RTS-lite for the
console generation,
free of the ties
of resource
management.
Also, it’s World
War Three
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Turns out all those right-wing politicians
were correct. The road to peace is
not lined with the hemp trousers of
a million tree-hugging hippies, but by the clear
and present danger of attack upon oneself.
Like the diplomat bearing a treaty in one hand
and a knife in the other, it seems society is held
together by the thinnest margin of impending
doom. Well, the story wasn’t going to be about
fuzzy bunnies hopping about a field, was it?
For many decades, poses EndWar, worldwide
peace has been kept by the one thing you’d
think least likely to result in fewer deaths:
the widespread proliferation of nuclear arms.
However, come the year 2020, American
technological research has advanced to such
a stage missiles can be plucked from the
sky post-launch, at a stroke removing the
overarching threat that made traditional battles
for territory pointless. All of a sudden, Europe
becomes less interested in passing legislation
about the maximum size of sausages in Bavaria,
forming instead a unified fighting force to take
on this new threat. What’s more a resurgent
Russia, buoyed by immense wealth from
plentiful oil reserves, chucks its hat in the ring,
probably with an insult about everyone else’s
mothers to boot. When an American space
station is reduced to rubble on the launch pad
by, wait for it, ‘terrorists’, all hell breaks loose
and war is declared. Probably via a red flashing
beacon and hooter, alongside sound effects
from Noel’s House Party. At least, that’s how
we imagine the world will end…
When events move to the battlefield,
Ubisoft’s watchword is most definitely
‘accessibility’. Catering to a console market not
used to the kind of intense micromanagement
the likes of Rome: Total War might demand,
the ability to farm, mine or tend to resources is
almost completely done away with. There are
no family members to gain experience points,
no sheep to cull and no advisors popping up
every ten minutes to express concern that water
pollution is rising by two percent, year on year.
All you have to worry about is quashing all foes
moving onto your turf, with indiscriminate and
immediate violence. Thing is, it ain’t all about
sending as many young men as possible to their
maker before time. Each of EndWar’s 40 maps
contains a total of six ‘uplink’ points. Assuming
(and then maintaining) control of at least half
of these for a short period of time brings sweet
victory, followed by equally sweet champagne.
Sounds simple enough, and while some maps
are best tackled by a race to the centre point
with whichever of the seven featured units
proves your fastest, one or two added factors
add some necessary depth. For starters, the
act of capturing an uplink amounts to much
more than sticking your proverbial flag in the
sand. Once activated, these blue triangles of
warmongering delight allow access to certain
extra curricular upgrades, dependent on which
of the three factions – Russia, Europe or US
– you have chosen.
The forceful, dominant Russians will be
able to call on small scale (but still notoriously
deadly) nuclear attacks, wiping out entire
squadrons in a flash. The more technologically
minded European forces might wish to employ
electronic warfare, claiming an uplink post as
their own when not even physically there. The
Americans may resort to good, old-fashioned
air strikes, suitable for warfare of all reality
levels, from Worms to Medal Of Honor. Under
all circumstances, seizing control of uplink
points proves very good news indeed, tipping
the balance of war beyond its previously basic
success parameters. Altering this precarious
balance further still is the DEFCON state,
achieved once one side is in control of half (or
more) of the available uplink points. Allowing
the proverbial goalkeeper’s despairing dive,
certain yet more powerful weapons come into
play, including tactical lasers raining down from
the sky, all offering the possibility of snatching
victory from the jaws of defeat.
The major eye-catching feature the Shanghai
team has trumpeted is their alternate control
scheme. It’s a whole lot more impressive
than switching the right analogue to move
and the left to look, we can tell you. Rather
than forcing players to drain their reserves of
fat actually moving their fingers to whatever
command they wish to use, a walkie-talkie
system has been employed. Holding the right
trigger briefly allows players to give orders
verbally, using a modular set of commands
cleverly designed to avoid confusion. Assigning
each uplink point a Police Camera Action
lettered code, shifting units becomes a breeze.
What’s more, the system coped admirably
throughout X360’s test session with a range of
diverse accents, from heavy Ubisoft employee
French to brash and broad Australian.
Say you wanted your engineers to cross
the map, take down any resistance at a given
uplink point then take it – it’d be a simple
matter of uttering ‘engineers, secure, delta’.
Say you want both your tanks and helicopters
to provide cover to your on-foot engineers
while doing so? Simple: ‘Create group, tanks,
helicopters, engineers. Group one, secure,
delta’. Piece of cake. Similarly swift commands
can be dealt out prompting units to gather
wherever your crosshair lies, attack hostile units
(by numbers assigned to them), quickly move
the camera to an uplink point, unit or crosshair
position – basically, any order or piece of
information a commander might wish to give
or receive. Of course, alternative arrangements
are provided by D-pad use to cycle through
units, and a bumper and directional system
to navigate the commands themselves, so
wannabe generals interested in their own
vanity retain face. Throwing yet another way
to interact with a videogame into the mix does
prove entertaining enough to persist with how
awkward and fresh it initially feels however,
a style of control that will only be bettered
once some developer decides waving your
arms about in the air equals entertainment.
