjoy.  At higher tiers factions gain a great deal of unique abilities and high level battles can be very entertaining.  The hero creation system is nothing like an RPG but is a fun way to mix up traditional skirmish battles.  Yet anytime BFME II tries to assert itself into the Battle for Middle Earth series as a sequel or improvement it fails to measure up to expectations in almost every way.  Another major point that does little to affect gameplay but is worth mentioning on behalf of Lord of the Rings franchise fans is that the units and heroes EA made up to fill in racial gaps feel downright alien.  They are balanced and they can be fun but in no way would they ever feel natural in the original trilogy’s books or films.
Fans of Lord of the Rings will have to temper their genre love with appreciation for innovation to enjoy this game, but there is still a lot of Middle Earth to experience with the new single player modes.  Most RTS fans will at least find BFME II a familiar addition to the genre and a far better title than many modern RTS games.  Hard core gamers are ironically the most likely to enjoy BFME II as its gameplay panders to fast battles and micro-management.  In all situations the game would be welcome in any RTS library but probably shouldn’t be purchased outside of a sale.


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Command & Conquer 3: Kane’s Wrath

A Command & Conquer title is just not the same without an expansion pack to accompany it and flesh out its content.  C&C expansions come from the golden age of expansions when gamers could expect at the least new units, missions, and multiplayer maps if not full fledged campaigns and new factions.  Thankfully Electronic Arts has not departed from this model with its expansion to Command & Conquer 3: Tiberium Wars; Command & Conquer 3: Kane’s Wrath.
Each of the three main factions receives new units and support powers.  Many of these units, like the GDI Slingshot anti-air unit, were added to remove deficiencies in existing faction rosters or new gaps that arose as a result of the new minor factions.  Epic units, one for each side, were also introduced as super powerful vehicles capable of crushing lesser units and could be customized by loading infantry into their hard points to add secondary weapons.  The new toys are worth a few games just to play with and are enjoyable for the most part but can still be overshadowed by high tier units.
Following after its successful implementation of minor factions in Command & Conquer: Generals EA chose to add two minor factions to each major faction in Kane’s Wrath.  The minor factions focus on a particular strategy or aspect of their parent faction; like flame weapons and heavy infantry for the Brotherhood of Nod or sonic weaponry and tiberium immunity for GDI.  Minor factions also receive build restrictions in exchange for their specializations; one GDI minor faction can only produce basic infantry units but gets a strong boost to its armored units.  Many of the new units added by Kane’s Wrath are unique to the minor factions; some are entirely new and others are improvements of existing designs to match them with their respective minor faction’s emphasis.
The campaign for Kane’s Wrath is less filled out then the rest of the game as its 13 missions only feature the Brotherhood of Nod as the playable faction.  The campaign is still very well done with strong narrative and many entertaining missions.  Players will also get to utilize each of Nod’s minor factions to their fullest and will also encounter the other minor factions as enemies throughout the course of the campaign.  Sadly it can only serve as a blueprint for the campaign experience that could have been; the lack of a similar model for the other two factions puts a damper on the player’s ability to enjoy the new minor factions in a narrative environment.
Perhaps the most innovative addition that Kane’s Wrath brings is the Global Conquest mode.  This single player options presents a turn based world map where the player, as one of the three major factions, builds bases, raises armies, and conducts global warfare against the other two factions.  Bases can be upgraded with defenses and tech levels to allow them to produce armies with stronger units.
Armies can be moved a set distance across the map, or ferried between bases on different continents.  When opposing armies meet or an army attacks an enemy base the battle can be auto-resolved or played out in real-time in a manner resembling a skirmish battle.  However if the attacking army does not include base-building units it will not be able to construct a base and if the defending base has high enough technology and defenses it will be able to produce advanced units a the start of the game, tying in developments on the strategic level with tactical combat.
The Global Conquest mode compensates somewhat for the lack of a full campaign.  Players can enjoy what each faction has to offer at length.  The AI in this mode is essentially a basic Skirmish AI and is competent enough to manage the world map effectively.  However its tactical capacities are lacking on lower difficulty settings and don’t always mesh in capability with the AI’s performance on the world map; making for a somewhat dichotomous experience.  On the flip-side it is usually fairly easy for the player to establish a continental stronghold thus allowing the full extent of the mode’s options to be tested at length.
Multiplayer sees little improvement from C&C 3.  The new minor factions can offer interesting tactical opportunities, but some limitations on their tech tree limit tactical flexibility; generally making the main factions the safer and well-rounded option.  Perhaps the greatest tragedy for multiplayer was the lack of inclusion for Global Conquest mode.  Granted the mode features only three factions so a multiplayer version would have been either incredibly limited or PvP only but the option still would have been a great benefit to the game; all the more so if a co-op feature had been included.
Kane’s Wrath isn’t needed to make C&C 3 a great game; the full package was already there.  The minor factions are a welcome addition for expanding skirmish and multiplayer gameplay, but the lack of campaign options to enjoy them at leisure detracts a bit from their impact.  However the Global Conquest mode suffers only from the somewhat mediocre performance of the AI at lower difficulty levels.  In all other aspects it is a very ambitious and enjoyable experience with a smooth design that needs only the ability to share it with a friend.  Kane’s Wrath isn’t its own game, but it expands C&C 3 to the fullest possible extent.


