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[an error occurred while processing this directive] REVIEWS
OK, I admit it; Im a huge fan of War of the Worlds, the musical. I first heard it when I was six and it scared the hell out of me, and even now it creeps me out a bit when I listen to it. I have long considered it an excellent prospective license for a computer game, of any genre, simply due to its intensely brooding atmosphere. When I heard that there was to be a strategy game made of it I was seriously excited at the prospect, and now Ive finally had a chance to play it through.
The game basically runs in two states, the war map and the battle map. The war map is a map of Britain, and is divided up into regions or sectors. This is where deployment and resource management is handled. The battle map is simply a section of land used to represent the sectors for the purpose of battle. This is where the RTS aspect of the game is played out. You choose when you start a new game whether you want to play a human or Martian campaign. Both campaigns run identically, the obvious difference being that in each case youre on a different side. The Martians begin with their base in the Grampian Mountains, towards the north of the island. At the start of the campaign multiple cylinders fall around this area and within a short period of time the island is divided roughly in half between the opposing forces. It is from here that the game really begins.
Graphically the game is spectacular. Using 3d-terrain and unit technology very similar
to Total Annihilation, As you would expect from a game based on a musical, the music is fantastic. Remixes of the stirring original soundtrack make for excellent battle music, while the moody war map music has you holding your breath for the next enemy attack. Much more surprising however was the quality of the sound effects. Theyre actually good! I often complain about the generally poor quality of strategy game sound effects, but WOTW effectively provides the realistic rumble of engines, the creepy metallic whirring of the Martian machines, and the thunderous roar of naval guns. While not what I would call truly spectacular, they certainly do a solid job of complementing the top-notch musical score. The game does have its share of problems however. First and foremost is "The Flaw". Of course I could only be speaking of the total lack of multiplayer support. While I realise the single player game is the main focus, and I have nothing against single-player only games, I really do feel that a multiplayer option would have enhanced the game no end. After all, it essentially provides only two easy campaigns with little reason to replay them once beaten. The nature of the turn based section and the time taken the construct units
(measured in days) is of course prohibitive to a multiplayer game, but a different set of
rules, sacrificing some of the games realism for practicality, could have been
incorporated fairly easily. Another problem is the pathing on units in the battle map. TA
veterans will be the first to admit that when you dispose of a grid / tile system for
terrain, and make units fully 3d, pathing and unit placement gets messed up a bit. WOTW
suffers quite badly from this, and the fact that the minimum unit selection is 3 or 5
makes arranging your forces a micromanagement nightmare. Also, the drag box for selecting
units has, oddly enough, a size limit of less than the full size of the screen, making
grouping large numbers of units a chore. The almost total lack of hotkeys also makes unit
control difficult.
Overall War of the Worlds is a decent game that could have been better. Its strengths lie in what can be seen and heard and put on the back of the box. Its graphics; music and sound effects are almost unrivalled in the strategy genre. It also has a truly intense atmosphere about it, one that I have never seen anywhere else. Yet a poor interface, shoddy unit control and a sad lack of multiplayer and quality AI keep the game firmly away from the greatness it could have achieved. Reviewed by AJ Dunlop
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