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Publisher:
Eidos
Developer: Pumpkin
Date Posted: January 25, 1999
Warzone 2100's big selling points are it's 3D engine
and the ability to create your own units by mixing different
parts that you research. While these features are nice,
I've found a number of other little details most enjoyable.
This demo will give you a taste of the action with a
tutorial and two single player missions.
Look Ma, 3D!
The graphics engine is very much like the one seen in
Myth with the exception that units are 3D also. Things
look pretty nice all around, especially in higher resolutions
than 640x480. The hills roll nicely and there are some
cool explosions. However, whenever I look at what is
available here, I can't help but think that it was designed
with the Playstation in mind. The textures covering the
ground are quite brown everywhere, with just different
shades offering any real variation. There isn't much
in the way of details like trees, just the odd small
building. The units also seem to not be very complex,
with boxes for treads. Warzone tends to suffer from one
of the same problems that plagued Total Annihilation.
Most of the units here look very very similar, and it
can be very hard to tell the difference in the heat of
battle.
When I first started playing this demo, I was seriously
questioning the actual point of a 3D engine with a customizable
camera. Yes it's cool on paper, and has a certain flash
to it. But in terms of adding to the game, it doesn't
really. Most of the time I found the roaming camera to
be more of a nuisance then a help, and I was wishing
the whole time that I could zoom out just a little bit
further. I really wanted see more of the battlefield
without having to scroll around all the time. When I
finally got to the end of the second mission though,
I found myself moving the camera around to get the best
view into a canyon, or moving it around so that I could
see a gun tower hidden behind a cliff. With more elements
like this I can see the engine being much more cool.
Those are some nice explosions.
The other main feature of Warzone is the ability to design
your own units, but using technology that you research
throughout the game. For example, when you start the
demo, you can only build one tank with a basic machine
gun weapon, the standard body for this demo and wheels
for the bottom. You get new technologies by finding artifacts
on the map. Once you find your first artifact, you can
research a flame weapon. It will be interesting to see
how a multiplayer game of Warzone will work. If you are
racing against your opponent(s) to collect artifacts
across the map, so that you can advance your technology,
while hindering everyone else's, things could get pretty
intense. The interface in which you design these units
is fairly well done. You can quickly piece together a
new unit, see how much damage it will cost, how fast
it will move, how much armor it has, and how much it
will cost. It will be hard to tell how useful this information
will be in the full game though. In a demo with a limited
number of units, you tend to want to have most units
ready to be built.
Warzone has all the usual Real Time Strategy controls.
You can assign units to groups, assign waypoints (which
do appear on screen), set construction queues, assign
a point for units to gather after being built, and other
such things. Warzone also has the added bonus of assigning
commands and behaviour attributes to your units, and
this is were it sets itself apart from most other RTS
games. You can tell your units to retreat to your base,
or to get repaired. You can tell them what to do when
facing the enemy; hold their ground, wait to be fired
at, attack and then return to their original position.
My favorite though, is setting your units to retreat
when they are damaged. This works in Warzone because
the AI will take over that unit once it reaches the proper
damage level, deselect it, remove it from any groups
and take it back to your base. Unlike Dark Reign, you
can't recall an almost dead unit back into battle by
accident unless you try hard. The only problem with this
is that they seem to always retreat to your base instead
of to say, the nearest repair unit.
The thing that surprised me most about this game though,
is how well it ran on my computer. The minimum requirements
call for a Pentium 166, which is usually the kiss of
death for me and my Pentium 100, even with a Voodoo 2
helping it out. But Warzone 2100 ran surprisingly smooth.
The units zipped around the map, and there wasn't any
real evident slowdown, even during large battles. I can't
expect this to last while playing multiplayer, or in
larger battles with more units in the full game, but
it is encouraging nonetheless.
There are tons of little things that I would change,
such as being able to click on the minimap to move units,
have the minimap updated in real-time, make it so when
you click on the minimap it doesn't scroll over to the
position (or make it scroll faster), have it so you can
choose units to retreat and get repaired when damaged,
make it easier to target buildings, and allow the user
to zoom the camera out a bit farther. In the end though,
I found Warzone 2100 quite enjoyable. I had written it
off as a game with a few gimmicks and no real substance
when I first played it, but find myself liking it the
more I played it and learned about the commands that
I could give to my units. Looking that the screenshots
after you quit the game with heavy duty walls, large
gun towers, flying units and much larger tanks, I think
it's safe to say that Warzone 2100 could prove to be
a very interesting RTS game.
A solid RTS game thus far, definitely worth downloading
if you want to try something a little bit different.
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