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Total Annihilation

The Real-time Strategy genre was already established as a primary market for Mac and PC games when Cavedog Entertainment released its first title, Total Annihilation, in late 1997.  The Command & Conquer and Warcraft series, soon to be joined by Starcraft, had set the standard for RTS gaming and many producers were attempting to make inroads into the market with their own take on the familiar genre conventions.  Total Annihilation broke this mold by completely redefining what the genre was capable of.
The basic gameplay of Total Annihilation departs from the standard RTS mold almost immediately.  Each game, whether in single or multiplayer, with a few campaign exceptions, starts with the Commander Unit, a powerful mech that produces a modest amount of resources and can construct the basic buildings needed to start a base.  The Commander is also very tough and possesses the D-gun, a disintegration weapon that can destroy anything in one shot.  Structures are built over time by the Commander or other construction vehicles, with higher tier vehicles required to produce higher tier structures.
The game’s two resources are metal and energy.  Metal appears as tinfoil-like deposits on the map (or anywhere on Core’s metal homeworld) while energy is simply generated by buildings like solar collectors and fusion reactors.  Both resources are harvested at a fixed rate by buildings and provide both a stockpile and income rate.  Players can produce units and buildings within the income limits, or can deficit spend by overclocking their resource requirements and dipping into the stockpiles.  Resource harvesting is fairly easy to manipulate; certain buildings can convert energy into metal and some worlds have high wind speeds or tidal force for alternative energy generation.  However proper management is extremely critical in the early game where resource shortages can slow production to a crawl.  Most units also require energy to fire their weapons and high energy output is needed for higher tier weapons to function.
Total Annihilation is set in the distant future where the technology to transfer the human mind into a machine body has caused a galactic civil war between the robotic Core and the biological Arm.  Both sides employ analogous units with similar functions but different aesthetic designs.  Arm units have a more terrestrial design while Core units tend to be skeletal and lack cockpits or other indications that they might have a pilot.  Arm units are for the most part faster, possess rapid fire weapons, and have lighter armor.  Conversely Core units are heavier, slower, and feature high powered, slow firing weapons.
Each faction has its own campaign with twenty five missions, for a total of fifty in the base game.  Each campaign starts on the faction’s homeworld and takes the player through the final stages of the galactic war before climaxing in an assault on the enemy’s homeworld.  Most missions begin with the Commander and a small starting force from which the player must construct the army necessary to destroy the enemy’s fortified bases.  Occasionally a special objective will be featured, but for the most part the only requirement is the annihilation of the opposing force.
Total Annihilation’s story is told purely through a brief opening cinematic and text based mission briefings, each with an audio narration providing some additional flavor.  Little in the way of character is presented and there are no characters mentioned by name except for the Core ruling entity, a super computer called Central Consciousness.  The missions follow a linear progression of the player’s conquests, with roughly three to four missions taking place on a single world before the player moves on to a new world.  The lack of flavor keeps the immersion level somewhat low and sometimes fails to give the player an adequate sense of his or her accomplishments.  However the campaign is very detailed in its mission designs and tech progression allowing the player to fully enjoy the different strategic options each faction presents.
The AI opponents in Total Annihilation leave something to be desired.  Even for the time the AI was considered simple and this is a side effect of the game’s innovation.  The combined arms tactics and strategic planning required for a truly challenging situation are difficult even for modern AI to accomplish properly.  For the most part Total Annihilation does the best it can and the AI is capable enough to utilize its tech tree and create thorough defenses inside its bases. These deficiencies somewhat hamper the enjoyment of the game’s skirmish mode and to a degree the player must explore strategies on their own initiative rather than be forced to adapt by the AI’s maneuvers.
The skirmish and multiplayer modes would be familiar for the time period.  Elements like fog of war, population cap, and victory conditions can be switched between a limited number of options.  Sadly a cheat code is required to unlock more than four player slots.  This can allow up to ten players, but cannot be used in multiplayer.  Multiplayer is no longer officially supported but fan sponsored servers now host multiplayer games, although matchmaking is not supported.
Total Annihilation was one of the first games to introduce 3D graphics.  Units make a full revolution instead of shifting to a different model stance when turning.  Structures with moving parts operate seamlessly, bringing a surprising degree of life to the world.  The most notable effect this innovation has is on the interaction between units and terrain.  Artillery shells smash into hillsides while the cannon adjusts its aim; units can hide under trees and must adjust their shots when shooting up hillsides of varying height.  The units themselves follow a polygon style of graphic rendering typical of the period of early 3D development and can at times look goofy or abstract.  The technology is certainly dated by today’s standards but is still sufficient and supplies some of the best explosions and flying shrapnel that a RTS game has ever produced.  It was also very gentle on processors of its day and modern machines should have no trouble running even large matches.
Total Annihilation may not have possessed some of the qualities that today are considered necessary for longevity such as a deep thematic campaign, dynamic AI, and a variety of factions.  However its combined arms emphasis, strategic breakdown of tiers, and 3D terrain modelling and interaction were revolutionary for their time and even today have not been seen on such a detailed and well built scale except in Total Annihilation’s spiritual successor, Supreme Commander.  These are the elements that not only make Total Annihilation a centerpiece of RTS history but also an enjoyable, engaging, and fulfilling exercise in true strategic, combined arms combat.  Everything that the RTS genre was meant to be and can possibly deliver can be found in Total Annihilation.
Author’s note: Total Annihilation is available digitally on gog.com and Steam and is compatible with current operating systems.  The digital product features the base game, official expansions, and DLC released during Cavedog Entertainment’s existence.


