|
On the face of it, AI War looks just like another galactic domination
war game. However, do not be fooled (as I was). This independent
title by Arcen Games is a very different animal to the conventional
RTS (Real Time Strategy). I'm excited to tell you about all the
features that set this game apart from the competition. Can these
unusual traits make for a stunning game that every gamer must own?
My admittedly low expectations were surpassed by light-years and
although it has faults, this is one of the best space warfare games
I've played.
The
first uncharacteristic feature of this game is that the entire story
is laid out for you on the main menu - you don't need to progress
to the end of the game before you know what's happening. This is
a really nice touch as, straight from the word go, there is some
context to the large-scale space warfare. In summary, humans have
been locked in civil war for decades although this is now over and
the human race is united again. This unison did not come about by
a peace though. The AIs - computer artificial intelligences - that
ran each side's military production suddenly realised that this
in-fighting is both pointless and extremely illogical. To end the
fruitless bickering between the unpredictable humans, the cruel
and calculating AIs joined forces to eradicate the entire human
race. Facing a smarter, stronger, faster, emotionless cyber-machine
the warring humans had no choice but to team up and face this seemingly
unstoppable enemy as one united front.
That
is truly breath-taking story. However, since everything is laid
out so early on, it's also a tad depressing as you know there aren't
going to be any brain teasing plot twists or story advancements
appearing as you play through the game. As with so many of the radical
departures from the norm, it's really down to the individual player
whether this pre-gained backstory is beneficial to the game. In
my opinion, some combination of the two approaches would have improved
the experience providing some narrative flow and also adding to
the game's longevity, keeping the player in suspense for what will
come next. As an example, the hostile computer intelligence could
realise its current domination tactics were not working and so switch
to a battle for hearts and minds using propaganda machines and sabotage.
How about the tricksy AI collective forging human-like Cyborgs,
using these soldiers to attack a once peaceful alien race, framing
the humans and locking them in a brutal two-way struggle? Granted
those ideas are not the most original but my point is that there
is plenty of unrealised potential for dramatic story elements while
the war against the AI wages on.
The
gameplay, again, is conventional on the surface yet with a mountain
of twists and turns hiding in the gloom. Essentially, it's the same
basic structure as all space-fans know. Starting with a base - a
Command Station in this case - in orbit around a home planet, you
construct other space stations, defensive or offensive structures,
build fleets made of massive battle-cruisers and tiny fighters before
sending these fleets off to attack enemy fleets. You can't just
build millions of military ships though, as these cost resources
and in this game there are four - Metal, Energy, Crystal and Knowledge.
Leaving Knowledge for the moment (I'll get back to this odd statistic),
resource management is far from the horror you may imagine.
The
universe is divided up into a series of vast zones. Each zone represents
the space around a planet and also contains a handful of resource
deposits belonging to that planet. If you own a zone - you have
set up a Command Station from a Colony ship near the planet within
that zone - you can begin exploiting its natural resources. To do
this you can make individual harvester ships and order each one
off to mine a Crystal or Metal deposit - Energy generates automatically
by constructing floating power stations. We live in the 21st century,
however, and individually ordering ships to gather resources is
terribly outdated. To speed things up, just hold the Ctrl key when
you click the build harvester button. This automatically sends harvester
ships to all resources of a certain type in that zone, minimising
your workload. You'll still have to build turret platforms to defend
the unarmed gatherers from attack - the fiendish AI has an annoying
habit of gunning for these critical ships first - but its handily
close to the 'fire and forget' style resource management should
be. The other outstanding concept is that Crystal and Metal caches
recharge themselves over time making supplies pretty much infinite
- over gathering will slow production though. This means you won't
be forced into an enemy held zone ill-prepared and out-gunned.
Knowledge
on the other hand is a finite resource (yes, we all have to peak
somewhere). This means that when your freshly built Science Lab
ships have sucked up every ounce of intellectual brain juice a zone
has to offer, you ain't getting any more until you move the Labs
to a new one. Knowledge is used for researching new technologies
to re-enforce your ships or bolster your fleet in some other way.
