World in Conflict
Release date18 Sep 2007
The third world war has begun and the Soviet Army is carrying out an unexpected assault on the United States. Order your soldiers and face in quick conflicts on a completely destroyed war zone. System and activity offer a blend in this epic clash of the superpowers! Terrifyingly conceivable single player strategic cutting edges through genuine urban areas, rural areas and cities of America, Europe and the USSR. Order air, barrier, infantry & bolster powers in four distinct situations in this extreme online group based multiplayer scene. Incinerate front lines with your predominant big guns and meal your foes with napalm, atomic weapons and other strategic 'tools'.
About World in Conflict
World in Conflict is released by Sierra Entertainment in 18 Sep 2007. The game is designed by Massive Entertainment. World in Conflict is a typical representative of the Real Time Strategy (RTS) genre. Playing World in Conflict is a pleasure. It does not matter whether it is the first or a millionth hour in Real Time Strategy (RTS), there will always be room for something new and interesting. Thrilling levels and gameplay World in Conflict will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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In addition to World in Conflict, the representatives of Real Time Strategy (RTS) games also belong:
- 🎮 Natural Selection 2
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- 🎮 Cossacks: European Wars
- 🎮 Mount & Blade: Viking Conquest
A complete list of games like World in Conflict can be found at AllGame here.
World in Conflict is versatile and does not stand still, but it is never too late to start playing. The game, like many Real Time Strategy (RTS) games has a full immersion in gaming. AllGame staff continues to play it.
World in Conflict is perfect for playing alone or with friends.
At AllGame you can find reviews on World in Conflict, gameplay videos, screenshots of the game and other Real Time Strategy (RTS) representatives.
World in Conflict in the test - great solo game and brilliant multiplayer
Cold War is an attempt to contain or suppress the dominance of an enemy country with economic, political and propaganda means - at least that is the boring definition. The Russians find it too boring why they suddenly turn the Cold War into a hot war in 1989, surprisingly invade Seattle and overrun the USA within a few weeks - the scenario for World in Conflict is ready. Well, that may not sound too imaginative, but the developer Massive ( Ground Control ) did an excellent job. Even more: Such thrilling multiplayer battles and exciting solo missions combined in one game have not occurred to us since Warcraft 3 (2002). Why is it still not enough for a strategy reference? Continue reading ...
The Americans clean up ...
The first disillusionment comes when the campaign starts: You can only play on the American side. The Russians are reserved for the multiplayer part. The anger quickly evaporates, because the developers have staged the 14 orders with great ideas and versatility. Even the first mission beats Command & Conquer 3 in terms of speed and diversity: They destroy enemy tanks, liberate encircled soldiers, secure a depot, take out infantrymen entrenched in buildings by artillery strike and pulverize anti-aircraft guns.
There is no idle, instead you get continuous new and main tasks in the 30 to 60 minute missions, which often cause surprises. For example, you should take a church and hold it until the superior suddenly shouts into the radio that you should immediately disappear there. Not a second early, because suddenly an enemy bomber is plastering the area with napalm. The new mission: to recapture the neighboring village and defend it for a while. Here, too, the tide turns when a bombardment destroys an important bridge. Since you never know what to expect, each mission becomes a unique experience.
... with real heroes ...
In the campaign, you control the young Lieutenant Parker, who meets minor characters who have a pleasingly sophisticated character compared to other current strategy games. There is, for example, your supreme superior Colonel Sawyer, a tough, thoroughbred soldier who doesn't like opposition, but is basically a kind-hearted person. Or the fearful Captain Bannon, who - as much as can be revealed - is given the opportunity to demonstrate genuine heroism in the course of the plot.
The fact that one builds an intimate relationship with the characters is mainly due to the excellently staged cutscenes in game graphics. For example, Sawyer picks up a squeaky tourist map to explain his tactics just because he doesn't have anything better to hand. Bannon, on the other hand, has to deal with his father, a highly decorated Vietnam veteran who lowers his son on the phone instead of mentally assisting him in the crisis. With such characters, it is no wonder that one suffers when one or the other gets into a dangerous situation.
... and all kinds of devices
But how does it all play out? World in Conflict does not need a basic building. Instead, you use a limited cash account in each mission to order infantry, tanks and helicopters that are dropped over the desired area a few seconds later.
However, this is not possible everywhere, because only if you penetrate the enemy area and conquer strategically important points will the landing zone for replenishment also grow.