Oh yeah…
Of course, when we’re talking cool stakes,
we’re only at the level of someone leaning
against the wall at a party, or perhaps a
monkey with one of those funky fedoras on.
When it comes to what EndWar offers in
terms of multiplayer, we’re in proverbial mega-
Fonzie territory. Keen to take best advantage
of a story entrenched (geddit?) in worldwide
warfare, Ubisoft’s Shanghai studio took a
glance at Xbox Live and made everything just
that little bit more real.
You see, entering the online sphere at
any point will present players with diagrams
showing the fronts on which war is being
fought, all over the planet. These lines will
be determined, quite literally, by every single
battle fought between strangers across the
globe, every second of every day. Each of the
territories, to explain more fully, will have win/
loss records attached to it that, every
day or so, will be captured by one faction
(US, Europe or Russia), based upon which one
of the three was victorious upon it the most
times during that time period. Consequently,
lines of conflict are constantly shifting, until
such a point as the last remaining scrap of land
is claimed by a dominant superpower, and the
war is declared over. Luckily, unlike real life
Ubisoft will have the power to reset the globe
and allow hostilities to resume. Now ain’t that
just grand?!
As for the mechanics of how it’ll work
on the ground, a maximum of 18 individual
units per side, amounting to well over a
thousand soldiers if for some bizarre reason
you want to fight with just infantry, will be
sub-divided between up to 12 players. All of
this will maintain, spouts Ubisoft’s most spotty,
bespectacled employee, a constant 30 frames
per second – a fact it’s hard to argue with.
Rather than allowing control to be switched
at any point in some hot-swapping disordered
nightmare, each player will instead be
constantly behind a set group of units, for
example three in a field of 18 controlled by half
a dozen players. This way, co-ordination (as it
should be) will prove the greater factor in who
flees home, wrapped in their own tattered
flag, and who dines at the captain’s table.
This is where the game’s system of upgrades
to really quite basic units comes into its own.
Each faction will have over 300 tweaks that
can be made to each of its basic unit types.
Sniper training, armour-piercing shells, activedenial
shields – a whole banquet of pugilistic
delights awaits units tough enough to escape
the battlefield with their lives. Of course, these
units can then be kept by players before being
re-deployed next time they decide a little
online action floats their boat. Before long, a
system whereby different clan members can
quite heavily specialise in different directions
will emerge, allowing for ever-closer territorial
spats between increasingly powerful foes
– now who doesn’t want that (well, apart
from your enemies). Players will no doubt
also be happy to note that normal voice
communications will be possible simply by not
depressing your walkie-talkie trigger. Much like
in real life, in fact.
Aside from conquest mode earlier described,
in which players must capture uplink posts to
assure success, several other modes will also
make the final cut. Slightly less interesting (at
least, certainly so in the upgrade-free code
we sampled, on the grounds players have no
stake in a basic set of units), was ‘annihilation’,
in which the war is won in traditional fashion:
seeing the enemy, then making quickly sure
it’s not possible to see them. More intriguing
given the development team’s background is
siege mode, a Rome: Total War-style assault
set exclusively in EndWar’s city locations.
Whether in Paris, Washington DC, Moscow or
elsewhere, one player will be handed control
of some central embattlement, while the other
tries to burn their house down. If the difference
between villagers with sharpened stones on
the end of poles and superpowers armed
with nuclear warheads and microwave
technology adds as much to this experience
as it should, we’re definitely in for one hell of
an intense experience.
Sabotage mode, finally, will cover similar
territory, asking players simply to protect
certain strategically precious positions for a set
period of time, before presumably their foe is
asked to do the same. Hey, it’s not like they will
be defenseless, or anything.
Tom Clancy’s EndWar is trying a little to
be all things to all bloodthirsty generals. With
its complete lack of magic, practically an RTS
staple, it will still manage to please purists
who, regardless of the invention of all kinds of
futuristic death rays, still want to see soldiers
brought onto the battlefield from the end of
a dangling rope. This way, Ubisoft Shanghai is
looking to bring a little spectacle to the genre,
somehow shoehorning the Gears Of Warstyle
over-the-shoulder camera into the most
unusual of places, and with very good reason.
Approaching large buildings or environmental
features unaware of what’s behind them, not
because some deliberately blinding in-game
map won’t show you, but as men on the
ground would see nothing, is really quite a
refreshing leap within the genre, and while it’s
not necessarily going to please longstanding
followers, a little change never hurt anyone.
While EndWar’s voice-activated controls really
do cope very well with a range of different
accents, it’s clearly the online aspect of it all
that excites us the most. The opportunity to
basically play out World War Three against
other like-minded generals fills us with strange
things we like to call ‘emotions’, and, peaceloving
folk that we are, we could only wish all
wars were fought in this way. That, or between
50-foot tall transformers, shooting lasers from
their eyes and casting tower blocks to the
ground with a single swipe. But then again
maybe we just read too many comic books…
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson