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PC Game Review: World in Conflict
One of the most highly anticipated strategy games of the year has been released. World in Conflict, based on a hypothetical hot war between the USA, USSR, and NATO, offers gamers a chance to get in some RTS lovin’ without the peasant pushing and in a modern setting. Does it work?
Published 4 NOV 2007
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The Struggle for Ground Control
World in Conflict is the third in a series of real-time strategy games (RTS) from Massive Entertainment that eschews the peasant-pushing and resource gathering normally associated with the genre. Without the burden of micromanagement, the player is left with the freedom to focus on the core of RTS gameplay: combat.
The first two games developed by Massive Entertainment, Ground Control, and Ground Control II, were immensely popular with gamers and critics alike. Set in the future, these sci-fi games became instant classics. The success was largely due to the focus on action, combined arms tactics, and despite some flaws like weak pathfinding, overall the games were very well received.
Now comes the latest release from Massive Entertainment, World in Conflict, and it is clear that the developer has learned from its previous titles and World in Conflict has taken the mainstream RTS community by storm. Boasting the flashiest RTS graphics on the market, a riveting plot shaped by a wargaming luminary no less than Larry Bond, and intense gameplay, World in Conflict is looking like it may capture the title for best RTS of the year, and might be the top release of all mass-market games this year.
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The game shares some tips while it loads that aren’t in the manual. |
Some advice is better than others. |
The Cold War Goes Hot
World in Conflict opens with the premise that the Soviet Union has started a hot war in Europe. After putting up a terrific fight, it suddenly turns its attention to the United States. The player is quickly tasked with defending against the Soviet onslaught as the Soviets hit the American northwest. The script is believable, and the gameplay in the single player game is mesmerizing. Intense scenarios unfold as the player battles the Soviets in a desperate struggle. Anyone who has seen Red Dawn will feel right at home playing World in Conflict.
The single-player campaign is intense, and each scenario I played sucked me right in. Several scenarios unfold with multiple sub-plots to them, and often the player is tasked to go to one objective, defend it, and then go somewhere else quickly. If this sounds familiar to what RPGers call “FedEx” style missions, they are like that to some degree.
However, the tasks are believable, and each of them serves to keep the player mentally off-balance and emotionally hooked as the action unfolds. To this end it does so admirably, and Larry Bond has done his work well—World in Conflict is riveting to play. At times I found myself playing through a scenario and after it was over I had to save the game, then get up and walk away to unwind from the intensity of the action, my armpits dripping with sweat. Immersive? You bet your Abrams—like no game I’ve played in a long time.
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