When a unit is destroyed, its value slowly ticks back into your account and you can order new troops. On the one hand, the developers ensure balanced battles (tank rushes are eliminated) and on the other hand increase the tactical depth. Ordering supplies not only costs money, but also time. So if you use your resources carelessly, you are standing at the wrong moment with your pants down.
Would you like something more?
If your own troops are not enough, you need more Kawumm. To do this, call support in the form of artillery, napalm and cluster bombs or similar destructive equipment. However, you only have to earn this by taking over areas, completing tasks or destroying enemy units. Tactics are also required here: How large should the attack be? Are vehicles, foot soldiers or helicopters the target? And above all: will these move? If you give the order, depending on the strength of the attack, it may take up to 30 seconds before it pops. If you have made a mistake, the projectiles will go nowhere.
Unlike the Command & Conquer series, the super weapons are not just a trivialized spectacle of effects. On the contrary: when the US President sees no other way out of a mission than to wipe out a small town overrun by the Russians with an atomic bomb, each of the game characters has to fight with this decision. The pilot who is supposed to pull the trigger also whispers trembling "I'm afraid". Not just him: When the bomb falls, a cold shiver runs down our spines.
Do you know our bonus system?
Whether it's a super weapon or just an enemy soldier, losing units is extremely annoying. Thanks to the genre-typical experience system, vehicles and infantrymen deal more damage over time and gain additional life points.
If you have to order new troops, on the other hand, you will be sent to very young beginners. Almost every unit has an offensive and a defensive special ability. The American Abrams tank, for example, can damage armored vehicles with special bullets or smoke with it to escape the air-to-surface missiles of a Russian Hind helicopter.
There are no sea units, the battles in World in Conflict take place only on solid ground. The battles remain very manageable due to the mentioned resource system and the limited number of units. The slaughter atmosphere is still at a consistently high level. The reason for this are the numerous AI-controlled colleagues who, in missions apart from your actions, repeatedly engage in spectacular firefights with the Red Army.
Can I help you in any way?
In terms of operation, many a strategy game can cut a slice of World in Conflict . Just maneuvering across the battlefield (using the WASD buttons to move the camera, using the mouse to adjust the incline and height) is so easy that it's a real pleasure. The user interface is also well thought out and clear - ideal for beginners. Professionals, on the other hand, enjoy useful shortcuts with which they can issue many commands in a short time.
Also practical: You can save freely and choose one of three levels of difficulty before each mission, which are very well balanced. Only the learning curve is a bit too steep for the developers. After the easy entry, you have to deal with several sources of fire in parallel in the third mission - strategy newbies should be overwhelmed.
Although the controls in the solo campaign are already working extremely well, the developers go one step further in the multiplayer section. There is a text and voice chat integrated into the game as well as convenient command abbreviations, by means of which you can ask for support at the push of a button as in Battlefield 2 , report enemy sightings or simply thank you for the help of a team member. Also nice: if you have just collected enough bonus points for super weapons, you can share them with allies.
The long search for an open multiplayer game is also eliminated. Since there is no basic structure, you can join a running battle at any time without fear of disadvantages. In short: a strategy game has rarely been so accessible when it comes to online battles with human players.
On a total of 21 cards you can choose from three successful multiplayer modes (see multiplayer box). The four different character classes have an impact on your playing style: the infantryman moves into combat with foot soldiers who hide in the woods and, depending on the type, can take on helicopters and tanks. The tank driver uses heavy equipment, is faster on the move, but is defenseless against air raids. These come from the Air Force officer, who goes into battle with nimble helicopters, but cannot score any points. Last but not least, there is the supporter who, apart from a slow but extremely powerful artillery, deals no damage, but instead supports his colleagues with anti-aircraft and repair vehicles.
Thanks to this rock-paper-scissor principle, perfect teamwork of all classes is essential. In the long beta phase of the program, this worked well between anonymous players. Even in the home network, the interaction of all classes is a lot of fun and allows a lot of different tactics, especially since World in Conflict scores with well thought-out functions. For example, when you join an ongoing battle, the game recommends character classes that are not yet in battle. And if you cannot find enough players for a large-scale match, you can use the so-called Few Player? Option to distribute many classes to a few participants or fill the gaps with bots, the class and game characteristics (from aggressive to defensive) of which you can determine yourself - great! We have not yet been able to test server stability and connection speeds because the servers were not yet online.
In the solo campaign as in multiplayer battles, AI is the biggest problem in World in Conflict - albeit at a high level. The program, in particular, occasionally creates difficulties for larger unit groups. You can switch between block and line formation at the push of a button, for example, to let your troops cross a bridge. However, if AI-controlled allies are added, the units often stubbornly tilt into each other - all that is left is to laboriously break apart by hand.
