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2008
has been a banner year for real-time strategy games on the Xbox
360, where ports of PC success stories such as Supreme
Commander and World
in Conflict have joined forces with day-and-date console iterations
of the Command
& Conquer franchise among others to make for a redoubtable line-up
indeed - but however successful the core gameplay of these releases,
a single factor has held each of them from greatness: the control
system. There was much ado about a similar problem a few generations
ago, when first person shooters started arriving on home consoles
- could a controller ever emulate the pinpoint accuracy of a keyboard
and mouse? There's no disputing that now: of course it couldn't.
But it could come close; and when developers began to build games
from the ground up with their intended platforms in mind, close
was good enough.
As
a cursory glance at the FPS-heavy line-up of Microsoft's current-gen
console demonstrates, a little aim assist goes a long way. Sadly,
for all their innovative gimmickry, none of this year's RTS ports
have evidenced such an effective shortcut. In games where precise
unit management is of paramount importance, control has remained
clumsy and slow, leading some to question whether the genre has
a place on consoles at all. Tom Clancy's EndWar is a gratifying
answer to such doubts and though a few disappointing omissions mean
that it may not change the face of real-time strategy forever, it
stands as the first console game to successfully replicate the experience
of a mouse and keyboard RTS.
Coming
soon to a city near you, apparently, the Third World War has long
been a loaded premise and a favourite go-to for politically inclined
creators of books, movies, comics and videogames, one and all. EndWar
has as its particular apocalypse a chillingly true-to-form future
in which three global superpowers are at war over the last remaining
oil reserves. An extended tutorial chronicles the build-up to the
conflict, wherein tensions are at an all time high between the United
States of Europe, America, and a Russia re-energised by its discovery
of these scarce natural resources. The isolated skirmishes that
set the whole sordid affair in motion are well utilised as a training
ground for the voice-based control that makes EndWar so unique in
its field - as international anxieties mount, you're learning how
to phrase commands so that the game understands them. Hold in the
right trigger to begin speaking and you'll see that the limited
selection of aural inputs is arranged in something like a tech tree.
Say "unit" from the first column of choices and a second array of
sub-categories opens up, handily depicted onscreen to avoid potential
confusion; select a numbered unit and you can order it to attack
a particular enemy, move to a rally point, evacuate from the field
of battle or any one of a number of other commands. All of this
might seem a lot to wrap your head around - as though to say that
the very notion of controlling a game with your voice isn't pretty
sci-fi in itself - but the learning curve is gentle; there are no
bases to be built and the opposition forces are initially weak,
while the select few units you have control over seem overpowered
by comparison.
After
a minute or so of "repeat after me" exercises, EndWar appears to
have a startlingly accurate handle on the idiosyncrasies of your
voice, although slurring and mumbling won't do I'm afraid, but neither
do you have to perfectly enunciate every syllable of the Queen's
English. Imagine that your tanks and transports are ever so slightly
hard of hearing and your commands won't fail often enough to become
an annoyance. Your mileage may vary - I can't speak to how representative
my appalling roster of accents are (Irish, Australian and American,
if you must know) - but even these weren't enough to trip up the
game's impressive voice recognition system. A half hour into the
prelude, I was ordering my strike team around the maps with confidence,
dispatching gunships to back up units under fire and sending squads
of engineers around the flank of uplinks under enemy ownership,
as much thanks to the streamlined unit types as the intuitive control
mechanic. There are more traditional controls on offer, too, so
don't count EndWar out if your headset - like so many unsuspecting
Xbox accessories - has crossed over to the great scrapyard in the
sky: you can use the d-pad to select units and issue commands with
the right thumbstick aiming the camera at your choice of target.
Assuredly, however, you'll get the most out of the experience by
tacking back and forth between the two options; some orders are
simpler to issue with a quick trip through the control tree, while
the lean phrasing of others mean that they're quicker and more rewarding
to say than to find.
The
technology is fantastic then, but for all its immediacy and precision,
you wouldn't want to be playing a complex Command & Conquer clone
with it. No doubt the inevitable sequel - this is a fledgling Tom
Clancy franchise after all - will dramatically expand the range
of key input phrases; as it is, the gameplay is pared-down to its
utmost essentials and I don't know that I'd want it any other way.
The actual strategy of EndWar is reduced to an uncomplicated series
of rock-paper-scissors encounters: each unit has such clearly defined
strengths and weaknesses that you'll grasp the mechanic effortlessly.
Gunships are great against tanks but weak against transports while
tanks, on the other hand, can take out transports but fall victim
to gunships. Later in the game, the three core units are accompanied
by infantrymen, artillery units, command vehicles and engineers,
but the new additions to your squad factor into the matrix of relationships
smoothly and logically, and while the omission of base building
will disappoint some veteran RTS enthusiasts, EndWar is a more focused
game for Ubisoft Shanghai's potentially divisive decision. The meat
and potatoes of this game is the conflict - the empowerment of having
such direct control over your armies as they march toward the targets
you've designated - and voice commands or not, the opportunity to
spend five minutes turtling up around your barracks would only have
hurt the sense of urgency that proves so vital to the cumulative
experience.
When
you're done with the tutorials, within which you make the most of
the units and the battlegrounds you're given, the campaign opens
up to reveal its true nature - a grid-based globe that's evenly
divided between the three colour-coded factions. To start with,
you pick a superpower to fight for; patriotic to the last, I pledged
my efforts to the blue team, which coincidentally represented the
European federation, and systematically attacked the orange dots,
which just so happened to be America, until I'd reduced its share
of the world map to just four of the forty-two potential battlegrounds.