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Warhammer 40,000: Dawn of War – Dark Crusade & Soulstorm

The last two expansions to Warhammer 40,000: Dawn of War, Dawn of War – Dark Crusade and Dawn of War – Soulstorm, are best looked at as a separate bundle from the main game as both bring new life and dramatic changes.  Both games are standalone expansions developed by Iron Lore Entertainment and supported by the original Dawn of War developer Relic Entertainment.  Each expansion adds two new races (Necrons and Tau in Dark Crusade and the Dark Eldar and Sisters of Battle in Soulstorm) and feature new non-linear campaigns loosely connected to the narratives of the previous game and expansion.
Each race’s tech tree is reworked to more heavily emphasize thematic strategies and limit the number of top tier units.  The new races , except in part for the Sisters of Battle, also feature new mechanics for base building, population, and special resources opening up a number of new tactical options and styles for players to explore.  The Necrons, for example, train all their units from a single structure and only use one of the two resource types; the other resource type is subverted into expanding the Necron’s population cap.  Existing races received minor changes and a new unit with each expansion.  The air units, added in Soulstorm, provide a new but limited level of tactical flexibility, particularly to those races who’s air units utilize high explosives.
Alongside new races, both expansions feature a complete overhaul in campaign style and content.  Instead of the story driven, race-limiting missions of the previous Dawn of War titles, Dark Crusade and Soulstorm utilize non-linear, world map campaigns.  Each race is fully playable with its own narrative and small set of in-game cutscenes.  Dark Crusade’s campaign takes place on the fictional world of Kronus and much of the planet’s landmass is used as the world map and divided into regions of varying size.  Soulstorm expands this concept by broadening the campaign map into the four planets, each divided into a few large territories, and three moons of the fictional Kaurava system.  Players choose a race and lead that race to conquer the campaign map by taking their faction’s hero-led army and moving it into hostile regions.
There is no overarching plot and story elements are based off of each individual race’s motivations and long term goals.  Most of the battles take place in skirmish style against AI forces with varying levels of strength and skill based on the campaign’s difficulty level and the strength of individual regions.  Each conquered regions unlocks an honor guard unit that accompanies the player’s army throughout the campaign and is available at the start of each mission (as opposed to regularly trained units which do not carry over between missions).  Some regions instead offer special bonuses to the player’s faction or army on the campaign map.  Hostile races are eventually eliminated when the player attacks their headquarters region in highly entertaining scripted missions with intense battles and multi-tier objectives.  Once all headquarters have been captured the campaign ends with a final in-game cutscene and narrative that describes the long term effects of the player’s conquest on the galaxy.
The single player campaigns place these expansions head and shoulders above their predecessors.  Individual skirmish style missions can get repetitive as races are eliminated and the AI looses strategic assets, but the overall conquest aspect combined with the scripted finale missions make these campaigns a singularly enjoyable experience that few if any RTS titles have been able to match.  Players can utilize the full range of combat options for each race across a wide variety of maps and even on lower difficulty settings the scripted missions are still quite challenging, very satisfying, and even comically entertaining as the races’ leaders banter with each other over the course of the battle.  The option to replay these campaigns with every race extends the lifespan of the single player element immensely.
The AI’s performance in skirmish and multiplayer modes remains effectively the same as in previous Dawn of War titles.  It falters somewhat in Soulstorm as it struggles to effectively use the latest units; but remains competent enough to provide a challenge for any level of gamer.  The AI was also somewhat cured of its tendency for predictable build patterns and, depending on difficulty level, now makes effective use of higher tier units.
Multiplayer remains strong with Dark Crusade and Soulstorm as it was in previous titles.  The new races are very well balanced (although a patch is required for Soulstorm to fully iron out some exploits in the game mechanics), and a host of new multiplayer maps are available supporting anywhere from 2 to 8 players in a number of layouts for team play and free for all.  Multiplayer connections remain stable when faced with lag.  A sixty second timeout is granted to lagging connections and de-synchronization is virtually unheard of.  However battles in Dark Crusade and Soulstorm are quite large, and can actually be even larger than Dawn of War and Winter Assault due to the change-up of unit build limits, and low tier connections will struggle to keep up during pitched battles.
Dark Crusade is a must for any gamer that enjoyed Dawn of War and Winter Assault.  Its new and innovative campaign provides a full and satisfying experience and the new races offer some play styles not yet seen in the Dawn of War series.  Soulstorm’s contributions are less dramatic in the face of Dark Crusade’s rapid advances; this is in part due to the dissolution of Soulstorm’s primary developer, Iron Lore, prior to its release.  Soulstorm’s campaign changes its scale but not necessarily its size and the scripted missions are toned down and lacking in immersive flavor.  The new races do offer more diversity for gaming options, particularly in multiplayer formats, but struggle to find their place among the older races.  However Soulstorm is still a fine expansion and its content only adds to the overall Dawn of War experience.
Dawn of War was already a fine title and these expansions make it truly great.  Their story, gameplay, and re-playability are top of the line and can be enjoyed in many ways by gamers of every level.  Fans of the Warhammer 40,000 universe who were not fully satisfied with the original Dawn of War and Winter Assault should certainly give Dawn of War another chance with these new expansions as more races, expanded flavor, and a deeper portrayal of the universe’s fiction bring the grim future of the 41st millennium to life.


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Warhammer 40,000: Dawn of War Gold Edition

Games Workshop’s Warhammer 40,000 franchise (often abbreviated Warhammer 40k), like its predecessor and source of inspiration Warhammer Fantasy is rich in the lore and military diversity that Real-time Strategy games thrive on.  It should come as no surpirse that Relic Entertainment’s RTS adaption of this universe, Warhammer 40,000: Dawn of War, is not only a superb rendition of this dark science fiction future but also a splendid RTS game overall.  Dawn of War, and the first of its expansions Winter Assault (bundled together in the Gold Edition) brings the dystopian universe of Warhammer 40k to life with intense and bloody combat, superb visuals, and deeply immersive factions.
Dawn of War follows the basic RTS conventions of gameplay.  Players start with a single command center (or equivalent) which produces workers and a basic military unit.  These military units are used to capture strategic points, static markers around the map that passively generate one of the game’s two basic resources.  Resource generation can be improved by constructing Listening Posts on these points once they are captured.  Workers construct the various buildings that train and upgrade units and heroes as well as the generators that produce the second resource: plasma.  Tier upgrades at the command center unlock more advanced buildings which in turn allow the construction of stronger units and vehicles.
Aside from workers, heroes, and vehicles, all units come out as squads with most squads starting at four units.  Squads can be reinforced for an additional cost in resources up to a maximum that varies depending on the unit and the race (the hefty Space Marines have an average squad size of 8 while the numerous Orks can field squads as large as 14).  Squads may additionally be upgraded with special weapons that can enhance the squad’s overall performance or make it more effective against one unit type versus another; as well as leader units that improve morale and combat effectiveness.  Morale itself is a key factor in combat; units under fire take a steady morale loss.  When morale drops to critical levels the squad ‘breaks’, an effect marked by red icons around the squad units, and loses most of its combat effectiveness.  Most vehicles and some special units do not have the morale feature.
The Gold Edition features five playable factions: the Space Marines, Eldar, Forces of Chaos, and Orks of the base Dawn of War and the Imperial Guard from Winter Assault.  These factions follow similar build styles and combat capability, although specifics like raising the population cap and which units can detect invisible squads do vary.  The true differences lie in the offensive and defensive tactics represented in their units.  Chaos and the Orks tend to be heavily melee focused with overwhelming numbers while the Elder and Space Marines are expensive, skilled combatants, with a strong emphasis on ranged combat.  The Imperial Guard and Space Marines additionally are notable for being “Jacks of all trades” where their basic units are highly adaptable; the Orks, Chaos, and the Eldar often have to field many different unit types for a balanced force.
The single player campaign in Dawn of War follows one of these factions, the Space Marines, through a series of linear missions where the player faces the Orks, Eldar, and Chaos in an expanding plot about Chaos influence on the planet Tartarus.  The missions are very well detailed and quite challenging allowing the player to experience the full extent of the Space Marine arsenal and the dynamics of their combat tactics against the other races.  Yet while the story and experience are immersive and enjoyable the Space Marines are the only faction with a campaign, the other factions can only be used in skirmish and multiplayer.
This downside is solved somewhat in Winter Assault where every race, except the Space Marines in a very ironic design twist, gets a piece of another story based campaign of five missions divided between the order (Eldar and Imperial Guard) and disorder (Chaos and the Orks) teams where each factions attempts to gain control of an Imperial Titan super mech.  Both campaigns begin with missions introducing the factions followed by a shared level where the player chooses which of the factions in their team they want to continue with (represented by a ‘falling out’ of the factions in game).  The final mission takes place at the Titan regardless of which faction the player chooses; although the methods of victory differ.
The Winter Assault campaign is very flavorful and its highly interconnected missions give the player a strong sense of interactive narrative.  Unfortunately the campaign’s very short duration and partial restriction on what factions are playable severely limits the opportunity the player has to engage and enjoy each faction.  The highly enjoyable final mission, modified for each race, alleviates this shortchange to some degree but overall players will find Winter Assault’s replay-ability to be heavily dependent on their willingness to test the skirmish AI’s varying difficulty levels.
Upon its release in 2004 Dawn of War’s graphics and presentation were top of the line.  Individual units are highly detailed and many feature very entertaining (and sometimes quite bloody) killing animations (in which the units are mercifully invulnerable to damage).  Graphic detail also brings the faction flavor to life with numerous details like facial icons shifting and warping on Chaos buildings and goblin-like Gretchin crawling around the debris of Ork structures.  All this detail does tax the video card to some degree and mid-line machines from the period (usually XP operating systems) may struggle with long skirmish and multiplayer games.  Modern machines should have no trouble with large scale skirmish games.  Dawn of War’s multiplayer is equally well done, with simple setup and connection interfaces that suffer few if any malfunctions on any connection capable of handling RTS play.
Dawn of War, Gold Edition features five levels of Skirmish AI difficulty which provide a decent challenge for players of all experience levels and, except for the hardest AI setting, do not appear to cheat.  Multiplayer is even more entertaining with teamplay against the AI and player vs player matches providing ample opportunities to experiment with different faction strategies.  Loading time for most multiplayer matches is more dependent on individual PC performance than shared internet connectivity and overall is quite fast allowing for multiple matches to be played over the course of a single session.  The factions themselves naturally have some early game build patterns that can sideline the first five minutes into routine, but the unit trees are diverse enough to facilitate widely fluctuating combat scenarios throughout a session.
The Dawn of War Gold Edition is a very well designed strategy game with a rich plot, thematic and well balanced factions, and easily managed skirmish and multiplayer capabilities.  While the single player is very linear and lacking in scope its missions and plot line are rich in flavor and abound with opportunities for intense combat.  Resource and base management have been sidelined in favor of more detailed unit and army management leading to expansive and satisfying battles against the AI and other players.  The graphics and UI options may seem somewhat dated by modern standards; but with the RTS market so sparsely populated gamers will be hard pressed to find a more satisfying RTS experience than Warhammer 40,000: Dawn of War.