World in Conflict has also affected the annoying real-time strategy sickness that units sometimes fail to notice when neighboring allies are shot at - making the five-year-old genre reference Warcraft 3 better. Otherwise there is no reason for criticism: the opponents use their different types of troops and super weapons sensibly and usually go aggressively on a conquest. We did not notice any unfair actions.
You can read the full test of World in Conflict in GameStar issue 10/2007 or online as a pdf in the magazine archive.
We gathered the finest game reviews for you to have a better idea of the World in Conflict
World in Conflict - game review
The review was based on the PC version.
Most players probably know that when assessing the game, one usually takes into account, among others such features that can almost be clearly defined as good or bad. This is the case, for example, with the story (the more complex and surprising the better) or physics and graphics (complex and accurate models are usually worth a higher rating). The problem with writing a note to a title that has the features listed above simply disappears. Worse, when the game contains elements that you can't attach a plus or minus labels, and their rating is disputable. That is why the World in Conflict rating is subjective to the limit.
The intro that opens the game briefly reveals its content. The main motive here is the fight of the United States with the Union of Soviet Socialist Republics. I don't need to add who is the aggressor in the title conflict. We meet our hero, Lieutenant Parker, in 1989, during the Red Army attack on Seattle. The first mission is to delay the progression of Russians, so that other troops can evacuate the city's residents. Before the next task, we meet other commanders in this war - these characters accompany Parker throughout the rest of the game and are of great importance, not only for the story path, but also for the way the game is conducted.
The story told in the game is one of those things that are difficult to classify as pros or cons. It is full of pathos and despair of the Americans, who, in the name of the highest values, such as individual freedom, are ready to fight any enemy, even if they had to heroically attack tanks with stones. If someone does not mind cut-scenes, in which issues such as "Let's show them what the price of invasion of our country is!", He can safely read on. Otherwise, you can practically write off WiC at a loss or go to the description of the multiplayer game mode, in which the exalted style is practically gone.
Despite the fact that the character of the story is what it is, you cannot refuse masterfully made interludes. They are made really ingeniously: placing a map of the battlefield with sticks and stones or drawing it on a blackboard in a busy school. Stupid. They can evoke emotions. Most cut-scenes are characterized by considerable dynamism, just like the clashes with the Russians themselves.
Interestingly, although in the movies we still see the character of Parker and his companions - Webb, Sawyer and Bannon, we are not given to see his face or hear his voice. The same is also true during the game - in the ether often there are fierce discussions between soldiers, but our alter ego does not take part in them at all.
Some of the cutscenes are of a comic character. These are nothing but a nice addition to the story. They present the talks of soldiers with their families, as well as the behavior of US politicians. As I mentioned, the videos have an exalted character, but if it can be digested, the game rating goes up high.
World in Conflict was created by Massive Entertainment, responsible for the Ground Control series. WiC presents a similar approach to fun. It excludes the need to set up a base and collect raw materials - we focus only on calling for and commanding meals.
The player has a certain number of points for which he can buy units. The purchased forces are delivered to the battlefield usually by means of parachute drops. However, if - let's say - one of the player's tanks is destroyed, the points that he spent on him will soon appear again in his pool. We are losing the army, we wait a moment, we call them again and we return to war. Over and over again.
There is also such a thing as tactical help points, awarded for fighting an enemy. We can call for various types of support for them, such as air reconnaissance, airstrikes, artillery fire, napalm dump, bridge repairs or air-to-air rocket attacks. The icing on the cake is the option of launching a tactical nuclear missile that sweeps everything out of the earth for good.
The number of points used to buy troops is always too small, which is why we are constantly using a small number of units. The player with ten armored vehicles can say that he has accumulated extremely good strength. This solution means that we usually focus on only one strategically important place - a selected building or bridge. The emphasis is on tactics and the best use of your few troops.
This does not mean, however, that WiC is difficult. To tell the truth, this is one of the easiest titles I've ever played, mainly thanks to the not very advanced artificial intelligence of the opponents. If someone starts their adventure with erteesami, they can confidently play this game.
Although the tasks set for the player are repetitive ("capture and keep point" or "destroy the unit / building" is really not enough), the situation is saved by the dynamism of the game. There is no second in which nothing would happen. We must constantly fight the Russians, move our units, call for reinforcements and tactical aids. The accumulation of actions, the rapidly changing situation and sensational special effects make the game suck like a high-class vacuum cleaner. I have to admit that some missions consumed me so much that I forgot about such things as completing the save game. Not to mention the total ignoring of people who entered my room.
