|
15 of 15 people found the following review helpful:
5.0 out of 5 stars
They finally got it right!, 22 Sep 2004
By A Customer
They finally did it! The first Warhammer based game that is actually worth playing, even for non Warhammer players.This new and refreshing look at RTS will be a whole new game experience. Yes, you still have a base to build and a tech tree to develop. But the 'strategic point' element makes it vital for all players to start the game as soon as they build their first unit. In stead of mining for minerals you need to capture strategic points to gain quicker access to reinforcements. Luckily your first units (scouts) can be build from your primary building which makes the game move on a much faster pace than any other RTS. So, no more fortifying for half an hour before starting to play because you WILL be overrun. The graphical details (smooth at 1280 x 1024 and all options running) are stunning to say the least. Units have multiple graphic sequences for the same style of attack. In close combat enemy units get picked up, smashed, bashed and thrown away or simply clubbed to their deaths by your Dreadnaughts. This can be done with or without a scenic bloody display. The terrain is also a usable feature in this game. It can give you more or less cover making you harder or better to hit by enemy forces. With the introduction of 'morale' indicators another new feature is introduced to common RTS. Units who have lost the willingness to fight will fight less effective than those who still have full confidence. A tactical retreat might save your day. Units fight in squads. Squads are automatically coupled together as an effective fighting group. You can still group squads together using CTRL-# but you don't have to in order to keep your force controllable. Special characters can be added to the squads so they will give their abilities to the rest of the squad without having to control them separately (you can if you want to). Units and squads can be upgraded with heavy and assault weapons. Warhammer players know that heavy weapons can only be fired when a squad has been stationary. They need their time to bring the heavy weapons to bearing. This is represented in the game by the model aiming his weapon and a time line filling up before firing the weapon. Squads that had casualties can be brought back to strength while in battle. New units will be teleported directly into the existing unit. This saves on time moving to the building that produces the units neither for stacking the build queue nor for having them to move all over the screen before being ready for action. This also improves on the effective game time. Naturally you can't add to a squad that has been wiped out. Before running out of my available 1000 words I would love to add the unique building sequence. No longer do buildings appear out of thin air. They now drop from the sky! Pre-fab buildings are dropped as reinforcements either with drop-pods or 'Thunderhawks' (if it's really big). Servitors will then install the pre-fab buildings until they are fully operational. This way new units are imported as well. The buildings don't "build" units out of nothing. Instead they receive drop-pods from the orbiting carrier and act more for unit deployment that unit building. For as far as the demo shows the storyline I believe the cut-scenes and pre-/post-storytelling is best compared to that of Warcraft III or better (fortunately it does not have the slow ass controllability of this poor sequence title). In all, the game is fast, good looking, refreshingly new and worth your while!
|