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World in Conflict is a Real Time Strategy (RTS) set in alternative history of the 1980s. In this version of history the forces of communism invade America to stave off economic collapse. In single player you take control of Lt. Parker - a guy who gets ordered around a lot by AI units that don't do much. They do talk a lot though - the voice acting is acceptable and done in-game so you can choose to ignore them, which I did a lot. The story is so jingoistic it's almost intolerable. The script is peppered with militaristic quasi-fascist dogma, and events like the Statue of Liberty being blown up result in soldiers vomiting in horror. This may have dramatic resonance with any Americans playing but I - and my LAN multiplayer buddies - interpreted it as post 9-11 impotent aggression, which we gamers have seen a lot of. Even the more noble concepts like self-sacrifice are handled clumsily and fail to have any impact. The graphics are great, with cool little dinky units razzing around well designed 3D maps. The pyrotechnics are especially impressive, with huge explosions and lots of realistic shrapnel and debris. The sound is equally impressive, a full-scale battle results in a symphony of gunfire, explosions and motors. There's some suitably sombre music, the usual Tom Clancy-esque overbearing string quartet, but it's well suited to the game. The gameplay is a lot of fun. There are four types of battlefield role to choose from - armour (tanks etc), infantry, air and support (artillery). During the single-player you get drip-fed these disciplines through the campaign. You get some really cool units to play with such as snipers, helicopters, howitzers and main battle tanks, and they're well balanced, having realistic strengths and weaknesses. You also get some heavy support options to call in from off-the-map. These include fuel-air bombs, carpet bombing, napalm and even tactical nukes. Judicious use of these can turn the tide of a battle. Multiplayer is a blast. You each pick one of the forementioned disciplines and duke it out against a computer or human opponent. Working together as a team is a satisfying experience, and me and my buddies have played this for many a long night. The only thing letting this game down is the militaristic xenophobia.
World in conflict brings a new concept to the world of strategic multiplayers. With intese graphics and stunning gameplay this game is definately worth buying. I hundred percent recommend this if your a fan of RTS games. (Real time strategy). The campaign starts of with a opening cut scene of America being invaded by Russia. You play as a commander who seems to be quite quiet throughout the game. Its your job to command your units to take advantage points or secure perimiters. The campaign overall is very involving is every now and then it jumps to previous wars further explaing the interesting storyline. Every unit has ther advantages and disadvantages. Wheather it stealthily taking out infantry squads with a sniper team, or blasting the opponent from across the map with a heavy artillery truck. Beside from the fact that each tank, aircraft, and infantry squad was well designed and thought out, you can also call in air support such as air strikes or napahm, which look absolutely amazing. The detail put into the game is intense. You can literally zoom down to see the smoke coming out of a soldiers gun. The only slight critisizm i would give this game is that the cut scenes between missions are not animated, which is a shame as the rest of the game looks amazing. My rating: Gameplay - 9/10 Graphics - 10/10 Value for money - 8/10 Overall Quality - 9/10
World in Conflict (WiC) is a real time strategy / tactical game. I am reviewing it for the PC but there are also console versions available too. This game has graphics so good that in recent years authors and editors of computer reviewing magazines have used it as a benchmarks for performance. So it has looks, but is it actually a good game... read on! --- the BASICS ---- WiC is set in an alternative world in 1989, when the collapsing USSR decided to launch an assault against the USA. The game very much hinges on control points - which are areas in the map which is highlighted by a circle. When a player moves their unit into the area, the circle turns into their colour (green = player, blue = allies of player, red = enemy / allies of enemy). Depending on the time of occupation fortications are built around the control points. There are 2 main modes of the game - campaign and multiplayer. In the campaign, the player will then play as the USA as they try to repel the Russians from their land. In the multiplayer setting, the player can choose maps and play against either online opponents or bots (so offline play is possible). --- the CAMPAIGN --- (!!SPOILERS!!) The story starts as USSR launchs an amphibious assualt in Seattle in the West Coast of the USA. In the first game, the player controls a few units as the city is evacuated. As the storyline moves