World War III is drawing near.

ign

By: Erik Brudvig

Ubisoft Shanghai has a novel idea: Make a real-time strategy game from the ground up to work on a console. Sounds simple enough, but that hasn't stopped developers from trying to cram a game designed for a keyboard and mouse setup onto a controller. I have high hopes for this newest game set in the Tom Clancy world that takes the strategy down to ground level and makes use of voice commands to keep the gears of war turning. We'll find out whether it can live up to those hopes soon -- the game is now content complete and in the bug testing and balancing stages on pace for a fall release.

I got a recent look at EndWar at the company's Ubidays event. Unfortunately, the event was quite loud and we didn't get to play more than a couple of matches -- not exactly ideal conditions for playing a strategy game that uses voice commands. While I didn't get a chance to dive into the depth and balancing, we did get a look at the latest build. Instantly noticeable is how much better the game is looking now than it did in the past. As a strategy game with a high number of units on screen and lots of AI simulations being run, it can't visually compete with some of the more straightforward games out there. That said, it's not looking half bad and it's running at a smooth clip. The smoke in the distance and the hot bullets ripping across the screen in the foreground do a great job of making you feel like you're right in the midst of a huge war.

I got a look at two maps, Paris and Copenhagen, in quick conquest battles. The goal here is to take control of a series of bunkers that serve as satellite uplinks. It's easier said than done. Bunkers can be captured by infantry and then upgraded for defensive purposes, making them hotspots for major confrontations.

It begins with the three units, pre-picked by you at the opening menu. By taking down enemies and grabbing bunkers, you can win points for reinforcements and extra units. All told, you can control up to 12 units, which are comprised of several soldiers or vehicles each. There's a standard rock, paper, scissors balance to the units: Tanks are vulnerable to helicopters. Helicopters are, in turn, vulnerable to anti-air vehicles which are of course weak to the heavy tanks.

Though I'm still hoping for an extended play session, I did begin to notice a few subtleties to the gameplay. Little things like trees can play a big role in how you choose to strategize. Infantry units move much faster when sitting inside a transport, not to mention they're better protected. Heavily forested areas, though, can be navigated by foot while vehicles have to drive around. These forests also create open spaces for helicopters to fly across on the way to surprise air attacks. It's a small thing, but hopefully a sign of more to come when we get an extended look at the game.

©2008-05-28, IGN Entertainment, Inc. All Rights Reserved

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Posted: 28 May 2008

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