/ Previews / Strategy / WarTorn / Page 2
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It is the year 2999 and peace has run rampant across the earth. The people have grown bored
of their daily peaceful lives and they want some sort of conflict. Sports are supposed to be
the answer to their boredom, but everyone knows that football and soccer are just lame
imitations of war. Everyone on earth wants the real thing...
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WarTorn sets itself apart from other upcoming RTS games in many ways. The first ways you will
notice are that it is not a sequel (hooray!), and it has a cool backstory. It's not your
typical good versus evil plot, nor is it a fight between a few races. In WarTorn, you are
killing to entertain people, including yourself.
The year is 2999, and world peace has spread like a disease. Conflict hasn't been seen for
hundreds of years, and the population is still growing out of control. Sports have become
dull and only appeal to a few die-hard fans. Everybody is ready for something to spice up
their lives, and humans naturally love combat. There is only one answer to the peaceful
world's problems... actually, there are probably many solutions, but they have chosen a damn
good one... controlled war! Many countries volunteered to participate in the ultimate sport.
A populous vote was held to determine the theme of the wars, and the good 'ol 20th century
warfare won by a landslide. Huge stadia were built across the world to accommodate the
televised wars, and each stadium contains its own share of hazards and a unique look.
There will be 32 different countries to choose from, and they will each have their own
ability. This one won't be like your average soccer game where you buy it and only 3 teams
are worth playing, Ben Moss (Managing Director) says "Every country will have a chance of
winning, it will be a matter of using your strengths to best effect." To keep new units and
supplies flowing in throughout the game, pre-fabricated extraction buildings have been placed
on the field for the countries to mine four different resources from. If resources start to
run low, a good way to gain necessary units will be to negotiate a trade with the enemy, or if
you thought ahead, you can play the market and buy certain units when they are cheap, and sell
them when they are more costly. If you hate resources altogether, WarTorn gives you the
option to play without resource management.
Units have to be one of the most important things in a real time strategy, if they look lame
and contrived (got Dominion?) it pretty much sets the stage for the rest of the game. Eyst
has chosen for their game to go with 20th century warfare, which will create an element of
exciting realism for many war enthusiasts, but may sound a bit dull to the Sci-Fi freak. In
any case, if you are unhappy with a unit in WarTorn, feel free to change it. When we asked
Ben how the idea for customizable units came about, he said this: "It was all about giving the
user the ability to play the game the way they want initially. It turned out to be much more,
and it adds a whole new strategy element to the game. You just never know what units you are
going to be facing. You will have to change your strategies based on your units performance
against the enemy." This means that you can choose what thickness of armor will go on that new
tank, choose a better machine gun/missile launcher/turret to fit right on top of the new
plane, or even buy a new engine for that submarine. If a certain unit has been through many
battles, it will gain in power by becoming a veteran unit. I know you like to keep a guy who
has won many of fights in other games, and WarTorn will reward you for this.
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