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IGN Gives World in Conflict a...

Nice score, been waiting for this game on PC, even got the Ground Control series because I heard they were a similar style.
 
Ever since i played the first closed beta, even though it was just one map, it was easy to tell this was gonna be huge.

It'll become the Counter-Strike of RTSs.
 
Metalmurphy said:
Ever since i played the first closed beta, even though it was just one map, it was easy to tell this was gonna be huge.

It'll become the Counter-Strike of RTSs.

I was in the second beta but I agree.

And good for Massive! Ground Control 1 and 2 were underrated and not as popular as they should have been. Really hope it will also sell well for them.
 
I played the beta on my X800XL and quite frankly it looked awful, can someone confirm what we see in the screenshots is what a DX10 card can produce?
 
Opus Angelorum said:
I played the beta on my X800XL and quite frankly it looked awful, can someone confirm what we see in the screenshots is what a DX10 card can produce?

Gmae looks like on the screens on my PC (DX10 card, Geforce 8800 GTX)
 
Opus Angelorum said:
I played the beta on my X800XL and quite frankly it looked awful, can someone confirm what we see in the screenshots is what a DX10 card can produce?

Hum, i have a 6800 GT, that is a lil bit worst then yours, and the game looks stunning.
 
Proc said:
ebgames says its 03/01/08 but you have to think it'll hit sooner than that but who knows.

That'll give me plenty of time to upgrade my gaming computer.

Also, good gawd, I need a break from the holiday game buying. The 360 is killing the budget and time as it is with almost nonstop awesomeness released one month after another.
 
Opus Angelorum said:
I played the beta on my X800XL and quite frankly it looked awful, can someone confirm what we see in the screenshots is what a DX10 card can produce?

My X850XT handled the game on medium to high and it didn't look all that different from the screens I posted.
 
Teknopathetic said:
"1. Is this just like Ground Control, where you make a drop zone and drop in units? No resource collection of any kind?"

Yes, although the drop zone is already made for you.


"2. Is there any "cover" for ground units besides buildings?"

Infantry can use forests as well. Also, line of sight has an effect as well.


"3. How do you "control" territory? Capturing those red circle points and getting machine guns up?"

You just need to capture the points by having at least one unit in each of the connect zones, setting up AA/Machine guns, etc. are optional and will build if you keep a unit in that zone long enough.


"4. Can you place buildings or structures of any kind?"

Nope


"5. How many sides are playable and how different are they?"

I don't think there's much difference between any of the sides. This isn't a game where having unique units and different play styles matters too much, since each of the 4 roles are different enough already.


"6. How does the drop in, drop out multiplayer work?"

Like a multiplayer FPS. The game starts on the server, people can join and leave at will, the game won't end until one of the teams wins.

Personally, I think the Ground Control design is 90000% better than anything using the basic peon-micromanagement of gathering resources, etc. *That* is archaic.

Thank you for your answers!

Yea, I agree that the micromanagement of resource gathering is getting old, although I'm sure I'll still love SCII. Still, COH did a great job by making players capture and hold command points for resources. It was an excellent balance.

I enjoyed Ground Control's design but I felt like it was very simple. Just position your units well and you win. I felt like your options were pretty limited in terms of different strategies. Units also didn't vary up too much (this is all from fuzzy memory though...).

I'll give this demo some more time, but I'm just curious as to what (other than graphics) makes it so good? The accessibility?

Also, how do you gain resources, and how do you get bigger and better units? Is everything available from the start?

What kind of tactics are available for units other than: Long range units hang back, tanks in the front? COH had an awesome flanking system with suppression fire and cover, is there anything like that in this? Or is it a bit of a throwback?
 
I seriously don't get why this game should be so awesaome. I've been in the beta etc. etc. and I just don't get it. CoH:OF gonna kick this ones ass tihi ;P

But great that we are seeing more good RTS games, been kinda boring from War3 to CoH, this game just ain't my taste I guess :)
 
Teknopathetic said:
Personally, I think the Ground Control design is 90000% better than anything using the basic peon-micromanagement of gathering resources, etc. *That* is archaic.

You're so right...

*is worried about SC2*
 
KTallguy said:
Thank you for your answers!

Yea, I agree that the micromanagement of resource gathering is getting old, although I'm sure I'll still love SCII. Still, COH did a great job by making players capture and hold command points for resources. It was an excellent balance.

I enjoyed Ground Control's design but I felt like it was very simple. Just position your units well and you win. I felt like your options were pretty limited in terms of different strategies. Units also didn't vary up too much (this is all from fuzzy memory though...).

I'll give this demo some more time, but I'm just curious as to what (other than graphics) makes it so good? The accessibility?

Also, how do you gain resources, and how do you get bigger and better units? Is everything available from the start?

What kind of tactics are available for units other than: Long range units hang back, tanks in the front? COH had an awesome flanking system with suppression fire and cover, is there anything like that in this? Or is it a bit of a throwback?


Anything and everything in the game is available from the start. You constantly acquire the points u need to re-build units if u lose them. You have to earn the points u need(through doing damage and capturing zones or whatever the game objective is) to call in cluster bombs, artillery strikes etc.

What makes me like this game is that it takes all the BS out of RTS. No trying to get a build order down to a science so i can have the most X units at point Z, and the other guy is thinking the same way. Even when im on a team, the most anyone talks online is when someone is getting attacked and they ask for help, or resources.

World in Conflict is about tactics, and strategy. Everyone gets the same units at the same time right from the start of the game. The team that plays as a team is going to have the advantage. There isnt any flanking per se to be done by one man, but many times ive hidden my infantry in a forest and had a teammate lure enemy helo's over my position for an ambush. Or someone has held down a zone with their life just long enough for me to reposition my artillery guns to clean out the opposition.The game is full of moments like that, the entire time ur playing.

Also, most everyone ive played with has mic's, and pretty much everyone in general will communicate actively with their team.
 
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