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Earth 2150
DEVELOPER
: Topware
PUBLISHER : SSI
System Requirements
Pentium 200, 32MB RAM, 300 MB HD space |
Recommended
Pentium II 233MHz, 64+ MB RAM, 4 megs video card |
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Ratings
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Issues
Graphics: 8 - Beautiful terrain, detailed units, realistic weather effects and good
cinematics
Audio: 4 - The combat sound effects are pretty good, except that they can only be heard at the closest zoom level. Voice acting varies from OK to terrible.
Interface: 6 - The 3d controls are awkward at first, but with a few hours of practice become natural. However the furthest zoom level is still too close.
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Play
Issues
Solo play: 7 - This is an involving game, requiring long term planning and strategy to succeed. Much deeper than most RTS games.
Replay value: 8 - Three Campaigns, skirmish mode with several game types, Map editor.
Multiplay: Unplayable - Proved unplayable on one of two computers tested. (PIII 667, GeForce DDR), Forum postings on different sights did speak favorably about the multiplayer aspect, but finding opponents can be tricky.
Learning Curve: 4 -
Awkward and complex at first, (Play the Tutorials!), but very deep once you get the hang of it. Worth the effort to learn when it finally comes together.
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Documentation
7.0 –
Nothing special about this manual.
Pros: Depth of gameplay and strategic options, great 3d unit and terrain graphics, mounting quad lasers, and 20 mm
cannons on factories is way cooler than sticking a few archers in a stone
tower
Cons: Steep learning curve, tricky interface,
overall sound quality issues
Overall:
7.8
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Earth 2150 is Topware Interactive's entry into the recently crowded 3d RTS field. And for those looking for more complexity and strategy than the usual RTS fare, this game will keep you coming back for more. Just plan on spending some time to figure it all out.
The background of Earth 2150 is standard cliché, but it works. The global economy has crashed, sparking a series of disasters ending in a nuclear war. Out of the ashes rise three factions. The Eurasian Dynasty, based on the military might, and nuclear arsenal of the country formerly known as the Soviet Union. The survivors of the United States have reformed into the United Civilized States, a decadent society where machines do all of the work, and all of the fighting. Those who were able to escape the chaos became a part of the high-tech Lunar Corporation. But humanity is one again about to engage in a world war. And this will be the last war on this planet, because the previous nuclear war has knocked Earth out of its orbit, placing the entire human race on a collision course with the sun. Unfortunately, none of the three remaining powers have the necessary resources to get off of Earth, so war ensues as the three have another go at it to secure the resources to build a spaceship to evacuate the doomed planet.
The overall goal of Earth 2150 is to accumulate 100,000 credits (50, 000 for the LC) for your faction, over the course of 15 missions and 183 days. However this is not as simple as it sounds, as those same credits are also used to build structures and units in the scenarios. And adding a further layer of complexity, you manage a home base as well as your mission base. Your home base is persistent, growing larger as the campaign progresses. Units and credits can be ferried from one base to the other, but this takes time. Very early in the game it becomes apparent that the usual RTS strategy of "build a bigger economy, build a bigger army, then crush 'em" is not going to fly here, as Reganomics style defense spending might just leave you and your people without enough cash to get off the soon to be furnace of a planet. (But it's a Dry Heat!)
In addition to managing two bases, Earth 2150 offers a few interesting twists to enhance the game play. Units actually have ammunition, and without supply shuttles, they will quickly become targets. Ammunition supply is dependent on the type of weapon, so while your rocket tanks may pack a great wallop, they will run out of ammo more quickly than a vehicle armed with a 20-mm cannon. Another unique addition to spice up the gameplay is the ability to dig under ground tunnels, essentially creating a second underground map level.
