Graphics:
- Graphically this game put on maximum settings exceeded some of my expectations. The cloud cover affecting the lighting over the battlefield to the progressive amount of damage to the scene really offers a viceral feel to the zone.
- The level of detail is definitely a plus, and if you have a card that can play this title at max, definitely kudos to you.
- From the low end aspect, some of my buddies have played this on anything from a ATi X800 to an Nvidia 6200 quite well without all the bells and whistles.
Sound:
- Audio in both muliplayer and in the story offers a stunning level of realism especially when you zoom in on specific items,. The M1 tank sounds like it real life counterpart, and the plink of the rounds and crunch of debris really accentuate this title.
Gameplay:
*Single Player -
- The single player campaign is unfortunately short, sweet and to the point its actually a good storyline. You are put in a Psuedo-Red Dawn situation, and you have to command your units through it. Each of the characters in the campaign have thier place like the whiny - tanker Bannon, and his antagonist. Your position and Webb, and the Theater Commander.
- The battles and missions you are placed against will test your ability to think move, and choose the best tools to use in a particular circumstance. Each mission does have its own sub-mission that you may selectively choose to complete or ignore, sometimes ignoring does come at a cost. Either a counterattack or artillery hammering your position.
*Multiplayer -
- Multiplayer is a beat of its own, I had no problems with the netcode, and so far many of the battles I had taken apart in were extremely stable. When you play in a multiplayer setting, if you have teammates it would be to your benefit to communicate, and work with them, otherwise you will fail, and fail miserably. The game emphasizes the teamplay aspect, so use it.
- Also when playing the game you get a selection of four different types of strengths, being that of Infantry, Armor, Air, and Support With a good team, a balance can be found using all these aspects.
- Infantry, is remarkably good a urban battles, and traversing over terrain that would be remarably daunting for vehciles. Of course their survivbility is limited, but to not underestimate thier ability to capture locations quickly and effectively with them.
- Armor, Tanks and IFVs each has specific strengths and weaknesses. Some are great on taking down lightly armored while, others can have a chance against helos. Speed will also have an impact , and don't forget the expense of these vehicles.
- Air, probably the most expensive these units are nice to have, but cannot effectively hold the battlefield without a ground component. These units cannnot capture ground locations, but they are extremely effective at crushing tanks, and alot of infantry units, but another downside is surviability is extremely limited versus anti- air, and other air units. So The cost / benefit ratio is highly dependant on how and when they are used.
- Support, this portion contain the anti-air, extra -artillery, and repair units. Having a large multiplayer game with a support team usually means the difference betwwen a victory and defeat. A proper defender can not only move a repair anit air componet with the main combat arm, but at the same tim can soften an area of enemy influence with its own use of long range of artillery, without having to spend extra combat point. So basically , and good artillery master can supress the movement or holdings of an enemy ground component.
Technical:
- To play or experience this title involves some key components, The ability to think, The ability to overcome, the ability to communicate, and the ability to work with others. You can play without some of these components in singleplayer, but in multiplayer you will find yourself losing more than winning even a player who consider themselves "pro" or "L33T" will not be shown quarter for being a rambo.
- You aren't going to play this like you would like a resource building Command and Conquer. You have replenishing command , and combat points. You lose a unit within 30 seconds to a minute you should be able to replace that unit you lost.
- Fully built up in multipleyer you will have something around a companies worth of troops and vehicles, So Those who Turtle or tank rush, are going to be soley disappointed due to the lack of volume.
- The extra points you recieve from capping points, and destroying opposition will offer you the ability to drop distinctive types of artillery without the need of an artillery piece, the usage to bring in fighters to bring the pain to Helocopters, Napalm for the infantry, A-10 or tank busters against armors, and of course the perverse nuclear option, which pretty much means no one is going to survive in a particular location, and that area will not be taken by no one for a little while, isn't fallout great!
- Graphically this game put on maximum settings exceeded some of my expectations. The cloud cover affecting the lighting over the battlefield to the progressive amount of damage to the scene really offers a viceral feel to the zone.
- The level of detail is definitely a plus, and if you have a card that can play this title at max, definitely kudos to you.
- From the low end aspect, some of my buddies have played this on anything from a ATi X800 to an Nvidia 6200 quite well without all the bells and whistles.
Sound:
- Audio in both muliplayer and in the story offers a stunning level of realism especially when you zoom in on specific items,. The M1 tank sounds like it real life counterpart, and the plink of the rounds and crunch of debris really accentuate this title.
Gameplay:
*Single Player -
- The single player campaign is unfortunately short, sweet and to the point its actually a good storyline. You are put in a Psuedo-Red Dawn situation, and you have to command your units through it. Each of the characters in the campaign have thier place like the whiny - tanker Bannon, and his antagonist. Your position and Webb, and the Theater Commander.
- The battles and missions you are placed against will test your ability to think move, and choose the best tools to use in a particular circumstance. Each mission does have its own sub-mission that you may selectively choose to complete or ignore, sometimes ignoring does come at a cost. Either a counterattack or artillery hammering your position.
*Multiplayer -
- Multiplayer is a beat of its own, I had no problems with the netcode, and so far many of the battles I had taken apart in were extremely stable. When you play in a multiplayer setting, if you have teammates it would be to your benefit to communicate, and work with them, otherwise you will fail, and fail miserably. The game emphasizes the teamplay aspect, so use it.
- Also when playing the game you get a selection of four different types of strengths, being that of Infantry, Armor, Air, and Support With a good team, a balance can be found using all these aspects.
- Infantry, is remarkably good a urban battles, and traversing over terrain that would be remarably daunting for vehciles. Of course their survivbility is limited, but to not underestimate thier ability to capture locations quickly and effectively with them.
- Armor, Tanks and IFVs each has specific strengths and weaknesses. Some are great on taking down lightly armored while, others can have a chance against helos. Speed will also have an impact , and don't forget the expense of these vehicles.
- Air, probably the most expensive these units are nice to have, but cannot effectively hold the battlefield without a ground component. These units cannnot capture ground locations, but they are extremely effective at crushing tanks, and alot of infantry units, but another downside is surviability is extremely limited versus anti- air, and other air units. So The cost / benefit ratio is highly dependant on how and when they are used.
- Support, this portion contain the anti-air, extra -artillery, and repair units. Having a large multiplayer game with a support team usually means the difference betwwen a victory and defeat. A proper defender can not only move a repair anit air componet with the main combat arm, but at the same tim can soften an area of enemy influence with its own use of long range of artillery, without having to spend extra combat point. So basically , and good artillery master can supress the movement or holdings of an enemy ground component.
Technical:
- To play or experience this title involves some key components, The ability to think, The ability to overcome, the ability to communicate, and the ability to work with others. You can play without some of these components in singleplayer, but in multiplayer you will find yourself losing more than winning even a player who consider themselves "pro" or "L33T" will not be shown quarter for being a rambo.
- You aren't going to play this like you would like a resource building Command and Conquer. You have replenishing command , and combat points. You lose a unit within 30 seconds to a minute you should be able to replace that unit you lost.
- Fully built up in multipleyer you will have something around a companies worth of troops and vehicles, So Those who Turtle or tank rush, are going to be soley disappointed due to the lack of volume.
- The extra points you recieve from capping points, and destroying opposition will offer you the ability to drop distinctive types of artillery without the need of an artillery piece, the usage to bring in fighters to bring the pain to Helocopters, Napalm for the infantry, A-10 or tank busters against armors, and of course the perverse nuclear option, which pretty much means no one is going to survive in a particular location, and that area will not be taken by no one for a little while, isn't fallout great!