Real
Time Strategy games are definitely a niche genre and
it's no surprise that the people who play them are
smarter than you, as a general rule of thumb. Sure
I don't even know you, but I'm pretty certain that
I'm 100% correct. It only stands to reason that gamers
who prefer tinkering with the minutia of battle -
base building, micro-management, strategic warfare
- are going to have a few more neurons snapping in
their noggins compared to the guys who run around
shooting out tires in Grand Theft Auto San Andreas
and laughing hysterically each time they manage to
hit one. Come on, you know I'm right.
I'm
just teasing. For one, I'd consider you near genius
material just for looking at this review. Do you think
for a minute that the kids who are eagerly anticipating
the next TMNT game, would even click on this link?
Not even accidentally. Never. Too busy adjusting their
droolcups.
Atari's
Act Of War: Direct Action might just appeal to these
most basic of gamers, as developer Eugen Systems has
managed to create an action packed RTS that allows
you to - almost - shoot first, build bases later.
Act of War's single player game definitely falls within
this description as newbies to the genre can jump
into any mission right from the start without having
to creep their way through a linear campaign frought
with punishments everytime you make a slight error
in judgement. And that alone will appeal to all fans
of the genre.
The
concept of Act of War is to teach players about the
fundamental rules of engagement in this
reality while still maintaining enough creative embellishments
to make it interesting across the board. After you
complete the game, you will have a far greater knowledge
of modern battlefield tactics and it is fair to say
you'll use this information to appear much more learned
at your next social function if God forbid somebody
mentions the war. You'll go on for hours (at least
it will seem like that to your bored audience) as
to why tanks must first rely on days of aircraft drops
or on ground infantry sweeps of the area before arriving
on the scene, why troops must always follow the regiment
of fire, cover, movement, why helicopters don't just
flank the areas with submachines... it's all very
interesting, especially when Act of War teaches you
the hard way. When you stroll your tank into enemy
territory without first securing the area and some
insurgent with a rocket launcher blows it up in one
shot, you'll realize the error of your ways. Preconceived
notions that you possessed going into Act of War in
regards to battlefield strategies will likely be extremely
different coming out of it. And in that sense, Act
of War succeeds not only as a wonderful teacher but
an entertaining and well produced product.
The
storyline written by NY Times bestselling Dale Brown
(Plan of Attack, Dreamland: Armageddon) is one that
will hit close to home. Terrorists attack the streets
of America and they aren't going home without a fight.
The game progresses via cutscenes which clash tremendously
with the overall quality of the ingame visuals and
the well thought out gameplay. Advanced via television
newscasts of the invasion, the production values are
somewhat suspect that the intermission sequences border
on "camp" which I doubt was the intention
of Eugen. While this hiccup in presentation won't
ruin the game for you, it won't inspire the fear and
confusion that the developer was hoping for. Personally
I enjoyed it on a tongue and cheek level, but I'm
well aware that I like that sort of thing to begin
with.
Gamers
will love the insane level of detail that permeates
every aspect of the game from the detailed cities
to the explosions to the little things like trees
and benches that are destroyed in the wake of war.
Visually Eugen has set a high benchmark for future
RTS games. Unlike most games in the genre that places
the importance on the details of management and cuts
corners in terms of graphical chutzpah, Act of War
throws you into extremely detailed cities and renders
the entire area at one time so there aren't load times
each time you move sectors. As you fight all over
the world you'll see familiar landmarks such as the
White House, Buckingham Palace and the Golden Gate
Bridge and of course the urban sprawl that surrounds
them. Everything in the environments can be destroyed
including the landmarks I just mentioned and this
has an adverse affect on your battlefield strategy.
As the landscape is altered you'll require other areas
to bunker down. Hiding behind structures renders you
invisible to the enemy as it would in reality, however
once your hiding spot is destroyed you'll be attacked
with a vengeance if you don't act swiftly.
The
name of the game is money. Without money you won't
be winning this war. Money is earned in a variety
of surprising ways, some never before seen in an RTS
game to date as to my knowledge. Downed enemies won't
die but can be picked up as POWs if you're quick enough
and sent to camps where they will magically start
making bucks for the war campaign. Maybe they're making
license plates... If wait too long to nab these nasty
villains, their own troops will heal them and they'll
live to see another die and perhaps the turn the battle
in their favor - so it's best to get them off the
street permanently. Other ways to earn cash is to
drill for oil and take over banks. Yes, it suspends
belief when you take over a US bank and get all of
its money, since it's sort of "ours" to
begin with, but take what you can get.
The
multiplayer mode places much more emphasis on the
building and strategic elements and less on all out
action, which will be more familiar too the RTS purists
in the audience. Therefore if you spend all your time
playing the single player campaigns, be prepared for
a huge learning curve once you decide to play online.
Act of War also provides a single player Skirmish
mode, which will have all but the most patient gamers
pulling out there hair. After playing a few rounds
and losing, almost instanteously, I'm pretty sure
the A.I. is programmed to take some necessary shortcuts.
I didn't spend a lot of time in Skirmish mode because
I'm of the opinion that to win you'd need to find
a magical exploit rather than relying on battle tactics.
Another bonus is the easy to setup LAN game, which
only requires one version of the game, a few PC's
and the hardest piece of the puzzle - a few good friends
to play it with. Hey, most of you gamers aren't labeled
as the worlds most dangerous loners for nothing, you
crazy buncha basement dwelling sociopaths. I mean
that as a compliment, of course.
Act
of War beautfiully bridges the gap between action
and strategy and provides an all out assault of the
senses thanks to the incredble level of visual detail,
intuitive control and an aural symphony comprised
of the sounds of destruction. Games like Act
of War usually take a backseat to superhyped overblown
titles like Doom 3 and that is a total injustice.
Eugen Systems and Atari have succeeded in providing
us with one of the first contenders for RTS of the
year and as mentioned earlier, other developers are
going to have to go big or go home to tackle it. I'm
not merely recommending you play Act of War, I'm demanding
it. That's an order soldier!
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