on it transpires that the Russians have the upper hand and the player is forced to retreat back East. A major turning point of the campaign is reached when the Russians decided they wanted to find out what secret a place called Cascade Falls holds. They were decisively beaten at this battle (want to know how? play the game!) and was forced to retreat west. At this point the campaign flashes back to a few months ago when the World of Europe was raging on. The USSR has invaded the south of France and it is the player's job to win it back. There are then 2 further games played in northern Europe - the first one in Norway when the player is asked to retrieve documents from a crashed plane, and the second actually in Russian territory where 3 submarines, bound for the USA, are the player's job to be destroyed. We then flashes forward and move back to USA, now in the East Coast and New York when the player is asked to force the USSR forces conquering the islands near the Statue of Liberty. Finally we move back to the present and to our original objective of forcing the USSR back where they came from. In addition to the USSR the USA also have to stop the Chinese (an ally of the USSR) from landing on American soil. Eventually of course, the Americans win the day as they always do. --- the MULTIPLAYER --- The multiplayer maps are many and varied. There are 3 main modes - assault, domination and tug-of-war, depending on the map selective. In assault, the player is given 10 minutes to attack or defend - depending on your team. There are usually 5 control points (see above) for the player to attack / enemy to defend, within 10 minutes (can be set longer or shorter). There is then a second game when the roles are reversed - the player now defend the control points they captured in the first game. If they manage this they will win the game. In domination, there are various control points spread around the map and the players will to gain control of them. Depending on the number of points they control a meter on the top of the map moves towards USSR or USA. When the meter reaches the end of either side they will have said to have the match. In tug-of-war, there is a frontline for the player to control - once they have captured it a new frontline will be available. There are 3 of these lines, and when they have all been taken - the game is the player's. The multiplayer offers endless possbilities and there are additional maps for avid gamers to download over the internet. In order to practise the player can also choose to play with bots - which are artificial intelligence and acts as a sort of a computer opponent against the player. --- the UNITS --- The units are divided into 4 groups - support, air, armour and infantry. They are all nicely balanced - just like rocks, papers and scissors. One player will not be able to win a game by themselves. The support consists of anti-air units, ground bombardment and artillery vehicles. The air units is self explanatory and include heavy helicopters to scout helicopters. The armour is the most important aspect of the game as players who play this role controls the tanks. The infantry has also important units like anti-tank, snipers, troop transport etc. Units are the same for USA and USSR except for design, naming and the special abilities. --- the MAPS --- The maps include places like Berlin, New York, Seattle, France (Vineyard), Norway, Murmansk, rural USA (Cascade Falls) etc. There are cities and countryside. All scenaries are destructible. --- CONCLUSION --- World in Conflict is simply an outstanding game. It is truly exceptional. It is no mistake that even after 2 years the community is vibrant and the multiplayer scene is as busy as ever. The game not only have good graphics but extremely viable gameplay too. Given that the game has also released an expansion pack (World in Conflict: Soviet Assault) with the ability to play as the Soviets in March 2009 (which I will be reviewing in due course) there is every chance this game will last for many years to come. It is definitely a game I would recommend and in my opinion fits into the legendary category!
This game is simply brilliant. I was waiting for so so long before it came out and it really didn't let me down. It is an RTS (Real Time Strategy) which is simply mid blowing. The graphics are amazing and the thing that makes it better is that every single building on the maps can be destroyed. All the trees can be felled and you can leave the maps like the surface of the moon. The sounds and effects are great or I could say mid blowing. The campaign has an amazing storyline which keeps you stuck to the screen and routing for the characters. Alec Baldwin's voice gives it a deep and serious aspect. The multiplayer aspect is amazing it is the best multiplayer interface I have ever seen. It ranks you and allows you to join and leave guilds as you wish. To join the games your friends are in, to join the games your guild is in. You get medals ranks within the guilds and without, it is just a mind boggling experience.
