Recently I've played 2 real-time strategy games. Though both were
good, neither was without its faults.
Warcraft 3 is one of the big games in recent time, receiving a lot of
hype and good press. And not without reason. The graphics are great, the
move to a 3D engine went off without a hitch, and the different races seem
quite balanced. Some people call it "StarCraft with Orcs", though of
course they're forgetting that StarCraft was originally known as "Orcs in
space". The single-player campaign was great, with a very involved
storyline that not only made sense, it let you experience all four races
in a logical progression. Though the majority of cut scenes used the
standard game engine, there were a handful of beautiful pre-rendered
cinematics that Blizzard has become known for. My only problem with WC3
is the extreme focus on Heroes in multiplayer games. Proper management of
heroes is the deciding factor in MP games, and the problem is
exacerbated when you play against the computer. Warcraft 3 lets you pick
any AI difficulty setting.... as long as it's Impossible. While you've
managed to get your hero to level 4, here comes the computer army, led by
its two level 8 heroes, and you don't stand a chance. Building the game
around the hero in my mind diminishes the rest of the game. I'm hoping
that in the future they release a patch that: makes a "no hero" option
when starting a game; gives an adjustable computer difficulty.
Emperor: Battle for Dune was the other RTS I recently finished. Not
as good as Warcraft 3, it's still a fairly well game. It just has a
number of what I consider to be game design flaws. Too many bulky and
slow-turning units often turn fleet management into an exercise in
frustration. Individual unit AI is pretty poor... for example, a unit on
guard mode is supposed to attack enemies that come within a particular
distance. However, enemies that attack it from beyond that distance with
long-range weapons will simply be ignored. Move and attack orders are
often "approximated" by a unit if it can't reach the exact spot you
wanted, and the locations chosen often aren't the nearest alternatives.
There's no way to order a unit to move to a spot, but attack any enemies
encountered along the way. So when you have an army on the go, you have
to babysit it the whole way, lest they come under attack as they move and
never respond. This even goes for the many units that can attack in
different directions than they're facing.
A long time ago, Westwood and Blizzard were the major competitors in
the field of RTS games. In my opinion, Westwood used to be the clear
winner. But over the years, lack of innovation and helpful in-game
functionality led to Westwood's slipping from the top. Blizzard was more
than happy to take the title as King of the RTS. Maybe with C&C Generals,
Westwood will prove it still have what it takes to advance the RTS genre
that it pretty much created. I suppose we'll just have to wait and see.