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For some people, World in Conflict will be a game defined by its
nuclear explosions - and with good reason, because the sight of
that huge destructive mushroom cloud of dust and ash consuming a
small, cosy American suburb and annihilating all in its wake is
a fantastical spectacle to witness. However, for all the pizzazz
these weapons display, I've got something of a soft spot for the
simpler use of good old-fashioned artillery barrages. There's just
something more gratifying about watching those shells rain down
from the sky and deal out death and destruction on their target,
leaving nothing behind but the smouldering craters where the enemy
once stood.
Then
again, I'm also quite keen on the occasional carpet bombing run,
a huge air strike that lives up to its name by dropping a ridiculous
amount of bombs over its target area, or a napalm strike, great
for clearing out forests hiding any infantry planning an ambush.
The truth is, I'm too spoilt for choice with World in Conflict's
tactical aid panel to choose just one favourite, yet whatever I
might choose to help me throughout the game's campaign to rid America
of the Soviet menace that has invaded it, I still end up proffering
them to those clunky nuclear bombs.
There
are two reasons why this is. The first reason is purely down to
my own childlike fondness for seeing things blow up in excessive
quantities. The environments of World in Conflict are fully destructible;
everything you can see can be demolished - trees sway from the shockwave
of an exploded tank shell, buildings collapse into smoke and rubble
under the force of an air strike and entire cites can be levelled
to their foundations - and it all looks glorious. The second reason
is it's more practical use, because although you may have command
of portions of one of the world's most massive and modernised military
powers, you're also vastly outnumbered and outgunned.
As
this is Massive Entertainment's latest assault into the world of
strategy gaming, whose first game - Ground
Control - pioneered tactical strategy games long before it became
fashionable, it's wise not to expect anything less than a full-on
tactical laden experience that sacrifices the mind numbing tedium
of resource management for that of making use of what units you
are given. So there's nothing that needs to be harvested for profit
and no bases for you to waste time defending, just the job of controlling
a few tanks and infantry to accomplish an array of what should be
rather simple objectives - except nothing in this game is as simple
as it first seems.
Defying
Supreme Commander's
attempt to widen the playing field, World in Conflict is all about
small-scale skirmishes in tightly packed environments. Although
you will only ever control small squads of tanks and infantry, plus
a few helicopters if you are lucky, this is in no way an easier
game than those that have you controlling vast armies. The pace
has been quickened to almost a first person shooter mentality, so
the action becomes pretty relentless from the offset, while the
objectives constantly force you to react almost immediately and
with lighting speed.
Each
level begins with one simple objective, usually involving you holding
a strategic point for a short period of time, once these have been
dealt with there's no need to stick around - the job's done, so
move onto the next objective. These come so thick and fast that
very you rarely have the time to sit back and take it all in; you're
constantly on the move, always trying desperately to hit that next
objective before Ivan sends his reinforcements your way. Secondary
objectives crop up from time to time too, purely optional but can
they sometimes reward you with units that you might otherwise be
unable to command. The inevitable downside is that you have top
factor these objectives over your main ones, further complicating
an already difficult battle.
Unlike
other strategy games, World in Conflict also likes to make you feel
like part of something bigger, as though the entire war effort isn't
decided by you and you alone. Allies accompany you throughout the
game, who each have their own missions going on elsewhere, so as
you are doing your thing, other battles rage on around you, while
artillery barrages and air strikes can be seen and heard in the
distance as your comrades take up arms against the enemy, freeing
you up to focus on the important business of getting your job done.
There's a great sense of being little more than a bit player in
a far greater war; you aren't the general overlooking the war on
a continental scale, but rather one commander in control of a handful
of units that fight this conflict up close and personal.
This
does have its setbacks though, and without the vast resources at
your disposal that being the leader of all of the armed forces would
have provided, you find yourself with a paltry amount of command
points to spend requisitioning units from the reinforcements menu.
This holds everything you need to wage war with - tanks, artillery,
infantry, helicopters - it's all here and it all has a price. Not
making things easy for you is the expense each of these units incurs.
The heavier and more destructive, the more it's going to cost and
with so little command points ever given to you, simply spending
everything you have on the biggest tank will leave you severely
disadvantaged.
There's
also the added difficulty of the vulnerability of each unit. A tank
might be able to easily sweep away enemy armour, but when thrust
into a fight against a helicopter for which it has no defence against,
it's as good as dead. Getting through World in Conflict is more
about getting the right balance of units more than it is about their
destructive potential. Almost every level begins with nothing left
under your command, so it's always up to you to call in the reinforcements
and choose which units you'll need for the ensuing mission. This
does mean that you have more of an appreciation for the units you
command and less of an urge to needlessly sacrifice them to the
encroaching Soviet army.
Speaking
of which, World in Conflict's proposed revisionist take on the Cold
War does provide the game with an interesting, if not entirely original
story. In this alternate 1989, the USSR didn't back down, the Berlin
Wall never fell and a full scale invasion by Soviet forces into
West Germany has plunged Europe into a full scale Third World War.
