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Saturday February 11, 2012 9:46 AM AEST
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Feature interview: World in Conflict
PC Games
Feature interview: World in Conflict
By
Logan Booker
13:16 Sep 3, 2007
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2 - Ground controlling
3 - Cold War 2.0
4 - In Soviet Russia, game ...
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World in Conflict incorporates many concepts introduced in Ground Control, only more evolved. Massive is well-known for developing real-time strategy games that bend the rules of the genre.
For example, camera control in World in Conflict is much more flexible than that of other RTS games, as it was in GC. Players control the position of their viewpoint using W, A, S and D – the standard keys of almost all first-person shooters. Depressing the middle mouse button allows up-and-down movement (and can be inverted), and with the hassles of base-building and resource gathering gone, the player is free to focus on pure tactics and, of course, the action.
This direction undoubtedly allows the game to translate better to the Xbox 360, which will share a release with the PC version. In fact, World in Conflict may be the first real-time strategy game ever to seriously consider the needs of the console gamer, usually forgotten in a genre owned totally by Windows-wielding hardware.
Completing the Microsoft trifecta, World in Conflict will sport the Games for Windows tag, but unlike Shadowrun, which also saw a PC/360 release, WiC will not support multiplayer between the two platforms.
‘Since the Xbox 360 version is tailored for the console, we felt that the two games weren’t compatible with each other in regards of balancing, and the different input devices,’ explains Westberg. ‘We’ve put all the effort into making both versions as enjoyable as possible on their own, however, and I’m sure both 360 users and PC users will have a blast with the game.’
Bombers do their thing
With standard RTS elements discarded, unit micromanagement will play a larger role. Most units have at least one special ability, and heavy vehicles often have two. Tanks can deploy smoke to make them harder targets, or launch SABOT rounds to penetrate thick armour, while jeeps can fire rocket-propelled grenades.
These abilities have a cooldown, so timing will be crucial to maximise their effectiveness.
Players can cater their side to their particular style by choosing one of four arms of the military – tank, air, support and infantry. While a base selection of units is available to all arms, players are afforded discounts and specialised troops unique to their arm.
Support is probably the most ambiguous arm. Essentially, it gives access to off-map bombardment, repair trucks and anti-aircraft units.
Top-down view of the carnage
Wrapping the gameplay up in a nice bow are tactical aids. Tactical aid points are a separate resource to the points used to buy units, and supplied much more slowly. At any time, they can be spent via a drop-down menu in the top-left of the game window to deploy paratroopers, air-to-air strikes, artillery and, if you can afford it, tactical nukes. Variable point spends for individual tactical aids are also available, and increase the strength, size or duration of the strike.
«
Page 1
2 - Ground controlling
3 - Cold War 2.0
4 - In Soviet Russia, game plays you!
»
This article appeared in the
September, 2007
issue of Atomic.
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