The greatest disadvantage is the mediocre AI of the Russians, who not only do not use the special abilities of their units, but also push the gun under the barrel. Tactical attacks, such as artillery shelling, are a matter of scripts - you only need to play a given mission once to know where the missiles will fall and from which side the enemy will come. However, the first pass of the game provides a lot of nice impressions - as long as someone likes to exterminate communists happily and without problems in dozens of ways.
World in Conflict offers a campaign consisting of fourteen missions. This number sounds quite impressive, but it's just a pretense. Completing them will take experienced players about 2-3 days. For my taste, this is definitely not enough. It is a pity that the developers have not decided to put in the game the possibility of being "the bad one". All that remains is to fight under the starry banner. Sickles and hammers on a red background are available only in the multiplayer mode.
There is also a lack of naval battles. You can only count on computer-controlled ships that can fire at your territory on our orders. In this respect, WiC is very similar to Command & Conquer: Generals - Zero Hour, in which we not only met surface units since the holidays, but it was impossible to control them fully. The abandonment of fighting on the seas and oceans is probably due to the fact that the maps available in the game are small in size and have been prepared for ground units - they are full everywhere and you do not have to look for the enemy for long.
If someone does not like easy fight or simply ended a single player campaign in the world, you can try your hand in multiplayer. However, I have mixed feelings for him. On the one hand, we meet the same maps as in the campaign, but on the other, we are dealing with a quite original approach to the multiplayer. The game can be played by up to sixteen people. The player is forced to choose one of four roles before starting the fight. He can command either infantry or tanks or helicopters or support forces (artillery, anti-aircraft vehicles, repair vehicles). The problem is that you can't fight the enemy alone, so you need to work closely with allied commanders. Players must support and complement each other, which comes extremely difficult.
The necessity of cooperation is rarely so great in games, which is why public servers prevail chaos and confusion. In addition, multiplayer fights are much more difficult. You lose more often, you have to wait a lot for meals to be sent, and the effect is a loss of dynamism. However, if someone is a clan member (or plans to be one), they can try their hand at World in Conflict. When the next moves in the game are clever and properly coordinated, the fun takes on color.
Battles can be fought in three modes. The first is to occupy points (here: perimeters) located on the map. In the second one we deal with one long perimeter constituting the front line. The task of both teams is to occupy the entire line, which causes it to move and push the enemy to the defensive. The last of the ways to play is called "attack". One team covers the entire map point by point, while the other is to counteract this. In the next round, the teams switch roles. There is not a lot of freshness in these modes, but they are enough to have fun.
One of the strengths of World in Conflict is graphics. Not only does it not require a technologically advanced computer (the developers have drawn conclusions from beta-tests!), But also - or rather above all - it looks fantastic. After turning on the details, you can see how tanks and infantry leave deep furrows in the snow, and their arrows make the ground black and forests burn. There are even bombs in the game for clearing wooded areas. Imagine the trees falling in all directions ...
To be honest, you can't fully convey the quality of graphics with words. Detailed units, dense and realistic smoke, plumes of fire shooting up into the heavens and a blinding flash of nuclear explosion - all this creates an amazing, eye-catching atmosphere and intensifies the impression of dynamism. You can also add screen waving to the long list of graphical fountains when zooming in on an explosion or a burning napalm. Bringing the camera closer to a radioactive contaminated zone will result in slight interference in the image display, and the loudspeakers will make a cracking sound reminiscent of a Geiger counter.
The way in which camera control was developed deserves praise. Although you have to get used to it (completing the tutorial is enough), it allows you to watch the war from virtually every angle, even from the perspective of a single soldier. An additional option to completely disable the interface and all windows and markings allows you to make beautiful screenshots and videos of the game.
Fighting for Yankee democracy, limiting the economy and focusing on tactics, cooperation in multiplayer and low difficulty - these are the qualities I mentioned at the beginning. It is difficult to assess them unequivocally, and they have an extremely important impact on the player's perception of the product. World in Conflict is a pretty good title. Do not expect revelations, but it can provide a lot of nice moments. If someone hesitates to buy this game, I recommend reading the demo.
Maciej "Sandro" Jałowiec
Screenshots will help you evaluate the graphics and gameplay of World in Conflict.
If screenshots are not enough, you can enjoy creative videos from Sierra Entertainment
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