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The Lord of the Rings: The Battle for Middle Earth

Its inevitable that successful book, and to a greater degree film, franchise will spawn numerous titles in different media.  The Lord of the Rings: The Battle for Middle Earth is not Electronic Arts’ first foray into J.R.R. Tokien’s Middle Earth but is certainly EA’s best.  Following on the heels of Liquid Entertainment’s and Sierra Entertainment’s The Lord of the Rings: War of the Ring, The Battle for Middle Earth is the second real time strategy game to be set on Middle Earth during the War of the Ring and events of the Lord of the Rings trilogy.  Unlike many previous game titles The Battle for Middle Earth is based exclusively off the interpretation of Peter Jackson’s Lord of the Rings film trilogy.
The Battle for Middle Earth takes a new approach to RTS play.  Bases are now constructed from pre-located build slots in circular base layouts of varying sizes, each categorized by the number of building slots it provides (i.e. a stronghold provides six build slots while a citadel provides eight).  Units are unlocked as their production centers level up through increased use.  Most troop units come in groups, with five being standard for cavalry and human units while ten is more common for orcs.  Upgrades are applied to each individual unit for a price and remain fixed, even if the unit suffers losses.  Special powers, familiar to players of EA’s Command & Conquer Generals, make a comeback as special or passive abilities acquired by purchasing them from a tree that unlocks more options as the player purchases more powers.  Power points are acquired through destroying enemy units and structures.
The power trees are divided between good and evil teams.  In the campaign these are shared by the two factions that make up each team, but the trees are split in multiplayer with the factions sharing some powers but keeping others for themselves.  The four playable factions are the great participants in the War of the Ring: Gondor, Isengard, Mordor, and Rohan.  Good and Evil aligned factions share similar traits, for example only Good aligned factions can build walls and only Evil aligned factions have powers that boost their economic ability.  In keeping with the thematic presentations of the films each faction features its own artistic style and for the most part possess unique unit and building trees.  The designs are very flavorful and surprisingly well balanced.  Some factions lack the diverse build options of others (Isengard is pretty one-dimensional and Rohan can only choose from six units) but their unique designs leave few holes for enemy teams to exploit.
The heroes of Middle Earth make an appearance as well.  Seven of the Fellowship can be trained between Gondor and Rohan (only Sam and Frodo are restricted to the campaign), and these are supplemented by the royals of Rohan and Boromir’s brother Faramir.  Heroes are a lacking aspect for the Evil team, with Isengard offering two and Mordor deploying three aerial Nazgul.  These are powerful heroes, but far less flashy and unique than their good counterparts.  This is not a design error so much as a thematic choice; the Evil factions are able to field a far greater amount of troops and unit types than the Good factions, making the heroes more of a counterweight than an exploitation.
The story for the Battle for Middle Earth’s campaign is the story of the Lord of the Rings, primarily as told by Peter Jackson’s film trilogy.  Players can come to this game and reasonably expect its story to be entertaining.  Even knowing the ending is no spoiler since the outcome hinges on the player’s success in scripted mission such as the Siege of Minas Tirith or Sam’s liberation of Frodo at Cirith Ungol.  While the game’s cinematic openings may promise a grander scale than the mission’s scripting and capacity can actually deliver players trekking through the Good campaign can expect massive battles and sieges where their hero units can shine against overwhelming numbers of orcs, Uruk-hai, and trolls.  The Evil campaign is even more exciting to experience as the player challenges the established outcomes of the trilogy.  EA admittedly had to take some creative licensing with missions like Mordor’s subjugation of Harad or Isengard’s assault on Edoras, but since the Evil campaign boils down to the forces of darkness winning the War of the Ring scenarios like these are logical conclusions.
