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View Full Version : Star Wars: Empire at War - RTS



AceRimmer
12th Apr 06, 11:03 PM
Year of release: 2006
Development House: Petroglyph
Publisher: Lucasarts
Website: www.lucasarts.com/games/swempireatwar/

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Game score: 88 / 100


Graphics: 5 / 5
Sound: 5 / 5
Gameplay: 4 / 5

Concept: 5 / 5
Execution: 4 / 5
Controls: 4 / 5
Enjoyment: 5 / 5
Replay ability: 4 / 5
Difficulty: 4 / 5
Learning Curve: 3 / 5


Patch version: 1.03
Bugs: 1 / 5
Modability / Community support: 5 / 5


Review
There have been good Star Wars games and there have been bad Star Wars games. Too often with a fantasy/sci-fi franchise and universe, the failings are more often and vividly remembered than the successes. No more is this the case with Star Wars RTSs. Need I say more about that which is Force Commander, Rebellion and Galactic Battlegrounds? Happily I can say that this is not the case with the latest effort from Westwood offspring, Petroglyph.

There's not much to say about the story; the Clone Wars have just finished, most Jedi have bought the farm and the Empire has decided that to rule the galaxy would be cool. The Rebellion, of course, has other ideas.

How you achieve this (domination or freedom) is achieved by a huge Risk-style galactic map. You own some planets; you can build space stations and fleets in orbit, and ground defences and troops on the planet's surface. Naturally there are advantages to owning some planets than others, for example, some earn you more credits, others decrease build times of certain units and so on. You get more money after a set time inteval.

When you want to conquer a planet, you first have to conquer the space first with a fleet, then you can send your army to the surface to kick some serious Imperial or Rebel butt. While these land and space battles are going on, the galactic view freezes, so that other people aren't being nasty and conquering behind your back. However, all three parts are in real-time, meaning that sitting around waiting for something to happen is asking for trouble from the computer.
And YES, space is 2D, but that actually helps people into the game better, even if it's unrealistic. Naturally, there are hero units that can sway the tide of battle, such as Han and Chewie, Kyle Katarn, Colonel Veers (remember this is before episode V) and of course, Darth Vader.

Gameplaywise, EAW is solid. Each unit is effective against certain others although the main gripe with this, moreso on land than in space, is that some units are effective against others that you wouldn't think should be, and so the first couple of games I played, I ended up using the wrong units for the job, e.g. AT-ST aren't really that good against infantry, despite what the Return of the Jedi thinks. Likewise some of the ground units are boring e.g. the Rebel T2-B tanks, or just plain crap e.g. the TIE mauler.

Another gripe with gameplay is that it can be little slow at times. The computer often waits for ages before striking on the galactic map, meaning that often there were times that I would stalemate the computer when invading or defending (do lots of damage, but take lots too). The battles themselves can be slow, with the capital ships and large land units taking AGES to destroy. I like it when units don't die within 5 seconds of combat like some other RTSs, but surely it wouldn't take this long. Thankfully, you can ask that the computer to do the battle for you, which can mean that you lose a lot of ships/army, but win without doing the heavy-lifting. You can also use the Death Star to crush persistent Rebels if you play the Empire, which is great fun.

The A.I is quite smart, sending overwhelming forces when it invades and intelligently using abilities, surgical strikes and feints on the battlefield. Both the Rebel and Empire sides are well balanced, with the Empire able to crush the rebel scum in walking vehicles and stormtroopers, Star Destroyers and Tie Fighters, whereas the Rebels are more specialized and need a little more careful thought to use correctly.

Music and sound are of the usual Star Wars quality, with plenty of explosions, laser blasts, missile launches and the like, all backed up by music straight from the movies. Both fun and atmospheric to listen to.

Graphically, the game is good, but not cutting edge. The explosions look very cool (especially in space), with shockwaves, sparks and debris flying about, although I thought the explosions could be more spectacular in space (a la Homeworld 2 style). Land battles are all detailed well, although some units look a little bland. Weather effects look cool, especially the dust storms and hot ash rain.

So at the end of it, it's a Star Wars RTS. You may love it, but you certainly won't hate it. I found it to be hugely enjoyable, if slightly frustrating and boring at times.

:up:

Good stuff: Star Wars! Space battles are cool. Sound, music, graphics. Darth Vader (and other hero units). You get to shoot Ewoks on Endor. The Death Star.

Bad stuff: Some crap units. Sometimes slow and tedious. Slight learning curve. Unit effectiveness is not that logical.