Well, this is the game I have been waiting for. If you have ready any of my other reviews, you may spot a slight preference on what a strategic or tactical game should be. This, my reviewing chums, is it. Firstly, a bit of background on the developers. World in Conflict has been crafted by Massive Entertainment, the creators of both Ground Control games which are, in my opinion at least, vying for the award of best strategy/tactics games with the Total War games. Therefore, when I found out that world in conflict was on the way, I became truly excited, which is rare in one so cynical! I am relived to say that I have not been disappointed. The game is set in the late 1980s, where the Soviet Union and the Warsaw Pact have invaded Western Europe in an effort to stave off economic ruin. NATO and the US rally to the defence of Europe, and World War III begins. Whilst the US is tied up fighting in Europe, the Soviet Union launches a surprise attack on the Western Seaboard, and invades Seattle using both airborne troop and merchant ships. This is where the action kicks off. One of the first things you notice about the game are the graphics they are amazing. But they have to be, as rather than making up new units and maps, everything is real and recognisable from the units to the actual maps. From asking around, it seems that the developers have spent quite a lot of effort getting the Seattle area mapped out quite well. The graphics also get better once battle is joined, as explosions generate smoke and debris, both of which are well modelled and realised. Everything even looks good on a slightly older PC (like mine!) and the frame rate remains nice and fast even with lots of action on screen. I did, briefly, turn the detail settings up as high as possible, and now I want to upgrade, as I was really impressed by at the work that has been put in to the models and textures, and I would love to see it whizzing along at a decent rate. It is not only the graphics that the developers have taken time over. The sound quality within the game is also excellent. The voice over for the cut scenes is provided by Alec Baldwin, making them much more emotive and involving that your average game. They are also a very effective way of filling the loading times and providing a good narrative bridge from one level to another. The sound effects and dialogue within the game are also of a very high quality, with the rumble of tank engine and the roar of jets carrying out bombing runs making you feel like a real part of the action. When you combine the excellent graphics with the sound, you get a great immersive experience. However, all this is just window dressing and the real excellence actually comes from the game play itself. As you would expect from a development studio with the pedigree of Massive, they have built on the successes of their earlier games and also learnt a few lessons along the way. The game starts with a simple tutorial that quickly and efficiently teaches you the various controls and techniques used to play the game, from moving the camera to calling in support weapons. Although I am an experienced gamer, I found this very useful due to different way support and reinforcements are used. The controls are pretty much as you would expect for a game of this genre, with the mouse controlling you troop, using left click to select and right click to move or attack. There are a few control panels scattered about the screen, where you can access specific unit controls, select reinforcements and call in support weapons. The only deviation that I had problems getting my head round was the camera controls. For some reason, the default keys use the First Person Shooter set-up, with W, A, S and D moving the camera forwards, left, back and right respectively. As every other game of this genre I have ever played uses the arrow keys, sometime I forget and the camera does not move, but I am learning! When selecting your forces, control is at unit level, as was the case in the original Ground Control, which I personally prefer. I find it cuts out any faffing around at the start and trying to hot key infantry together into sensible unit sizes. The only downside with the way units are controlled is the way the special abilities are implemented. Each unit has an offensive and defensive ability, such as an APC having the ability to fire anti-tank missiles or produce a covering smoke screen. Whilst these are very good ideas, the fact that you have to tell each unit when to use these abilities means that you do have to micro manage a little more than I would like. For both support weapons and reinforcements, you acquire points as you fight, and can call down anything if you can afford it. It seems that pretty much the full range of military support hardware is at your fingertips. Anything from artillery strikes to tactical nuclear strikes can be called in as the game progresses. Unlike the unit abilities, this is extremely well implemented, and you can keep the support menu open whilst you pour artillery fire down and call in air strikes to your hearts content. As I mentioned earlier, the way that these attacks have been realised graphically is truly amazing, with smoke and debris drifting and bouncing around the battlefield in a truly realistic fashion. So far, I have only seen a nuke in the graphics test, but that really is something to behold!! Finally, and for me the most appealing pert of the game, you play the part of a soldier in a conflict, rather than the overall commander. This means that whilst you are concentrating on your own mission objectives, there are other friendly forces pursuing different objectives. This allows for a great deal of flexibility in the way missions are structured. In one of the early levels, you hold one flank, whilst a compute controlled friendly force holds the other. Once you have successfully repelled your attackers, you are given control of the support weapons and tasked with providing support top your hard pressed allies. It is this kind of joined up approach that makes this game fun and varied, but also makes you feel like you are actually involved in a war and that your actions are actually making a difference. All in all, this game is truly excellent, and I would have no reservation in recommending it to anyone. It is not perfect, but the few minor drawbacks are vastly out weighed by the positives, and a lot of developers could learn a great deal from this game.
Alternative histories always provide good value and this innovative new real-time strategy features a "what if" scenario involving the outbreak of a conventional war at the end of the Cold War and a Soviet invasion of the U.S. Although the game goes to some effort to make this seem as plausible as possible its also worth noting that the developers admit the plot is heavily influenced by 1984 Patrick Swayze non-classic Red Dawn. The game itself is similar to the popular Ground Control series, which the same team also worked on, although it features no base building or resource management, instead concentrating solely on combat and tactics. As such you can choose your weapons and equipment before a mission as well as whether you will play the role of infantry, air power, support or ground armour. Each of these four roles comes with their own specialized units, as well as tactical aids such as airstrikes, paratroopers and even tactical nuclear weapons. World in Conflict presents a chillingly authentic Cold War scenario where the Berlin Wall never fell. Created by Cold War authority and best-selling author Larry Bond, the story begins in 1989 as the Soviets, fearing certain collapse, boldly advance into Europe. NATO responds in force only to be met on a second front - a full-fledged invasion of the American homeland. Players take on the role of field commander, leading the era's most powerful military machines in the campaign to retake America's cities and suburbs.