All of the fantastic elements of Middle Earth make an appearance including Ents, giant eagles, the Army of the Dead, and even the Balrog.  Battles between scripted missions generally play like skirmish battles which can lead to some repetitive experiences depending on how long the player wants to continue the campaign (the player can finish the campaign before all of Middle Earth is conquered).  However each mission has a minor bonus objective unique to that region; they don’t need to be completed to win the region but completing the objective eases the player’s fight against their opponent.  Once the player finishes a capstone scripted mission (Minas Tirith for Good and Osgiliath for Evil) towards the later half of the campaign all of southern Middle Earth is available for conquest by any of the armies the player previously used in earlier missions.
For its time Battle for Middle Earth was a graphically advanced game.  There are few flashy explosions but the minutiae of the game is very well detailed.  This does the story of the War of the Ring the service its due, but can lead to massive performance issues on a machine which runs closer to the minimum system requirements.  Little of the gameplay experience is lost on lower graphics settings, but having to play in fear of a game ending crash is a worry that can always be done away with.  As with most EA RTS games the multiplayer connection can be finicky during launch; dropping players for no apparent reason.  Thankfully this is not a crippling side effect; it has no long lasting effects and is a fairly rare occurrence.
Playing through the campaigns for the Good and Evil teams pretty much encompasses the full single player experience.  Eighteen scripted missions and over thirty regions to conquer make for hours upon hours of gameplay.  Each faction’s full tech tree is available as the campaign progresses, with the power point special powers taking the longest to unlock.  Available skirmish maps include all of the non-scripted missions (sadly, the Siege of Minas Tirith can only be replayed through saves and new campaigns).  Supporting two to eight players with several different types player setups (some regions only have outposts for starting locations where others offer citadels).
The game’s AI is competent but not spectacular.  It follows logical paths for the deployment of infantry, cavalry, siege units and such.  However its use of powers is quite predictable and on anything below the hardest difficulty the AI’s penchant for expansion is little to none.  As a flip side however this one of the few EA RTS games were the learning curve is more stable.  Casual players may find even the normal AI to pose little challenge but the more relaxed pace allows players to level their heroes and unlock powers before the end game.
The Lord of the Rings: The Battle for Middle Earth is by far the most flavorful and thematic Lord of the Rings RTS to date with immaculate attention to detail and a very immersive and entertaining single player campaign.  Fans of the trilogy, especially the movies, will enjoy the movie references and familiar scenes.  RTS gamers may find the unique game elements confusing and perhaps boring, but like any good RTS game the heart of the experience is combat and here Battle for Middle Earth does not disappoint.  For whatever reason the Battle for Middle Earth is not available for online download through any store; but even at full price this game is worth the purchase for any player, casual or skilled, who wants to run the battles of the War of the Ring.
 


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Command & Conquer 3: Tiberium Wars

