|
From time to time developers release a game for a system that you
wouldn't normally associate them with, a classic example being the
occasional appearance of a real-time strategy (RTS) game on a console.
This probably doesn't sound like anything out of the ordinary if
you've never played a proper RTS, but if you think about the usual
console controller and the PC's keyboard and mouse combo, and the
more-often-than-not large number of different buttons required to
achieve that tactical drumming of your enemies, you'll probably
see what I'm getting at. Occasionally it's executed well, but more
often than not, it becomes very confusing which buttons do what
when you're trying to issue commands to different unit types in
the heat of all-out war. Thankfully however, Petroglyph's latest
skirmish with the Xbox 360, Universe at War: Earth Assault, has
avoided many of the problems that other console RTS games seem to
inevitably suffer from, thanks to the skilful execution of their
ideas. But, due to its shortcomings, it won't be the game that redefines
the genre on the millions of consoles worldwide.
The
story takes place on Earth, where an evil race of alien overlords,
known to us as the Hierarchy, set out to purge our planet of the
puny humanoids that already inhabit it. They do a good job and,
during the early few levels, you'll experience controlling a handful
of American soldiers who are given the overly clichéd task of saving
the President. From these few levels you begin to see why the humans
would never stand a chance without help - outgunned and outmanned,
our saviours appear in the form of the Novus, a second race consisting
of seemingly self-aware AI robots who took their design cues straight
of out Japanese manga comics. The Novus show up in the nick of time
through portals from their home world to save the humans, or Sentients
as they call us. Without giving too much away, the game leaves you
to control each of the three warring factions - the Novus, the Hierarchy
and finally the Masari, who show up later in the game with the same
intent as the Hierarchy.
Petroglyph
has introduced a refreshing difference of play when controlling
each of these three factions. Each has their own strengths and weaknesses
that you will quickly become aware of and you will undoubtedly find
that each faction has its own optimum style of play. The Novus have
the benefits of units that can zip across the map amazingly quickly
using 'flow', which is similar to the power that runs everything
in the Novus world; they do however lack individual units with amazing
strength, but this is countered by the vast numbers of Novus that
you can build. The Hierarchy units however are orientated around
giant size and incredible firepower. This means you usually end
up walking into battles with all guns blazing, led by immense 'walker'
units. Finally there's the Masari, who seem to employ a Star Wars-esque
system of light and dark. Whilst they lack the unit-construction
speed, they are able to gather resources (which you use to build
your forces up) the quickest.
Thanks
to these differences between the factions, the gameplay is varied
enough to be enjoyable throughout Universe at War. Each faction
forces you to use different tactics in order to come out victorious.
It's a massive, massive, shame however that the developers haven't
seen fit to give you some degree of freedom during the campaign
mode. You're given a task and that's what you're expected to do
right there and then. In some cases the game forces you to just
do what you're told, rather than explore the maps and find tactical
advantages as you would in other RTS games.
Universe
at War is also let down by instances of unbelievably dire AI. Seriously,
what sort of RTS game includes units that have to be constantly
watched to make sure they're doing what they should have been trained
to do? I can recall numerous instances where I've created a large
force of units to defend a certain area on the map and they've just
stood around whilst enemy units have pretty much just waltzed past
them. For some silly reason, it seems as if they'll only attack
if they're directly fired upon; they might as well be carrying feather
dusters rather than laser pistols for the amount of intimidation
they provide.
Graphically
speaking, Universe At War is wholly unspectacular. It's not terrible
by any stretch of the imagination - it's just, well, average! It's
not the sort of game you can look at and think, "Whoa, would ya
look at those graphics?" Whilst units and buildings look somewhat
pretty, the textures used in the maps are underwhelming, which has
the unfortunate result of making each level look rather bland and
boring. The game is also marred by the unbelievable amount of jitteriness
and slowdown that's present nearly all of the time. This is something
that I'm unable to properly understand; you would expect some degree
of slowdown in a graphically amazing game such as Gears
of War, but when the game is as visually unspectacular as this,
it's hard to see why there's so much slowdown. Don't get me wrong
- it's not slide-show slow by any means - but it can get annoying,
especially when you consider the power of the Xbox 360 and all the
pretty games that have come out on it thus far and run just fine.
This is made worse when you get involved in the larger battles and
you're left staring at a jittery screen.
Unfortunately,
the music and sound effects are equally unspectacular. The voice
acting is fairly good throughout, helping to immerse you into the
storyline. This was something I actually liked about the audio aspects
of Universe at War. Aside from this however, nothing really stands
out; the sound effects during combat are generic but acceptable,
while the background music is as generic sounding as shopping mall
'muzak'. I have to admit, and I'm ashamed as an unbiased games reviewer
to say this, but this is one of the few times in my gaming 'career'
that I've actually had to put a game's own music on mute and listen
to my own soundtrack instead.
So
we've established that the music is dire, the graphics are so-so,
and the AI is rather terrible at the best of times - so what did
I really like about Universe at War? Well, the control system is
amazingly simple and intuitive, even for an RTS rookie like me.
You have a quick run through the controls at the start and they
sort of stick with you. You can control all of a certain unit type
using the bumper button, or you can hold down the A button and 'paint'
the units you would like to select - a very nice touch indeed. From
here you can move the units to wherever you fancy, either by moving
the left thumbstick to guide the camera around and then pressing
A again, or you can set destinations on the other side of the map
quickly by holding the right trigger and opening up the mini-map.
The camera is also intuitive and well implemented; you simply use
the left thumbstick to move your view around the map and you use
the right thumbstick to swivel the camera around and zoom in and
out. Again, it's all nicely implemented and works flawlessly. My
only minor gripe with the camera was that I personally felt it didn't
allow you to zoom out far enough - it's nothing major and probably
down to personal preference, but the option would have been nice.
Excellent
implementation of an intuitive control system, an engaging storyline
and the many tactical differences between the three factions on
offer all add up to make Universe at War: Earth Assault a fairly
good game. Whilst it suffers from some real problems, such as the
slowdown and the unspectacular presentation, it's still worthy of
a blast. I'd recommend this game, but only if you find it on sale
somewhere, or can rent it out for a while. It's a shame that Universe
at War couldn't have looked and sounded better, and run more smoothly,
as it had the potential to be great rather than just good. Still,
it's a solid effort on Petroglyph's part and certainly a good addition
to any RTS fan's collection.
Reviewed by Harmz Singh for AceGamez (All Rights Reserved).
|