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World in Conflict Hands-On Thoughts

Stuff blows up I've only seen World in Conflict running on a couple of occasions. The first was at Nvidia's launch party in San Jose for the 8800-series graphics boards last November, and the second was during January's Consumer Electronics Show in Vegas. Both places weren't exactly conducive to the job of sitting down and really getting into a game. However, I had a chance recently to dive into the multiplayer alpha test of World in Conflict at the luxury of my desk (which isn't that luxurious), and all I can say is, "Wow." The best description for the game that I can think of is imagine if Battlefield 2 were a real-time strategy game, because with its fast-pace, modern combat, and intense combat, this is going to be a crazy multiplayer throw down.

On first impression, World in Conflict seems like a very pretty-looking version of your standard real-time strategy game. Since the game is about World War III between the United States and the old Soviet Union, you've got a mix of modern tanks, artillery pieces, helicopters, infantry, and more that you can control around the battlefield. But then I started to toy with it and that's when its clutches grabbed me.

First of all, this isn't a simple one-on-one multiplayer RTS game. You can have up to 16 players on a server, divided into teams of two. That means up to eight players a side. And the beauty of World in Conflict's design is the division of labor in the game. There are four primary combat arms in World in Conflict, and when you join a multiplayer game you have to select one, and that determines the units that you can bring into battle. Armor gives you tanks, air gives you helicopters, support gives you artillery, and infantry gives you grunts. Once you've selected a combat arm, you can begin to requisition units. If you select armor, that means choosing between different types of tanks, with the cost increasing for the heavier, more advanced models, such as M1 Abrams tanks.

The main limiter to all of this is the number of reinforcements points that you have, and World in Conflict wisely limits it so you can only control three or four expensive units or a slightly larger number of cheaper units at any one time. Doing it this way means many things. First, players will need to take on different roles if they want to win. If your side goes overboard on nothing but attack helicopters, they'll get chewed up if one or two players on the other side simply choose the support arm and load up on antiaircraft platforms. So your team needs a good balance of combined arms. Second, this means that you'll really have to work together, because if you don't support one another on the battlefield, you'll be chewed up quickly. This aspect of the game is reinforced by the small numbers at each player's command. It's awfully difficult to overwhelm the enemy if you only have a platoon (four tanks) of M1s.

Once you've made your unit selections, you hit the deploy button and one of the cooler little aspects of the game kicks in. You'll see a huge, lumbering air transport swoop down out of the skies and airdrop cargo to the ground. Once the cargo lands, your new units instantly appear, ready for your command. Sure, it's not realistic, but it's cinematic and a neat way to quickly usher new units into battle. Plus, you can easily gauge that enemy reinforcements are on the way by seeing enemy transports swooping down in the distance.

Once you have units on the ground, you've got a lot more to worry about than just destroying the enemy. Each map has a number of key strategic points on it, and each point is defined by at least two different nodes. For example, in order to control a bridge you need to control both ends of it, so that's two nodes right there; seizing just one end of the bridge isn't good enough. Or taking control of a town square means seizing three nodes that border it. Unless you can put units in each node simultaneously, then you do not control the point. And controlling strategic points is important for a number of reasons, because it's how you basically win the game.Tanks for the memories

The longer you can park units into all of a strategic point's nodes and maintain control, the better, because you'll automatically dig in at that position. First, you'll construct machine gun positions that can take out enemy infantry. Once those are complete, next are antitank positions. And once those are complete, you'll construct antiaircraft positions. At that point, the strategic point is fully built up in terms of defenses, and you have a couple of choices. You can sit back and enjoy the defensive advantages at that position, or you can move on to the next strategic point and not have to worry about the enemy just waltzing up and seizing your point as soon as you leave. However, again this illustrates the risk/reward element of the strategy. Building up these defensive positions takes a long time, which means that as long as your units are parked in the nodes they're basically out of the larger battle. So what do you do? Sit back and wait to build up the defenses, or maintain momentum and initiative by moving out immediately and attacking the enemy?