After the dissolution of Westwood Studios in 2003 the Real Time Strategy market experienced a general stagnation in productivity.  Several companies continued to produce stand alone RTS titles and some spinoffs but suffered from a lack of stylistic direction as they attempted to formulate new templates of RTS gameplay separate from the Blizzard and Westwood formats.  In this period gamers were introduced to a lot of different RTS mechanics and interfaces; yet none of them were able to compare with the genre setting giants of old until Electronic Arts introduced a new title in the Command & Conquer series: Command and Conquer 3: Tiberium Wars.
Command & Conquer 3 revived the long absent Command & Conquer series; bringing with it the familiar standards of the Westwood RTS format such as a central Construction Yard, refinery resource processing, and flashy explosive late game battles.  Most skirmish battles, multi-player battles, and single player missions start the player off with little more than a construction yard from which the player must construct a base and army in order to crush their opponents.  Base and army building follow the standard Westwood format with higher tier buildings unlocking more advanced units and abilities.  Power plants are required in increasing numbers to maintain a growing base and base defenses are divided by their effectiveness against different unit types.
The series’ principle factions, GDI and Nod, return to continue their struggle over the eponymous resource tiberium and their differing views on its terramorphic properties.  The game’s storyline picks up not long after the series’ previous title Command & Conquer Tiberian Sun and its expansion Firestorm.  Reminiscent of previous C&C games players begin the campaign with a limited tech tree; benefiting from more units and abilities as the campaign progresses.  Missions include the old RTS fares like escort missions, base defense, and territory control.  Yet unlike older RTS titles Command & Conquer 3 spices up these familiar missions with more appropriate strategies and units; often taking the unique tactical situation of each mission as a chance to introduce the player to a new unit type.  Stealth missions will utilize Snipers teams and Juggernaut artillery or Commandos and Stealth Tanks.  A feature not unheard of but seriously underused in previous RTS games.
Support powers, available on the left hand side of the screen as the buildings required for them are built, make an appearance in the mainline C&C series for the first time.  These powers require a certain amount of cash to be used and must recharge between uses; they also require a line of sight on their target.  Some powers are more useful in a multiplayer setting against human players and, sadly, many rapidly become obsolete as the tech tree is unlocked.  However many can be used to game changing effect and overall the support powers should be actively utilized; particularly in the single player campaign.
The single player campaign is undoubtedly C&C 3’s strongest feature.  Following the vein established by earlier Westwood games the campaign for both factions follows a series of story-driven missions where the player completes a series of objectives, often gradually unlocked as the player progresses through the mission.  New units and structures are made available each mission until the faction’s full arsenal is unlocked.  The enemies each faction faces vary as the missions go by and some missions will involve the player facing off against two enemies. Unlike older titles which feature supposed ‘bitter enemies’ ignoring their differences to attack the player; in C&C 3 three way battles remain a constantly fluctuating contest between all three factions (some brief ceasefires do appear).
The Scrin, a new playable race that EA has introduced to the Tiberium series of C&C games, is an alien race based off of hints and plot elements from earlier titles in the Tiberium series.  The Scrin are very dependent on tiberium and many of their strategies revolve around it; they also feature more heavily specialized units and a greater reliance on aircraft than other factions.  Although their short, unlockable campaign provides only a brief glimpse at their faction history and story it still provides challenging missions and entertaining cinematics (all CGI however).
Live action cut scenes and cinematics reappear with renewed visual splendor.  Each mission is interspersed with a live action briefing prefacing the situation the player will face in the upcoming mission and its relevance to the faction’s overall goal.  The acting and dialogue could certainly be called campy but is far more enjoyable as the characters struggle with the increasingly complex situations the game’s plot thrusts them into.  For what could be the first time in RTS history the characters actually sympathize with the player when real time situations turn grim.  Settings come alive with numerous extras and improved background visuals.  The only thing sadly missing are the old Westwood endgame videos; sadly few if any in-game units are seen in CGI animation.  In a masterful move by EA the story of C&C 3 is concise enough that players need not have played the older C&C games to follow the story (although their enjoyment of the cutscenes is enhanced by familiarity with the series).
Following on the heels of EA’s last C&C title, Command & Conquer: Generals, C&C 3 features a very vivid display with heat waves, sonic pulses, and dust clouds all beautifully rendered alongside vibrant explosions and flying wreckage.  While beautiful this does exact a heavy toll on graphics utilities and PCs with up to date graphics cards and drivers are recommended for anything beyond the barest visual experience when running C&C 3.
Skirmish mode varies little from previous C&C titles.  Map options ranging from 2 to 8 players are available and players can set the amount of starting cash they begin with as well as special options like bonus crates and allowing superweapons.  Although playing with a faction’s full tech tree is inevitably entertaining the game’s AI can be predictable and varies widely in its skill between difficulty levels making for a poor learning curve.  EA mitigates this somewhat by allowing players to select archetypes for the AI personality such as Rusher or Turtler.  Games also tend to be fast paced with the winner or loser often decided within the first ten minutes.  While this is preferable for many gamers it does deprive anyone wishing to explore and enjoy a faction’s tech tree of more than a few opportunities to test strategies and units.
Multiplayer in C&C 3 is smooth and consistent.  Sadly it suffers from the same flaws as the skirmish mode, namely predictable AI and a poor learning curve.  However the large number of map options and quick gameplay fare far better in a multiplayer setting and combine with easy multiplayer setup to allow a large number of diverse games to be played in short order.
Newer gamers, particularly those familiar with RTS games but not with older C&C titles, might find C&C 3’s rehash of Westwood’s style dated and perhaps even simplistic.  Fans of the C&C series will love this game and although EA’s touch has made subtle changes to the old Westwood formula the favorite elements of C&C, particularly its entertaining and immersive single player experience, return in new and vibrant glory.  Command & Conquer 3 brings back all that was good about old school RTS gaming.  Newer gamers will also enjoy C&C 3’s rich single player campaign.  Anyone who is a fan of the RTS genre should find this title a refreshing rework of the old RTS giants and C&C 3 by far is the best RTS game to be produced in the late 2000s.
 


