
In these post Warcraft III days, it's a shock that one of the first intriguing PC games for 2005 is real-time strategy game. With Act of War: Direct Action, Atari has conjured up a dense, action-packed techno-thriller, and not even the off-putting constraints of the crusty RTS could stop us from enjoying it. With a dazzling graphics engine, 33 chapters of solo play and solid multiplayer action, Act of War leaps over most assumptions about the genre.
More than most games of the type, this is a very cinematic title, as frequent cutscenes fill in the dense plot. The story will be more or less easy to swallow, depending on your affinity for modern energy conspiracy theories. A small picture-in-picture window keeps the storyline flowing even mid-mission. That can become overbearing during heavy encounters, but generally works to make the story and missions feel truly integrated.
When we first saw the game back in August 2004, we were struck dumb by the sheer amount of detail Act of War is able to manage. The final product fully lives up to that promise. This is an astounding game to look at, and quite possibly the most visually accomplished game to hit the genre. In urban centers, the density and variety of buildings is fantastic, with packed rows of townhouses in San Francisco and Washington D.C., not to mention the landscape of London, which is rendered in lavish detail.
But then, every aspect of the game gets that attention, from individual infantry units to lampposts. While the lack of a deep zoom out capability was frustrating, every chance to creep close in on the action reveals how much work went into creating the landscape and combat units. Crowd scenes even look great, which is probably why the game opens with soldiers fighting amid a massive protest. Every possible particle effect, notably fire and explosions, also looks fantastic.
One area in which the detail is thankfully kept to a minimum is resource management. The game's unit is the ever-lovin' dollar; cash accumulates as players capture financial institutions and banks, and is also paid out for taking and holding POWs. That adds a welcome extra dimension to dealing with the opposition, since there's always an advantage leveraged for those who take enemies alive. Helpfully, the Consortium (the most villainous of the three in-game factions) cranks out soldiers like Nabisco does cookies. In addition to paying out cash, POWs can also be used to gain information and other advantages. All in a CIA-approved way, of course.
The solo campaign puts players in charge of the other two factions -- the traditional U.S. Army and more advanced Task Force Talon, aka the direct action unit of the title. Generally, the objectives are fairly straightforward, and can be won with techniques either subtle or overbearing. As long as players understand a few rules about unit interactions, such as which groups can decimate a group of tanks without being torched by the follow-up infantry, the missions are linear and clear, albeit packed with entertaining combat.
For those able to power quickly through the campaign, 18 maps are offered for skirmish mode, and there's full online support as well. The online game appears solid and may become the true home for players bent on exploring every tactical aspect of the game.
The sticking point in any RTS is always the controls; when players are expected to guide legions of tiny army men across a landscape, the need for a flexible, powerful interface is strong. While Act of War has pushed the envelope in several respects, when it comes to control, it's behind the curve. The interface is just not robust enough to quickly fluctuate between control of large groups and categories or handfuls of units. While the game responds in a flash, picking those snipers you quickly need on the roof out of a group can be trying. But that's the downside of the ultra-detailed graphics.
If there's a further beef with Act of War, it's that the action definitely isn't for the RTS novice. The campaign launches without tutorials that are standard for the genre, and the range of actions and commands seems opaque without consulting a manual. And the assaults quickly begin to mount on multiple fronts; it's the sort of engagement that genre veterans love, since they can quickly get to the good stuff. But those expecting to have their hand held for a mission or two will be alone in a very hostile world.
That said, Act of War strikes an ideal balance between demanding and engaging. It's returned our faith to the modern real-time strategy game, and promises an impressive new franchise from Atari. Ironing out the few kinks would create a strategy kingpin; for now we're content to marvel at what this upstart has already achieved.
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Posted: 16 Mar 2005