There are a plethora of technologies for you to research: maybe
force-fields for vulnerable harvesters take your fancy or Tachyon
Emitters to reveal cloaked starships catches your eye. This is actually
quite a revolutionary concept - usually the availability of a new
upgrade to research comes along when you build enough structures
or you reach a new experience level or some other major event. In
AI War potentially every new technology is open for use at the start
of the game, you just need enough Knowledge points to buy it. I
prefer a more incremental approach to research with technologies
unlocked with progress through the game so I don't think this 'all
at once' feature works as a viable alternative. It just feels more
real seeing new technologies springing up from time to time as if
science geeks are busying about in the background developing better
and more efficient devices. With a whole heap of goodies available
from the beginning you really don't get that effect.
The
highlight of the gameplay is definitely the enemy. Nearly all games
on the market today use AI - the artificial brain behind computer
controlled players - to mimic human behaviour so that all enemies
behave as you'd expect. What if the computer actually played as
a computer? A hostile force that was not affected by fear or doubt.
There's a revolutionary idea and it's one that gives AI War its
soul. Basically it means your enemy is smart - very smart on high
difficulty levels - with an uncanny ability to multi-task. My favourite
part of the war against a machine concept is that you can "anger"
it by exploiting the fact that it is just a piece of electronic
circuitry that must, at some level, respond to logic events such
as true or false. The best way to annoy an unfeeling hostile intellect
is to destroy the critical structures it creates. For example, if
the hive mind builds a large Command Station in a zone and then
you blow the vessel to kingdom-come with a massive mixed fleet of
bombers, missile craft and battle-ready starships, Mr. Computer
is forced to take action. The AI sends millions of nasty things
to your location which will probably end up destroying your deadly
armada but at least you've made progress towards the final goal.
We'll win this war yet men!
However,
a computer has no eyes - it must gather data with sensors. Destroy
these sensors and the computer is effectively blind. Each AI held
zone has a sensor block - a massive grey coloured slab-like Data
Center - and taking this out before or after attacking the main
base lowers the AI's anger level. It's still going to know something
bad just happened though it's reaction will be a lot less severe,
giving you a better chance of keeping your shiny army of flying
destruction.
Another
great feature is the requirement for strategic play - you can't
just rush into every situation with as many shooty things as possible.
Building larges fleets and conquering zones willy-nilly will just
anger the AI making it retaliate with its own massive fleet, causing
a swift and brutal defeat for the human race. Instead you should
target those of vital importance for the enemy - the ones with lots
of ship-building spaceports or planets in critical locations between
zones are high-priority targets. That said, you do need to claim
zones to get more Knowledge for access to more technologies and
better chances of survival. This trade-off between all out war and
target priority is excellent and really gets your brain engaged.
Each
ship type has its own limit to restrict how many can be built -
there is not one giant army limit as in other strategy games. This
means you have to decide wisely which ship to send into which situation.
You cannot just produce thousands of your most powerful ships and
forget about the weaker ones - everyone plays their part in the
war to end all wars. For example, you could take all the biggest
most deadly star cruisers out to attack the enemy leaving the weaker
ones behind to defend the base. What if a big AI battleship suddenly
appears in your home zone? Your weaker ships just won't do enough
damage and having sent all your heavy cruisers far out of range,
defeat is immanent. Choosing where certain types of troops are most
effective is very realistic - I don't think a war has ever been
fought throughout history where these tough decisions weren't absolutely
crucial to victory.
As
you can probably tell, I'm loosing the battle of keeping this review
a plain and simple overview of the game without getting bogged down
with details. To be fair, it is a biblically hard skirmish to win
as the level of detail in this game is truly astronomical. There
are so many individual unconventional features that I could analyse
in detail. There's wormhole scouting, ion-smashing, resource-stealing,
gate-raiding and thousands of other exciting terms waiting to be
mentioned. However, most of these things are fairly advanced manoeuvres
that I couldn't sensibly explain. AI War has a huge learning curve
and try as you might you're not going to scale that mountain in
a hurry - this is a very slow game to get into and enjoy to its
fullest. Of course, the step-by-step tutorials to cover the basic
tasks are a godsend - don't even think of attempting a full campaign
without completing them. I wish the game would pick up the pace
at times though. To achieve this and still leave a satisfying game
experience a lot of the finer details that make this game what it
is would have to go. It's a trade-off that must haunt many a game
developer.
