![]() Gone are the generators and supply depots from the highest tier in the build chain. GameplayThe builds started the same with a headquarters and the ability to branch off from there to land, sea or air. Even the loading screens are new and improved. I fired up a skirmish with no limits to weapons and the mixed terrain of oceans and snow in the arctic. When battling AI in skirmish you may choose your camouflage, resource limits, build trees, and many more settings. This new game has more options then its predecessor in both skirmish and multiplayer. I would recommend a run through of all three training areas to get up to speed.Īfter graduating from the exercises, and with the manual placed open at the build trees, I waded into a skirmish or two to wring things out. Starting with the basic point-and-click, surrounding groups, and numbering these groups to what weapon systems will counter another, it is setup very well. These are good places to start even for previous Real War players as it goes over subtle changes in weapons deployment and highlights appropriate usage. The choices, as arrayed above consist of Basic Training, Officer's Training, and Field Training. This time, however, I decided to check the training to see any new ways of doing things. TrainingWhen I first fire up an RTS, I usually do skirmish mode to test all the different systems. This is good to know for strategic purposes when targeting buildings that will most hinder the enemy.Īlright, then. ![]() Its 68 pages are well written and includes a full build tree for both sides in the back. The documentation is in the form of a-now standard-small-sized manual. On a higher than recommended system, it installed quite well. It was still playable, but at minimum settings, of course. I tried it on a minimum spec laptop and it got a little overwhelmed. Install and DocsWith a system in the recommended range, install is a fairly painless affair. This also holds true for the enemy's inventory, but in different ways. The scenario in which this takes place is some unspecified time in the future and more advanced weapons systems have been added to the US arsenal. The seeming recurrence of activity, however, leads to the realization that the ILA is being harbored by a rogue state. ![]() The story continues where the prior one left off where the ILA terrorist cells had been all but eradicated. That merit seems to have provided the impetus for the next edition, Rogue States. The premise had merit, as I reported here, and continues to. It seemed pretty far-fetched just prior to release, and was delayed due to the real-world tragedy of 9/11. It dealt with a group of terrorists that banded up to become the ILA. Some may also remember the release of Real War back in September of last year. This is not an add-on and will not enhance the original, but much work seems to have been done since its debut in May. ![]() ![]() The Story Continues…You may have heard of this follow-up to Real War, called Rogue States after it received the ignominious honorarium as “Least Improved Sequel” at E3 2002. Product Info Product Name: Real War: Rogue States Something like Warcraft 3 or Age of Mythology will prove to be far more rewarding if you're after something in this style.Real War: Rogue States by Aaron "Spectre" Watson On the plus side, the array of units and weapons is impressive and the multi-player mode offers such enjoyably strategic moments but ultimately, this isn't enough to save Rogue States from being anything more than middle-of-the-road. Although the interface has been cleaned up, it's still far from perfect and is clumsy and awkward at times, making play more frustrating than it should be. The AI opponents are poor and offer little in the way of challenge, while the storyline is uninteresting. Unfortunately, while some issues have been fixed, enough remain to cause some fairly significant problems. There's nothing particularly original about what's on display here and for a while, it's certainly fun in an Advance Wars-style way for a while. A whole slew of new features are added for the sequel and problems from the first game are addressed, with new missions, campaigns, maps, modes and weapons all thrown into the mix. The basic gameplay remains similar, with players engaging in a series of real-time combat missions against various opponents while making using of an extensive line-up of unit types. Despite the game's less than stellar reception it spawned this sequel which improves on matters somewhat but which is still little more than average. The original Real War is a rather poor real-time strategy game that was actually based on a training game used by real-world military forces and which incorporated supposedly detailed scenarios that allowed participants to re-enact missions in various environments from around the world. ![]()
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