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R.U.S.E

By Seamus Byrne
11:27 Oct 20, 2009 | 1 Comment
Tags: R.U.S.E | ruse | rts | strategy | game | feature | news
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R.U.S.E

Unit management
Immersion is also at the heart of the new engine, and the most obvious change from other RTS is the removal of the traditional interface that would otherwise take up a large portion of the lower third of the screen. The battle is the focus, and units are given appropriately dynamic capabilities depending on exactly where you push them on the map.

With 200 different units across six factions, you'll be using tanks, aircraft, paratroopers, artillery, and plenty more. While units are historically accurate, it seems the developers have tried to give each faction - such as Russians, British, Germans and Italians - their own speciality. In another recent interview, Girard suggest the Italians (not exactly known for their raw strength in that war) will have the ability to churn out a lot of ships, giving them a Zerg-like flavour in sea combat.

"Some units are obviously more adapted to kill others, but the environment gives you an edge to change the balance of power," says Girard. "For instance, when infantry units come into close contact with tanks, from the corner of a city block for instance, they can use sticky bombs, bazookas, and they will destroy that tank outright, while they would have been slaughtered in the open plain."

Another example is the power of positioning troops inside forests, where they receive a 4x ambush bonus.

"There is a whole gameplay mechanic around the road system, which is used by light units, supply trucks," says Girard. "It is critical to control and protect the roads to protect your economy and reinforcements, just as it is very rewarding to harass enemy supply lines with hit and run tactics."

Human to human
With deception at its core, it makes sense that a game of RUSE should be inherently more fun when taking on a human challenger. So how much changes from single player to multiplayer warfare? Girard points out they actually had extra work to do to ensure the AI could be an appropriately ape-like opponent.

"The game experience will be very close, as the deception skills you learn in the SP campaign will be usable in multiplayer, and we had to teach the AI how to be 'fooled' by the player actions," says Girard.

The AI is actually divided into tactical sub-AIs, like a set of generals managing their troops in the field. One manages economy, another the troops, and another even looking for best terrain positions. The AI will use deception too, so it is a fertile training ground for facing a live opponent.

"But nothing beats bluffing a true human, and some beta testers have already created cool combinations," says Girard. For instance: camouflage a hidden forward base next to your enemy, add Radio Silence to produce invisible units, and now you can strike him swiftly... unless he has used some recon or counter Ruses!"

That last point is where we feel more excited about this title than any other RTS for quite some time. In a genre where multiplayer matches often proceed to an obvious and inevitable conclusion after just a few minutes of play as one player gets the upper hand, RUSE could deliver tools that actually turn the tide through smart human decision making. If you can turn the tide against the odds through smart use of deception, that would be a deeply satisfying victory - or a humiliating defeat.

As for modes, all we know so far is a Skirmish mode will feature one vs one and four vs four warfare. Any faction will be able to fight any other.

We have seen more than one attempt to make significant adjustments to RTS gameplay and interface, and few have delivered successfully on their ideas. But RUSE feels different. There is a sense of polish, and natural flow, to the way the interface operates. And the basics of what makes RTS good are still firmly in place.

"I think RTS players will find that they have the tools to become true strategists for the first time," suggests Girard. "A battle plan to understand what is going on, mass unit combat, large scale battlefield, deception tools to outsmart their opponent, taking advantage of the environment."

"On the other hand, they will also find everything they like from classical RTS: selection schemes, economy and production of units, campaign, multiplayer, etc."

If all that turns out as intended, there's no question Ubisoft will have a winner on its hands.

 
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This article appeared in the October, 2009 issue of Atomic.

Aliens: Colonial Marines in depth; Z-77 Motherboard round-up; strategy gaming special; Home Server tutorial. PLUS MUCH MORE - ON SALE NOW!
1 Comment
thesorehead
Oct 20, 2009 2:35 PM
... Supreme Commander already did most of this in 2007.

Less "pure" information war, but any decent player knows how to use enemy radar to their advantage. Will be interesting to see what they include on this strategic plane for SupCom2.
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Issue: 137 | June, 2012

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