I'm only scratching the surface of the game at this point, too. There's still plenty to talk about, such as how the reinforcement system works, the tactical aid system and how it can deliver everything from aerial recon all the way up to tactical nuclear weapons, the rock-scissors-paper nature between the units, and more. And then there's the game's wonderful graphics that brings all this destruction to life. Seeing a warm glow of a nuclear explosion or the smoke trails of a rocket attack arcing through the air is incredible. After participating in online battles all day, it's safe to say that World in Conflict has quickly rocketed up my chart of must-play games this year.

Posted by jocampo, 04/06/2007 12:22pm
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Hey Jason, are you still playing the alpha/beta? If yes, let me know your nickname there so I can look you up during the weekend, ok? I'm having a bit of a hard time playing the game...
Posted 04/06/2007 1:31pm
I haven't really looked into this game yet, but after reading about it here it sounds pretty interesting . THanks for the information Jason!
Posted 04/07/2007 1:49pm
Great Information here, now all that is needed is for the game to come out and this game seems like it would make an awesome gamespot tournament. Ahh I can the sounds of Battle on tournament tv already
Posted 04/13/2007 9:53am
Hi, I just wanted to let you know that you wrote in your review of GRAW2 for the ps3 that it doesn't use the sixaxis motion controls while the game actually does. And does them pretty well. You have the option to turn them off or on in the menus.

Thanks
Posted 08/30/2007 9:12am
Where's ''The Bad'' in your review btw? There's always a ''bad thing'' in a game, otherwise you would have given it a worthy ten...
Posted 09/18/2007 10:22pm
is this game REALLY THIS GOOD??? im just wonderin , i mean 9.5...thats quite high, higher than a hole lotta games. surely there are flaws...u could like a game but still sometimes u have to rate it lower
Posted 09/19/2007 8:23am
is this game REALLY THIS GOOD???
Posted 10/16/2007 10:33pm
A game with no economic management, no real strategic micro doesn't deserve 9.5............. you can't even call it a real RTS!!

Anyways............. I think you've conveniently left out the Multiplayer mode in your review of the Asian dynasties. Even the new map styles and civ specific attributes were not covered. I was really hoping to get something new out the review........... something I haven't read in any of the previews. Oh well...............
Posted 10/24/2007 8:14am
is not that good, i dont know but is world in conflict or company of heroes it looks like an expansion from coh, its just no strategic. and way too boring and easy, you should given at least a 8.5 to COH:OF.
Posted 11/04/2007 4:56pm
No this game rocks and will rock your socks. The teamplay is revolutionary, definately a online masterpiece. Completely disagree with you pandresvillare...
Posted 12/21/2007 12:19am
Definately an amazing game.....challenging single player (I guess some people found it easy though) and multiplayer... for the whole gamut of people saying it's too easy or it just boils down to a tank rush need to get their butts kicked in multiplayer a bit more.
Posted 12/27/2007 2:49pm
Elk
Dude, you too? I'm loosing track
Posted 02/27/2008 8:01am
I'll miss you!
Posted 02/27/2008 10:02am
I'll miss you Jason you were one of my favorite editors. I wish you luck in the new career you are pursuing whatever that may be. Hopefully you will announce it soon.
Posted 02/27/2008 12:03pm
I'll miss you. You're one of my favorite reviewers. Always led me on the right track in terms of PC games.
Posted 02/28/2008 5:33am
Welcome to IGN Game Scoop

Good stuff. Good luck over there with those crazy guys over at IGN Mr. PC Editor-in-Chief.
Posted 02/29/2008 8:21am
I thought the gameplay was a bit shallow. The graphics and multiplayer are awesome, though!
Is Jason Ocampo leaving? He can't! He has the best taste!
Posted 03/02/2008 5:04am
Bye Jason Ocampo
Posted 03/02/2008 2:54pm
Yeah bye dude, best wishes for your new role at IGN
Posted 03/12/2008 4:52pm
yeah go and give 10 rates there you graphic freak!
Posted 03/22/2008 6:05am
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