Even though W2100 has more control options than any RTS before it, it's still difficult to manage your troops with precision. Analog is too sensitive, digital is too slow and even mouse controls aren't as smooth as they should be. But while the viewing angles are mostly problem-free, the controls definitely are not. The new 3D look might scare some of you off to begin with, but upon closer examination, you'll find this new format works just as well as the traditional top-down 2D view (and if you prefer an even less strategic point of view, you can take control of individual cars and play from a more action-packed third-person perspective). Warzone 2100 borrows plenty of ideas from its predecessors (mainly the C&C series), but it has enough new ones to make it worth checking out for fans of the real-time strategy genre. From what we've seen so far however, we'd be inclined to give them the benefit of the doubt, though we'll obviously reserve judgement until we get to go a few rounds with the team in a heated multi-player session once things are in place early next year. You get to add more buildings and defences and even use it to fly missions to other mission maps."Ĭlearly, Warzone: 2100 already looks the business, though whether Pumpkin can deliver the gaming goods is yet to be determined. Instead of rebuilding it for each mission, it stays as your base of operations. Similarly, the player's base lasts for the duration of each campaign, so you've got to look after it. This feature alone, coupled with the fully-rotational, Gouraud shaded landscape mentioned above, texturemapped buildings and structures and a zoom in/out liber-engine that allows you to view the action from numerous viewpoints, should be more than enough to get the juices of any die hard C&C fan flowing, but what does it have over Westwood's ageing classic? As well as all the features I've mentioned and a dynamic 3D engine, we've been working hard on developing sophisticated Al systems that govern droid behaviour and combat -the idea being that the longer you can manage to hold on to your droids, the better they'll perform for you. All the vehicles and units are made of polygons and constructed from three distinct components: bodies, propulsion units and turrets which will allow the player to design their own vehicles. If you were one of the many who ignored it first time round, don't make the same mistake again.Įarly indications suggest that there'll be a lot more to Warzone: 2100 than lush graphical effects however. The graphics still look the business and the AI remains one of the best examples in any RTS. So, instead of spending ages arranging buildings into pretty patterns, you can concentrate on the actual game. For starters, they don't just rely on the tired formula of 'rush enemy base' and you don't even have to build your base from scratch at the start of each mission, since it carries on through the campaign. Looking back at it now, it's easy to see why Ttberian Sun was such a disappointment: it was a significant step backwards from Warzone.Īlthough the story won't win any awards (a post-apocalyptic Earth inhabited by Mad Max-style scavengers and hi-tech soldiers), the campaign structures have much to recommend them. Sadly, it was so far ahead of its time, it failed to make a true impression on gamers who just wanted more of the same old tosh. It introduced a beautiful 3D perspective on the action that actually worked and had the gameplay to match. I can't say warzone is the best or most immersing RTS I've ever played (that honor goes to Outpost 2: Divided Destiny), but I feel like it's a game with a lot of potential if they can just fix a few of the bigger flaws.In the overcrowded genre of real-time strategy, Warzone 2100 ms a true innovator when it first appeared about a year ago. Some of the campaign cutscenes are over the top to the point that I can't take them seriously. Attaching units to Commanders and Sensor platforms is just a huge headache all around and I think the game would benefit from doing away with that mechanic entirely. Some of the targeting mechanics are strange. The best workaround I've found was to abandon the tank chassis altogether as soon as possible and exclusively use things like hovercraft which don't suffer from the problem quite as much. This is probably the game's single biggest flaw. Units spend way too much time getting caught on each other. The three-part campaign was challenging enough to keep me interested for a long time. Enormous tech tree, and with it, a huge number of strategies to use. Don't know what the multiplayer scene is like, but the documentation was all very much in order. Open source so you can mod it and take apart the innards to learn how it works. If you can get past the graphics I think it's worth trying out. I haven't done any real multiplayer, but I've beaten the campaign and done a few skirmishes.
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