Each of the three sides has a different tech tree, and although the sides are not as varied as in StarCraft, they are distinctly different, and seem to be well balanced as well. Units are created by researching chassis, weapons, and special equipment, and then combining the components you want. This system creates another layer of complexity, because there really are no "uber units", and there is a counter for everything. In one skirmish I attempted to rush the computer with low tech tanks with 20mm cannons, and quickly learned that tanks with 105mm cannons made a mess of my assault force. Thinking that big guns were the answer, I researched plasma cannons and rebuilt my force. Unfortunately, while I did this, the computer built helicopters that my tanks could not shoot at. While I built rockets, the computer researched shields to counter my plasma cannons. …
Another interesting feature that Earth 2150 adds to the mix is weather and day/night cycle. When you play a mission that take place in Siberia, or on the North Pole, you will have to contend with snow and fog. Snow reduces visibility, and units move more slowly in poor weather. At night visibility is very limited, penetrable only by the lights on your vehicles and buildings. Lights can be controlled manually, in case you want to sneak up on someone, or keep a structure hidden. When darkness encroaches, or when a sudden rainstorm hits, you get a real sense of paranoia about who or what might be hiding out there.
Players who want to concentrate more on the fighting can build headquarters buildings to automate certain functions. Each HQ can perform one of the following functions; Research & Development; refitting units to incorporate the newest technologies; arming and upgrading buildings (yes you can mount weapons, shields and special equipment on your buildings); and research. These headquarters can be a lifesaver, taking a considerable load off you when things are getting busy. The downside is these are expensive units, and a skilled player might be able to improve on the computer's choices.
Graphically, Earth 2150 is very appealing. The detail in the units is particularly impressive at the closest viewing range, but unfortunately, getting this close to your units makes it impossible to give any orders. The terrain is deformable, both from combat and by construction units. It is possible to flatten land to build on, to create trenches to aid in defense, and even to create tunnels for underground warfare! The weather effects add significantly to the gameplay, and look great as well. Weapon effects like plasma cannons and lasers are especially cool when they light up a night battle. The introductory cinematic is excellent, and there are short recruiting videos for each faction. I especially liked the newsreel type footage that pops up when you research a new technology. Nothing like a bit of propaganda to keep the population happy.
My only real complaints with this game are the camera controls and the sound. After playing Ground Control, I was spoiled by an excellent camera system that was simple and effective. There is nothing terrible about the camera control in Earth 2150, it is just feels awkward. In theory it is simple enough. The mouse scrolls the map, holding a button and moving the mouse rotates or zooms the map. The mouse wheel adjusts the viewing angle. Unfortunately you cannot get zoomed out quite far enough to get quite the view needed to rule the battlefield. And the " viewing cone" on the minimap contributes to the difficulty. The shape of the cone is changed by the terrain, making it difficult to tell if what direction you are looking. My first few games felt like a battle against the interface and the AI. However my "patience" was rewarded, and eventually I did become somewhat comfortable with the controls. I think that had the developers put a little more effort here, the game would be more accessible, and the learning curve shortened.
The sound effects and music are frustratingly close to getting it right. The orchestral score is well done, and contributes to the mood of the game, changing based on the events of the scenario. Unit acknowledgements are a mixed bag, and fairly repetitious. The LC units were particularly substandard, each and every one sounding like a cheerleader Rah-Rah-ing her way to the slaughter. Ack. But lets face it, we all play games cuz we like to blow stuff up. And the blowing stuff up sound effects are very good…. Except that the sound effect volume varies with the zoom level. At any useful level of zoom, you can't hear them at all. Most of the battles play out like the old silent movies (but with unit acknowledgements). Again, I would refer the designers to Ground Control. Same idea properly executed.
Earth 2150 ran flawlessly on a PII 350 with 128 megs of RAM, even at 1024 x 768 in 32 bit color. However, it took several cycles of installing, and uninstalling to get past the setup screen on my main gaming rig, (a PIII667 with a GeForce DDR). When it finally started, it crashed twice in the first 5 minutes and refused to run again. A check to the various forums did not indicate significant stability problems. This did, however, prevent me from being able to try out the multiplayer options on the LAN. Multiplayer options include an "Uncle Sam" mode that replaces resource gathering with regular infusions of cash, and a capture the flag option, as well as the usual "Kill em All" mode.
Overall, Earth 2150 is really a very good game if you are patient and willing to spend the time needed to overcome the idiosyncrasies. It is not for the faint of heart, and not for the type of gamer who thought C&C was deep. But if you want a bit more depth and challenge then head on out and give this one a try.
If you like to comment on this review, please post
a message at the forum.
Reviewed by
Joe Zakszewski
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