Russia - the green dots - gleefully joined me in my campaign, only
to betray the sacred bonds of our trust and push for a fight halfway
through the total running time. They got one.
It
seems that the victory conditions of World War III is to gain control
either over all three faction's capital cities or twenty-eight grid
squares irrespective of their strategic importance. On the normal
difficulty setting you can meander through the campaign in less
than four hours, but you should treat your first play through as
an introduction to EndWar's streamlined control system and RTS mechanics
rather than its main attraction. You're best served picking a second
superpower and turning the difficulty level up a notch; you'll find
the AI much less scattershot and the automated between-turn activity
on the other fronts of your faction's territory not so favourable.
You don't fight every battle, you see, although your victory rallies
the troops engaged in battle elsewhere and, conversely, your defeat
reduces the likelihood of victory in other locations - otherwise,
it's as though a dice rolls between turns to determine the outcome
of the automated battles raging in the distance.
The
replay value is high, considering that each superpower boasts its
own range of unique unit types and abilities, which you can unlock
with the credits that you earn depending on your performance before
allocating to those of your troops who survive through enough battles
to see a few promotions. However, the best real-time strategy games
earn their stripes through multiplayer and EndWar impresses in this
respect too. Beyond the three campaigns, you can sink a significant
amount of time into the so-called Theatre of War, where you must
pick a side - credit incentives are on offer for joining the underdogs
- and fight in a grand multiplayer arena that updates the world
map every twenty-four hours, according to the winners and losers
of each day's conflicts. The honest to god persistence of the experience
is what truly stands out about this mode, as well as what holds
it back: while it's satisfying to see your skirmishes affect the
grid in as real a sense as in single player, if you don't play every
day then you can expect to be baffled by the sudden shifts in power
between sessions, and if you do (play every day, that is) then there
are far too few battles to keep you occupied for more than an hour.
It's certainly not a perfect system but it nevertheless embellishes
all your actions in what would otherwise be a series of meaningless
multiplayer skirmishes with a similar feeling of immediacy as the
offline campaigns impart.
Whether
you're online or not, EndWar isn't without its fair share of problems.
For all the focus that its streamlined mechanics bring, there's
so little to do in the moments between encounters that micromanagement
addicts will not be constantly amused. There are no resources to
be gathered nor technologies to be researched or bases to shore
up; short of scrolling through the tight viewpoints of each of your
units, you're left raising an eyebrow at your battalion's unreliable
path-finding as they crawl from rally point to rally point. Not
only that, but despite the automatic nature of much of the game,
there are some odd missteps, such as the pedantic requirement that
you must actively engage the special abilities of all upgraded units.
Worse still are the nearly game-breaking WMDs that the losing side
are granted, which if used wisely can not only level the playing
field but entirely turn the tide of battle. There's not enough to
differentiate the various modes of play either; unless you're on
the defending team, Raid, Conquest and Siege run much the same course.
It's disappointing, too, to see such a dearth of narrative and character
when World War III has been the spark of so many great tales. Three
superpowers going to war over oil is pretty much the extent of the
story and the static images and stilted voiceovers of your faction's
commanding officers do nothing to humanise the conflict. The camp
cinematics that a successful mission in Kane's
Wrath or Red Alert 3 rewards you with are positively inspirational
next to the empty monologues that EndWar offers, and while I'm sure
that the bare-bones presentation of the latter is a touch more authentic
than Command & Conquer's notorious alternative, the experience's
lack of contrivance counter-intuitively leaves it wanting some much-needed
context.
EndWar's
most surprising deficiency, however, is its lacklustre graphics;
you expect production values from a game that sports Tom Clancy's
name - it might not be fair but it's true and, while they needn't
be works of art, like a good summer blockbuster action movie, they
should pack a punch and a respectable budget. To be frank, EndWar
looks suspiciously like an enhanced port of a PSP game. Wisps of
smoke do not an explosion make. There's noticeable pop-up and textures
aren't nearly detailed enough to justify the camera being fixed
so close to the ground. The audio engineering is much more successful
at communicating the highs and lows of battle, although the sound
effects are sparse enough that they don't overpower your own voice.
On the other hand, 99 Men's insipid theme song - played over the
end credits - sounds enough like Linkin Park that it'll leave a
nasty taste in your mouth.
Despite
its faults, Tom Clancy's EndWar stands as a welcome departure from
the quick and dirty reworkings that so many real-time strategy games
have undergone in the transition from mouse and keyboard to control
pad. The voice recognition system is simple and surprisingly effective
- other developers would do well to build future releases around
something similar - and should you still hunger for the immediacy
of its gameplay after three campaigns across three difficulties,
not to mention an infinite number of AI skirmishes, while the persistent
Theatre of War means that EndWar should have long legs indeed. The
technical hitches are distracting - a little more graphical polish
and any hint of character at all would have done it the world of
good - but Ubisoft's latest Tom Clancy game could still prove as
popular as its FPS counterparts, given time. EndWar is an RTS built
for consoles from the ground up and its streamlined interface and
single-minded mechanics make a powerful case for the future of the
genre, if not this particular franchise, on platforms other than
the PC. If you're a fan of the genre then you owe it to yourself
to take a look, because while the presentation will undoubtedly
disappoint, the successful voice control mechanics are likely to
get you rather excited.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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