The Cold War is generally regarded as having begun soon after the end of World War II. However, its roots can be traced to the latter part of the first global conflict. In October of 1917, the Bolsheviks seized control of Russia, and led by Vladimir Lenin, appeared ready to withdraw from the hostilities. This would have meant the collapse of the Eastern Front, so the United States, Britain, France and Japan intervened. Late 1922 saw the formation of the Union of Soviet Socialist Republics, but the US refused to recognize it for over a decade. The political and ideological gap grew increasingly wider during the regime of Joseph Stalin, who ruled from 1929 to 1953. The tensions continued under Nikita Khrushchev, whose actions included erecting the famed Berlin Wall in 1961 in order to prevent East Germans from defecting.
Shipping this week in North America, World in Conflict is the latest strategy title from celebrated developer Massive Entertainment. The Berlin Wall hasn't fallen, but the Soviet bloc is in decline. Fearing collapse, its leaders adopt an aggressive strategy, advancing into Europe. When the forces of the North Atlantic Treaty Organization respond, they launch the second element of their strategy, an invasion of the American homeland. The ensuing gameplay eschews the traditional base building and resource gathering to focus on combat and tactical decisions involving the most powerful weapons of the time, including nuclear armaments, on destructible battlefields. Written by best-selling author Larry Bond, the story rates to be another interesting feature. In advance of the highly anticipated title's impending release, we were fortunate to receive the chance to improve our knowledge of it by questioning team spokesman David Polfeldt.
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David Polfeldt:
Jonric: What is the range of factions and units available in World of Conflict, and are there major differences among them?
We've decided to keep most of the unit stats invisible to the players, but the units get a boost in those stats when they rank up.Jonric: What are the main strengths and vulnerabilities of each role, and what is the key to using them effectively?
David Polfeldt:
All the roles have their own strengths and weaknesses, some maybe more apparent than others. They will all come to good use at some point in the game, so no role is really better than any other. Armor is very good at attacking ground vehicles, but is very vulnerable to air attacks, and air is, of course, very vulnerable to anti-air attacks from other helicopters, the anti-air vehicles from the support role, or hidden infantry.The key to success is to have a teammate give you sufficient support when you need it.
David Polfeldt:
Jonric: How varied are the units across the infantry, armor, support and air roles, and also within each of them?
David Polfeldt:
Since we've kept the unit count down a bit, we've worked out specific purposes for all the units within the roles. The air role, for instance, has medium attack helicopters for air combat, heavy attack helicopters for ground combat, transport helicopters for transport and scout helicopters for recon. All the roles have the same diversity among their units, so you really have to think of what you're using when playing a role. And you can also combine units from your role with some units from other roles, even though they're more expensive.
Jonric: Is there a maximum number of units the player can control at one time? Is it normal to reach this cap?
David Polfeldt:
The Few-Player Mode, however, increases the reinforcement points by 400 percent, so that gives you a lot of units.
Jonric: Have you implemented any kind of unit development system, and what degree of improvement is possible?
David Polfeldt:
12:00 am PDT September 17, 2007