When you’ve finally pulled your head out of the old school games like Red Alert or Generals to play Massive Entertainment’s World in Conflict, you’ll find only one word to describe it: Innovation. On paper, it’s classified as a Real Time Strategy (RTS) game. Novelty, however, blows away much of the classic expectations an average gamer might have of this genre label. World in Conflict has brought a whirlwind of much needed fresh air to a run-of-the-mill genus.
As most gamers would agree, no RTS title is complete without a resource mechanic. Everyone knows the tradition of harvesters and peasants working for that precious “Gold” or “Food” that keeps the machinery of war running. In fact, we are so used to this idea that when a game actually dares to break this mould, we are caught off-guard. What’s really shocking, though, is when it actually succeeds in being entertaining as well. And that’s exactly what World in Conflict is about.
To get the focus right, the game is about tactical warfare, not empire building or waiting till you’ve got enough “Wood” to build that tower. It revolves around the troop fighting and battle management. Few RTS titles dare to enter this area of focus. The only other I can recall was S.W.I.N.E. back in 2001. Making the unpopular choice does bring great risks, but in this case, the venture has brought great gain.
Communist Russia lands on US soil, officially ushering in World War 3. The storyline is heart-warmingly nostalgic, reminiscent of the good old Cold War Red Alert days with the familar Soviet-American conflict. Since the game is already chock full of innovations, one can hardly blame Massive for sticking to a storyline that players can still identify with.
The very first thing that catches your eye in World in Conflict is the apparent difference in camera control. The game camera is controlled by the “W”, “A”, “S” and “D” keys combined with mouse movements. Most RTS titles stick to just mouse control and apart from hotkeys, the keyboard is rarely used. This unconventional approach in forcing players to use the keyboard is strange at first, but soon you’ll realise it’s necessary because of the 360-degree view of the battlefield it affords. This is very helpful for planning strategies and seeing things from angles that no other RTS title provides. The 360-view also gives you the sense of being a real commander in the game. You feel like you’re part of the army instead of some distant overseeing being. This may take a while to get used to, but it’s definitely addictive.
The game has 4 basic unit categories – Infantry, Armour, Air and Support. These are pretty self-explanatory and finding a balance among all 4 will aid you in creating a formidable army. Units are “purchased” with points that are gained with each enemy kill. Each friendly unit death is also reimbursed so that players can get the unit again or use the points differently a second time. Unlike in other games, units are never created or manufactured. They are simply air dropped into an area specified by you. This allows for very quick and strategic playing because an army can easily be reorganised without the hassle of waiting for more resources.
In addition, every unit has special abilities that can be utilised to tactical effect. We’re all familiar with this in most Role Playing Game (RPG) genres where a character can blast a minion with his fireball ability. This concept is similarly employed here where the “Armoured Bradley” unit can launch a TOW missile at an enemy tank. Unit abilities are very useful in overturning the tides of battle and help to diversify the units by making each one unique.
Inspired by Electronic Art’s Generals the game also includes a similar “General Powers” system. Tactical aid is the name given to this highly powerful support mechanic. Similar to unit purchasing, points are gained for each enemy kill where they can be spent to execute the various tactical aids. These aids range from bridge building to carpet bombs and napalm strikes. And staying true to the modern warfare archetype, the nuke is thankfully part of this arsenal as well. These aids are by far the most satisfying way of annihilating the enemy. There’s nothing like deploying a 100-megaton nuclear warhead to blast an advancing army to smithereens.
Hand in hand with its innovations, World in Conflict incorporates stunning graphics. Run it on a powerful machine, and the graphical beauty of the game will blow your mind. Environmental details are enhanced with very sharp and defined textures. Things like cloud shadows, unit detail, smoke and debris are all done with exquisite detail. If you’re a guy, you’ll definitely find the experience similar to reading Playboy, it’s really difficult to look away.
World in Conflict’s daring to cross the line in RTS traditions alone is commendable effort. But Massive didn’t just cross the line. They stormed through, made a huge bang and expanded the borders. For this, they deserve not one, but two thumbs up.
Developer: Massive Entertainment
Distributor: New Era
Website: www.worldinconflict.com
Genre: Real Time Strategy
Release Date: Available Now
Price: $59.99 (From Game spot)
Graphics: 9.5 / 10
Sound: 8 / 10
Game play: 9 / 10
Addictive Rating: 8/10
Overall Rating: 9/10