Other
than this initial slowness, there are a few problems to highlight.
Firstly, the zones around planets are far too big. I know that space
is an incomprehensibly vast place and the game does provide a mini-map
to aid navigation but it's remarkably easy to loose your rather
small ships. Massive fleets are easily found, it's individual ships
such as floating Science Labs or puny Engineer drones that are a
devil to track down, especially when on the move. There's a problem
in having these very large fleets and I really do mean large as
an average one consists of around three hundred ships! Squadrons
of this magnitude make it exceedingly difficult to select just one
ship. Luckily, the times you need to do this are quite rare but
they do happen. As an example you begin a campaign with very little
information about the outside galaxy. To get some valuable intel
about enemy positions and so on you are required to send out scout
ships to explore zones beyond wormholes (the little spiny vortex
objects that link zones together). By building a single scout for
each wormhole in a zone, you'll quickly end up with lots of them
but no easy way to send one to one wormhole and one to another.
The
ships do standout from the background, with the zones looking considerably
space-like, filled with stars and blurred by the occasional enormous
clouds of space-dust floating by. The single giant planets in zones
are a bit too similar although there are a few welcome twists such
as rocky spheres that have exploded from the inside, crumpling half
the planet and sending debris into its atmosphere. The ships themselves
are not so good looking. They are detailed and colourful but appear
awfully flat as if they have been cut out and stuck on. It's a real
shame as they do not fit in with the beautiful space backgrounds
at all.
The
music is truly amazing given the heroic story. It cycles through
a long list of tunes that all convey a sad but resolute feeling
as if you are fighting overwhelming odds but will never surrender,
mimicking man's struggle against the much more powerful AI. When
it comes to sound effects, the quality drops a tiny bit. The game
is filled with battle sounds as missiles are set loose and laser
equipped ships burn away chunks of the opposition. They are all
adequate for the action they just don't really inspire you as much
as the music. Still it's a very minor issue in a very big haystack
of quality.
This
game has heaps of longevity if you get hooked. The single-player
game is played in campaigns made up of a series of planet holding
zones. Campaigns end when either the humans or the AI lose all their
Command Stations and this can take many hours, especially on larger
galaxies that have more than 80 planets. You'll never run out of
stuff you haven't seen before either as, in addition to there being
hundreds of different ship types to build and technologies to research,
each campaign is generated at random giving a whopping 16 billion
possible play scenarios! Couple that with the fact that campaigns
can be played co-operatively with up to 7 other players and you
have enough content to keep budding space-commanders pleased for
months. It may seem a disappointment that there is no competitive
multiplayer pitting two human foes against each other although this
game mode would ruin the 'unite or die' story so I'm actually really
glad they left it out. Lots of games just pile on as many multiplayer
modes as possible in the hope of high praise without thinking about
how it effects the rest of the game so kudos to Arcen Games for
not falling into the same trap.
As
a final note, the game actually did not play at all on my middle-range
laptop. Luckily, I also have a lower spec desktop PC which the game
installed and ran perfectly on proving the low system requirements
are accurate. Looking on the official game forums there are posts
from a couple of people experiencing similar problems getting the
game to work properly. I advise you try the demo to ensure things
do actually work before purchasing the full game.
Hopefully,
you can tell just how content-packed this game is by the length
of this review - I haven't even gone into that much detail! All
that intricate detail including resource management, scouting, ion-smashing,
gate-raiding and deep strategy does make it difficult for rookies
to the space warfare genre to really get into the game. There are
some minor problems; the graphics are debateable and the size of
the game means you can often loose track of what's happening. On
the other hand, if you love realistic, complex and thorough space-based
real time strategies, purchase this game right now as it is an aspiring
space commander's dream. With all its unconventional features such
as the insanely large fleets and the ingenious new take on AI, the
chance of other games like this coming in the near future (or before
artificial computer minds take over the world) is slim indeed.
Reviewed by Tom Clark for AceGamez (All Rights Reserved).
|