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Tom Clancy's EndWar [PS3]

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    Tom Clancy's EndWar [PS3]

    I ordered this game after going through the demo, which was fun but extremely limited, with only one single player mission and one skirmish map...now, most demos only have one level/map to test, but they don't weight 1.7 GBs.

    However the full game is here and I gave it a quick play, completing the tutorial and a couple of Russian missions, one of the three factions the game proposes.

    Right from the start the pace is fast and missions are hectic and a few times I felt like playing Odama, constantly shouting orders to my troops that were either acknowledged but never carried out or completely misinterpreted.
    Maybe the situation isn't that bad, but the game learning curve is harsh even if the rules are simple and even the second mission can pose some problems to complete.

    Voice recognition is not bad either: using the Logitech USB headset and my Italian accent I'd sa that 70-80% of the orders are understood immediately, although "unit X move to alpha" is often interpreted as "unit x attack hostile 1" for whatever reason; ordering to secure an uplink is also often understood as attacking it instead and apparently the game doesn't like how I pronounce "alpha" at all.
    What I've learned that orders are to be told at a normal voice level, not shouted and while the game is coded to accept fluent sentences rather than "unit. two. attack. hostile. one", they have to be told over a second or two, or the game will fumble understanding what the unit has to do and where.
    It's a good system, and sometimes I'm amazed that it can undestand garbled words like "brffrxfoxtrot", my impression of changing destination from bravo to foxtrot on the fly. The game also seem to accept the attack order even when switching "attack" (proper verb understood by the game) with "engage", probably recognizing the rest of the sentence and filling in with the most appropriate action.
    Unfortunately there are a few instances that orders are understood but not carried out; if this happens (or your accent is so heavy that the game refuses to acknowledge it) you can also issue orders via pad.
    The PS3 version also supports Dual Shock 3 and you can engage the sitrep screen by shaking the controller instead of speaking "sitrep" or pressing select (note: select is the easiest and quickest option) or to change unit by turning it left or right (instead of using the d-pad; also the easiest solution).

    However, when using voice controls you can't ignore controller-issued orders entirely as ordering infantry to move into building or behind cover needs some button pressing, just like moving units to anywhere except uplinks. I'll have to dwelve further into this, but it looks impossible to set custom waypoint for troops: it's one of the many minor flaws that summed up make the game a bit worse and less user-friendly, like generating unit groups: first you can't set them up before beginning the mission (nor you can inspect the area...I don't know why this is always left out in briefings: the game is set when there's a satellite network armed with lasers and I can't check the mission area before deploying?) and there isn't a command to order all tanks or infantry or gunships to do something, you need to create a group and the move it, or issue orders to single units.

    Now, the game takes what I define the "Ground Control" approach to units, with up to 12 units each composed of four elements (four tanks, four helicopter, four artillery pieces, four infantry squads) to favor its simple rock-paper-scissor mechanic and not to overload the player with too many units to command, but sometimes you need more time to manage your tanks into a group rather than simply ordering all of them to attack a single target.

    Camera is locked on a unit and can only be moved within its sensor area: it makes sense and makes C3 vehicles incredibly useful as you can survey the whole battlefield with a cozy birdeye camera and have a firmer grasp on the situation.

    It's fun, but you'll have to get used to it.

    Technically speaking the game is solid. There's a lot of detail on anything visible and when I was fighting in Copenhagen I was able to spot real landmarks...I don't how much Ubisoft changed the cities to adapt them to the game but it's rather striking to see US, European and Russian unit fighting on known ground.

    Speaking of factions, the accents are downright ridicolous. Americans talk like they've been through countless wars with their grizzlied voices, Russians have this highly stereotypized accent that makes you laugh every time you hear it and Europa (a United States of Europe, as the game puts it) is a mix of French and German accents; sometimes the French accent is so strong that in battle it's hard to understand...heck, sometimes I've troubles in understanding Europa commanding officer during the briefing.
    I know that accents make characters more rounded but really, sometimes they sound like they're out of a comical sketch.
    Oh, and again, don't have all commading officers say "for America", "for Europa" or "for the Motherland": they sound like hopeless nazis. I'm all for patriotism but everything has its limits.

    #2
    Went a bit further into the game, unlocking barracks, turn-based world maps and more off-map attacks.

    I was ready to throw the game out of the window after trying for the Nth time the last mission the game asks you to complete before giving you more freedom, the defense of you capital.

