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Real War: Rogue StatesScore: 5.0 / 10
You
probably wouldn't believe it but sometimes reviewing a game can feel
like a real job and one that you are not too fond of, at that.
You feel you have to do something you don't really want to but
you do it anyways, because you need to get the job done. Luckily for me,
that doesn't happen too often, but once in a while I get sent a real dud
to review, and it's difficult to just sit down and play through the darn
thing.
That's
what my experience with Real War: Rogue States was like.
The gameplay was wholly uninteresting, and the game itself
including the campaigns, storyline, and mechanics were so mediocre as to
be painful when played. However,
the blandness of the design did result in some decently playable
multiplayer skirmishes. Anyways,
enough bashing the game, it still does get a passing grade; so let me
tell you why it doesn't get a higher one.
Real War: Rogue States is the follow-up to the equally average Real War. In Rogue States, you must once again act against ILA terrorist forces in suppressing their attempts to take over the world. To accomplish this, you will have access to all of |
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the US military's hardware. You can also play as ILA forces and have access to a different set of military weapons.
For both the good guys and the bad guys, this includes regular and elite troops, land armour, aircraft, amphibious units, sea units, missiles, and remote gun turrets. All of these units are based on a real life counterpart and from my limited knowledge of the military, they seemed to be fairly accurate. For instance, certain units |
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are weaker than others against
certain enemy units. Yet
others would be able to make short work of an enemy unit.
As such, unit selection is very important when taking out a
specific enemy unit or division, as I would assume it is in real
tactical combat.
Unfortunately,
these strengths and weaknesses are only vaguely explained in the
manual and are not introduced very well for beginners to the game.
What's
worse is that the rather dated-looking graphics makes it very difficult
to distinguish which units are which. For
instance, the Navy Seals, Rangers, and other troop land forces are
difficult to tell apart. The
limited zoom function also makes it difficult to select the smaller
units especially when they are moving.
Starting
off with the tutorial, I was introduced to the basic mechanics of a
real- time strategy game, which at this point in my gaming career is
extremely redundant. There
were, however, no satisfactory tutorials that taught me the advanced
mechanics of the game. These
tactics and methods were left for the manual, which itself isn't the
best place for hands on instruction.
After
completing the tutorials, I began on the campaign play and found each
mission to be extremely dull. First,
there was not much learn as you play handy tutorial info as in better
designed RTS games. There
was only the occasional order that told you specifically how to
accomplish your objective. These
orders on the bright side, were excellent at dictating how to complete
your objective, and left me with no challenge whatsoever when playing a
mission.
What's
worse though, is that along the way to completing your mission
objectives, the enemy seems to be without any direct orders.
The enemy unit AI is bone dumb, and has a specific script that it
follows. Many times, this
leads them to walk a specific route that you can either avoid with your
troops, or leaves you up against a force that is extremely easy for you
to defeat. Without the aid
of good enemy AI, there is really no challenge in any of the missions.
There
is almost no building and resource collecting in any of the campaign
missions, thus eliminating much of the strategic element.
This reduces the campaigns to being point and click affairs,
where proper unit selection is the only intellectual challenge.
This is unfortunate because Rogue States offers a rich technology
tree.
The
story is also completely uninteresting, with a "freedom
fighting" Independent Liberation Army that is bent on
"freeing" the world from American imperialism.
The US by contrast is bent on stopping these
"terrorists." I
couldn't figure out which side was meant to be a tongue in cheek
representation of the real thing, but in my opinion they both represent
a good satirical portrayal of their "real life" counterparts.
The only thing is, I don't think the designers meant the game to
be a satire.
The
attempt at realism is not aided by the extremely annoying music of synth
rock guitar mixed over ridiculous military jargon sampled over a techno
beat. This, along with the
stereotypical eastern European accent voiceover for the ILA briefings,
contrasted by the rip off of the drill sergeant's voice from Full Metal
Jacket in the US forces briefings, give the game a distinctly ridiculous
feel when combined with the billing of the inclusion of real world
weaponry.
The
game's only redeeming feature may be that it's online component is
fairly solid. A neat
feature is that in alliance play, players can team up together and have
one player control land forces, another control air, and yet another
control sea forces. With
enough play over time, and a period of learning, players may find a
fairly rich multiplayer game in Real War with the many available units,
and the underutilized complex technology tree.
With the poor storyline, unchallenging missions, and poor enemy AI, the single player portion of the game is totally disposable. With enough patience, players could find Rogue States worthwhile, in a multiplayer capacity. However, with other great RTS games like Warcraft III, and Age of Mythology out right now, very few gamers may find themselves being tempted to play Real War: Rogue States.
- Mark Leung (December 3, 2002)
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