As NATO and the American forces try and stem this sudden and abrupt
attack, Russia launches a new offensive into mainland America and
brings the two warring superpowers right into the back garden of
the USA.
Although
riddled with the usual plot twists, the story does manage to be
quite engaging, utilising a gruff voiceover from Hollywood actor
Alec Baldwin, who narrates the progress of each mission mid-level
with a series of hand painted cut scenes, all helping to build the
characters of each of the allied commanders you serve alongside
during the campaign. Despite what would seem like a ridiculous notion
of a massive invasion force somehow managing to cross the Pacific
Ocean and strike the world's largest superpower almost unseen, the
entire game never feels less than plausible.
This
does also give the game an interesting setting, where large urbanised
cities and the white picketed fences of suburbia become the new
battlegrounds. It's the detail though that impresses the most; the
sight of civilians fleeing from their hometown about to be turned
to dust, or the distant silhouette of the hundreds of parachutes
of the Russian airborne soldiers all descending on the city of Seattle.
This is a game that loves the little details and one of the few
games where even the sight of an approaching cargo plane swooping
down to drop off the latest batch of reinforcements becomes an event
you never want to miss.
The
attention to detail does get to some ridiculous extremes when you
view things close up and notice just how true to life every unit
and infantryman is - and this applies as much to the sound as it
does the graphics. Zoom in close enough and you won't just hear
every clink as tanks reload their next shell; you might also hear
their crew's banter as they discuss how beneficial it would have
been to be granted armour upgrades before fighting the Russians!
Sound does play its part in brining the battlefields to life with
the distant explosions of far off battles helping to encase you
in a world of bitter unending conflict - it might be an aspect of
the game you'll overlook but its importance in adding to sense of
place isn't to be understated.
It
all looks beautiful too - ridiculously so, in fact. While it has
often been the case that strategy games sacrifice their looks for
their gameplay, World in Conflict decides that it wants both, producing
visuals that even manage to top the most up to date first person
shooters. The smoke effects in particular mean that the game has
by far some of the finest looking explosions ever rendered; combine
this with some dedicated physics modelling on each and every piece
of scenery and you will perhaps understand my glee at watching things
getting blown up. It's a fantastic looking game and a clear indication
that strategy games of the future may become the new benchmark in
testing the capabilities of the latest graphical technology.
So
it looks great, is punctuated by an intriguing story and has a nice
single player campaign - all that's left for World of Conflict is
for it to redefine strategy-based multiplayer gaming, which actually
manages to be the game's greatest achievement. We're back with the
first person shooter mentality with this part of the game, as things
feel less like an ordinary strategy game and more like something
approaching Battlefield.
Supporting
up to sixteen players, the objective is to hold and control a number
of control points dotted around each map. One main difference from
other games of this genre is that each player is required to choose
a role beforehand. These are split into four categories. Infantry,
as its name suggests, allows you to control grunts; slow and less
armoured than the other units in the game, but manoeuvrable and
able to hide in buildings and forests to ambush enemy forces. Support
is all about standing back and pelting the enemy from afar; they
can use an assortment of long-range artillery, anti-air support
and repair vehicles but are vulnerable unless defended by an ally
with shorter ranged armour. Air is about superiority of the skies,
placing numerous attack helicopters under your control, deadly against
unguarded ground vehicles but easy picking for an AA battery. Finally,
Armour is the spearhead of every battle where tanks and armoured
personnel carries are the order of the day, heavily armed but very
vulnerable to air assaults.
Just
to make things that little more interesting, all the extra Tactical
Aid options open to you in the single player portion of the game
are all present and correct in the multiplayer too, so artillery
barrages, carpet bombing and even nuclear missile strikes can be
utilised here - but with a more strict limit on the amount of tactical
aid points you get awarded for certain feats, games fortunately
do not degenerate into a nuclear missile slinging match.
Having
such a clever class-based system in place the multiplayer really
drives home the fact that to succeed you all need to play as a team.
Everyone has a role to play in the game and everyone can and needs
to lend assistance to one another to successfully beat the other
team into submission. Going it alone really isn't an option, as
without the support that you can offer to and receive from other
players, it's easy to become a victim of a better-organised team.
Luckily, people are already cottoning on to the fact that this is
a team-based game, and together with some great VOIP support, it's
not difficult to find games where the players are organised enough
to prevent things falling apart into a mishmash of random forgettable
skirmishes.
Perhaps the only real problem with World in Conflict is that it
isn't a game that does anything particularly new, or at least nothing
groundbreaking. The action might be more adrenaline-inducing and
the pace ramped up to such a degree that half hour battles fly by
in what seem like ten minutes, but at the end of it all it's still
a strategy game that follows the usual formula of its entire ilk
and not too dissimilar in style to its ancient cousin, Ground Control.
But that's just fine, because World in Conflict isn't about revolutionising
the genre - what it does do is reinvigorate it. Combining its fast
paced almost action game style single player campaign with a multiplayer
component that does actually manage to be sufficiently different
from the norm, what you have isn't just a damn good strategy game,
but one of the best strategy games of the year.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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