    After starting the single player campaign you are forced to jump from faction to faction executing some missions to explain what brought WWIII upon the world; after these missions you can choose your faction but the following two missions have the same objective for everyone: the first is about destroying something of strategic importance for the other two factions (Russians get to destroy a refinery in the Netherlands or JFK Space Center; USA the same European refinery and a Russian nuclear reactor) the second is about defending your capital (Moscow, Washington or Paris) from invading forces.
    This scenario belongs to the "conquest" type and you have to capture and hold more than half of the uplinks on the map and while the previous missions had some resistance, this one is brutal. I was able to win with the Russian by having the enemy crash one of my captured uplinks and then do the same with one of theirs and almost depleting the available reinforces.
    Moscow offers a lot of winding roads and building your infantry can hop into to recieve a defense bonus but it's a really hard mission.
    Washington, on the other hand, is a open square with few buildings and covers with greatly favor the enhaced firepower of the Russians, and the enemy can overwhelm you in minutes.

    Speaking of factions, all of them have the same unit types, but Russian have increased firepower, Europeans have an edge on speed and Americans are on the middle ground.

    Once you start with the "real" WWIII you can also choose between available missions: right now it's up to two per turn and the game boasts that what I do influences how the war will go, but I doubt it can come down to a global armistice or something more refined that the enemy surrendering after their capital is lost. This section is divided in turns and at the end of each turn you'll be briefed on how the war is going, including news feeds from around the world (like: "the Catholic Church Pope is urging the warring factions to cease hostilities against Russia andagainsteachother" when playing the Russian).

    Before every mission you can go to the barracks and purchase upgrades for your units if you have enough credits, which are awarded according to your command rating. Off-map support upgrades are always active when purchased (but some maps do not offer air support, for example) while unit upgrades are available based on their rank.
    If a unit survives a battle scoring some kills (or extracts safely before being completely annihilated) it gains a rank: this rank dictates how many upgrades it can have. Novice units benefit only of basic upgrades, Regular units can benefit of basic upgrades and the second tech level and so on.

    After the mission briefing you can chose which unit to deploy first, so it's possible to deploy units with less experience first to let them improve rather than having a legendary unit among recruits.
    I still don't understand why you have limited time to set up your troops in the briefing screen...often you are limited to two starting units so it doesn't take too much time setting up your starting force (hint: deploy vehicles as they take longer to unload), but I still find it strange.

    An other interesting mechanic is the "truly vs truly destroyed" rule, as I call it.
    Let's use a tank unit as example: Tank units include 4 tanks in their formation; tanks can be either destroyed (blown to bits, with just their scared hull on the ground) or disabled (tank on the battlefield but unable to operate). If three tanks are destroyed but one is just disabled, your XO will dispatch a rescue helicopter to extract all surviving members: if they extract successfully (you can target the SAR helicopter if you want, but it's heavily armored and fast) the unit is considered alive, it keeps its rank (thus the upgrades) but won't gain any experience for this battle.
    If all four tanks are destroyed (for example by delayed artillery fire, airstrike, WMD or you manually ordering annihilation of disabled units) the extraction is called off and the unit is considered KIA and you will recieve a new novice unit at the end of the mission.

    To save experienced unit you can order retreats (unit moves at max speed toward landing zone) or evacuation (unit moves at max speed and it extracted, freeing a unit slot to call down a new one).

    Off-map attacks include a number of options: airstrikes, uplink crash, WMDs, force recons and setting up a different landing zone.
    WMDs allocate huge amount of damage over an extended area but are available only one one side has reached victory conditions for the battle; the losing side gain access to its WMD (orbital strike for the US, satellite lasers for Europa, ICBM for the Russians); if the defender uses it, the winning side can retaliate with a single WMD strike. WMDs recharge over time and don't require Command Points to be used, but it's unlikely that a game will see multiple WMD strikes from a single side.

    Command Points are a resource used to request reinforcments and use off-map attacks. They regenerate over time and their regeneration rate is based on how many uplinks you have.

    Comment


      #3
      I know that a friend of mine has bought this for me for Christmas. Some of the battle mechanics, like the way unit experience is handled and disabled vs. destroyed, are pretty interesting. I was wondering about unit movement though. Can you move them where you like, or are there designated waypoints on the map for all units that can't be changed?

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        #4
        You can move them as you like by using the controller: point somewhere in the map and order them to move with X (in case of PS3 version). It works much better when in sitrep mode as you have an overhead view of the battlefield, if you are constrained with a unit camera it might get tricky to clearly state where the unit should go.
        The pathfinding routine is a bit awkward, however and most times you issue voice commands to vector units directly at enemy. Artillery, on the other hand, benefits of "custom" firing positions.

        Comment


          #5
          Ah, see, I'll be getting the 360 version. And I was under the impression movement was done via voice commands also, which was why I asked about the waypoints. I guess I'll have to wait till crimbo and see how it works =)

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