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way.
However, if they do manage to survive the battle, the crew will
earn skill points in the abilities they used within the tank.
These units with changes will carry over to the next battle,
which means the soldiers will eventually be able to pilot that
tank—assuming they survive a few battles from within the tank.
The
demo showed off some impressive A.I., which again scales right down to
the level of the individual soldier. If not given a specific order, units will attempt an action
designed to improve the player’s position.
The company seems really proud of the A.I., but it is still
possible (and likely necessary) to give each individual unit in a huge
battle a specific order. Those
individual soldiers also each have a morale value that is tracked and
each individual soldier decides whether to fight or flee according to
this morale score.

Given
that realism is their stated goal, I wondered how Theatre of War could
be even playable by a casual gamer given the speed and knowledge it
would take to command so many units in a battle and do it realistically
(there is no highlighting all tanks at telling them to bum rush the
enemy, for example). Pretty
much each individual unit must be given orders during a battle (though
there is an A.I. system that will take over in situations where the
player has been unable to find the time to give them specific orders.
The answer is simply that they probably couldn’t in real time,
but ToW includes a Tactical Pause button that allows the player to
freeze time and hand out orders without everything being on the move
simultaneously.
Rounding
out the list of impressive features is the presence of a dynamic
environment. Nearly
everything the player sees onscreen can be put to use.
Buildings can be destroyed.
Enemy vehicles can be commandeered (though not repaired).
Terrain can be used to the player’s advantage.
Graphically,
the game already looks great. The
attention to detail is astounding.
Every vehicle is modeled down to the tiniest detail and
everything is historically accurate. Individual soldiers are modeled down to the weapons they are
carrying. It is simply very
impressive to move from a zoomed out view with dozens of units scurrying
around like ants to a zoomed-in view where the variations in soldier’s
uniforms are easily detectable. The
environments are equally well-detailed and the game appears to run
smoothly even when action is furious.

I
came away from my time with Theatre of War convinced that it was the
WWII RTS to beat in the coming year. Obviously, there are some big titles coming from companies
with stronger brand recognition in the US, but those willing to take a
chance on a company just starting to establish itself in the states will
likely find Theatre of War hard to ignore.
Furthermore, the game tracks such minute details that it should
really draw the attention of grognards looking for the computer
equivalent of those minutiae-driven Avalon Hill titles of the past.
Danny
Webb
(May
16, 2006) |