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Rome: Total War

The third in Creative Assembly’s line of Total War games, Rome: Total War was hailed as a hallmark title in the series and one of the greatest games of its genre.  Like it’s predecessors in the Total War line, Rome: Total War follows a formula of turn-based strategic gameplay where players manage a single faction’s cities, family members, and economic and military capacity to conquer a historical region of the world.  In this case it is most of Europe, the Mediterranean, and the Middle East.  These elements are backed up by, occasionally optional, real-time tactical battles where the armies raised and equipped in the strategic map are deployed to engage each other in a very well rendered battlefield with terrain and climate indicative of the region it represents (the Balkans in the winter are snowy and dark while Asia Minor shines with golds and greens in summer).
Rome: Total War is an example of fully comprehensive grand strategy done right.  It achieves a very harmonious balance between the detail and sometimes drudgery of global economic and political management with the thrill and challenge of real-time tactical combat.  These elements are also seamlessly blended together, with properly managed economics allowing for powerful units on the battlefield and successful military actions in real-time, such as holding a critical town from a superior foe, paying very high dividends on the strategic scale in allowing your other armies to concentrate elsewhere.
In the game’s main campaign the player takes control of a faction from the Classical period of Mediterranean history, which is initially one of the three fictitious but very colorful Roman sub-factions but eventually includes several of the other historical powers of the time such as Carthage, the Greek Cities, and Ptolemaic Egypt.  The game clocks the passage of time through turns which divide a year between summer and winter with the game beginning in 270 BC and ending in 14 AD.  In that time-frame the player must conquer 50 provinces (15 for a short campaign) and capture specific objectives such as Rome itself.  Obviously military conquest is the only way to accomplish this, but a strong army can only be raised and maintained through effective economic, diplomatic, and cultural manipulation.
The entire world map is divided into provinces with a city representing the wealth and capacity of each province as well as the means to take control of that province.  Cities generate wealth through agriculture, production, and commerce and serve as the training centers for military units and special agents like spies and diplomats.  Cities grow in population based on their public order and local food productivity, eventually turning into metropolises which provide increased income and defense as well as unlocking the final tiers of production and economic buildings.
The player’s effect on their faction is represented through their faction’s family.  The family is composed of male characters who serve as generals when on the march or in battle and governors when stationed inside the city.  Generals come with powerful cavalry bodyguards and inspire their armies to fight more effectively when present, making your family a valuable asset in conquest.  Additionally family members are born and die as the years pass making family management important.  Promising heirs must be preserved from death and plague while incompetent administrators should be out of the city and on the march.  If a faction’s family is wiped out the faction dies with it, their units becoming leaderless rebels.
The main campaign, which comes in short and long versions, is the primary element of single player in Rome: Total War and features all the elements of the Total War series.  All playable factions are unlocked after the short or long campaign are completed as a Roman faction.  These factions range in degrees of power and culture across Europe and the Mediterranean allowing for a wide degree of replay options.  Although base-building and family management remain essentially the same among the factions, unit and building rosters, as well as the power and circumstances of neighbors, changes dramatically allowing new strategies to be employed and new enemies tested.  Some of the most spectacular challenges can come to those factions farthest from Rome who will have to face the three Roman factions in the later game where their power is better represented.
Single player also offers historic battles where the player takes control of an army on one side of some of the famous battles in Classical history such as Hannibal’s more notable battles or the Roman defeats at Carrhae and the Teutoberg Forest.  Single player and multiplayer also feature the custom battle option where a predetermined amount of funds is used by the player(s) to assemble and upgrade an army chosen from the unit roster of any faction in the game, including ones non-playable in the campaign.  This only adds to the many options players have to enjoy the rich variety that Rome: Total War brings.  Ambitious players can construct their own ‘custom campaigns’ by battling factions across the different regions represented by the custom map choices.
Without doubt Rome: Total War introduced new elements to the series and to a lesser degree the genre as a whole.  Graphics moved from 2D to 3D, user interface was improved, and greater detail and control was added to the world.  Players were given an increased degree of control over their faction family and unit command and maneuver on the battlefield was greatly improved; indeed many would argue that such tactical effectiveness among formations has yet to be equaled in another Total War game.  Many changes that have appeared in later Total War titles such as real time naval combat, increased model detail among units, and more balance among factions might cast Rome: Total War as antiquated.  However for all its shortcomings Rome: Total War outpaces its predecessors and successors in the combination of detail, simplicity, and enjoyment.
Author’s note:  Rome: Total War has often been criticized for claiming to be historical but featuring many ahistorical aspects, the most notable of these being the three Roman families that together form the Roman faction.  While it is true that many of these elements are fictitious it is important to remember that Rome: Total War is a war game designed to entertain, not a historical narrative designed to teach.  Indeed many of the invented elements make the game more exciting by expanding the role of historically small, elite formations like the Spartan Hoplites into the military vanguard of a vast fictional empire.  Additionally, and I might add on a level that has yet to be achieved by any other Total War game, the vivid coloration of the factions aids greatly in rapid identification of forces on the battlefield.   Though not viable as a presentation in a history seminar Rome: Total War more than suffices for its intended purpose of thorough entertainment.


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