Reviewer System Specs:
CPU: 2.8Ghz
RAM: 512mb
Video Card: ATI Radeon 9600 XT at 1280x1024
Sound Card and Speakers: On-board (shock, horror!) 2:1 speakers

A176
25th Jul 06, 1:24 PM
Year of release: 2006
Development House: Petroglyph
Publisher: Lucasarts
Website: www.lucasarts.com/games/swempireatwar/ (http://www.lucasarts.com/games/swempireatwar/)

Game score: 88/100


Graphics: 5/5
Sound: 5/5
Gameplay*: 5/5 | 3/5

Concept: 5/5
Execution: 3/5
Controls: 4/5
Enjoyment: 4/5
Replay ability: 5/5
Difficulty: 5/5
Learning Curve: 3/5


Patch version: 1.04
Bugs: 0/5
Modability / Community support: 5/5


Review
The Basics
Star Wars: Empire at War is a genre melding, psuedo RTS/4x game. Your goal, as is with most Star Wars titles, is to dominate the Star Wars galaxy as either the Imperials or Rebels. The game style is reminiscent of a 4x game such as Masters of Orion - you explore the galaxy to gather information on planets, expand your empire by capturing them, exploit the planet's resources, all while fending off or attacking your enemies.

However, games like MOO are turn based. Empire at War is fully real time, with the only real turn-based aspect being that game time is determined by days, and you receive income at the end of each day. For the "classic" crowd, the game time can be paused, to simulate a turn based environment.

Empire at War can be thought of a "spiritual successor" to an older title, Star Wars Rebellion. The two games are very much the same title, with minor differences in the various 4x mechanics - Rebellion was more suited to the veteran 4x crowd, whereas EAW is simplified to allow for a broader audience. Rebellion was released in 1998.

Gameplay
The game is split into two different gamestyles. The 4x style is the galaxy map; you can send units on spying missions, reconnaissance, even assassination missions. You can move your units and fleets around, and view planet stats and build buildings and units. You can conduct research and upgrade space stations. In order to win, you must either control a certain amount of planets, or destroy certain units or buildings.

The other style is the RTS combat. When you engage in battle, you can either let the computer decide the outcome based on the strength of the forces, or you can take command and fight the battle in real time, issuing commands to your units like a general RTS. Units can also come with special weapons and abilities, for example, Jango Fett can launch seismic mines. Planets can also play a role in the battles. If you build an Ion Cannon on a planet, you can use its weapon in space battles. If you build a shield generator, you can protect your base from bombing runs.

I personally did not enjoy having the 4x part of the game happening in real time. There are a lot of mechanics which have been well suited to a turn based environment, which just do no work well in a real time environment. For example, in the bigger maps, micromanaging over 20 planets can become a troublesome task for humans, but not so much for the computer AI.

Multiplayer wise, the game allows you to set up the classic 4x game, or play the real time battles in either space or on the planet. These battles are very reminiscent of "tactical RTSs", ie, Ground Control. There is no real resourcing, but points on the map can be captured to increase your income flow, which can then be used to call in reinforcements and increase your army size. The game is well balanced, and I've logged a couple hour plus engagements with friends in the battle mode.

Bad stuff: Learning curve, funky game mechanics.

Good stuff: Great graphics, great sound, multiplayer battles are a blast, game is well balanced.

Reviewer System Specs:
CPU: AMD Barton 2500+
RAM: 2GB OCZ Platinum PC3200
Video Card: ATI Radeon 9600 XT, 1280x1024, full details, no AA/AF.
Sound Card and Speakers: Nvidia Soundstorm, Logitech 5.1

Recommended Links:
http://en.wikipedia.org/wiki/Star_Wars_Rebellion
http://en.wikipedia.org/wiki/Star_wars_empire_at_war

Win_Imperial
26th Sep 06, 6:07 PM
I did find the ground battles insanly boring at times but the space battles were fantastic compared to what i've seen. Especially when you do the Cinametic view it feels like your watching the movie.

The Infantry were to tight. they should have done looser squads because just watching them fire shot after shot gets so boring. Infantry squads take ages to kill eachother also.

Most of the ground vechciles suck except when you graduate to the Heavy Vechciles.

AceRimmer
26th Sep 06, 10:43 PM
Absolutely right, Win, especially the comment about the infantry. I'll have to pick up a copy of Company of Heroes to see how it should be done.

As for the vehicles, I wouldn't say they sucked per se, but they did seem surprisingly ineffective at times. The good against/bad against system used is baffling and inconsistent. Kind of a shame that the developer's didn't plump for any sort of categorisation, which would have simplified things greatly.

Cornbread
5th Oct 06, 10:54 PM
I got it a couple weeks ago and, though my time with it has had a chunk taken out of it by CoH, I'm having a blast so far in the Imperial campaign. If you like the original trilogy of films and are a fan of the setting, you'll probably have some fun as well.

My experience with the combat has been kind of opposite to the experiences of other reviewers. I love the ground combat, but the space combat kind of bores me. Maybe I'm just not far enough through the game to truly appreciate the space combat, but for me space combat is just a routine...a very pretty routine, but a routine nonetheless.
I agree with Rimmer on the point about the vehicles. Sometimes they're just downright useless in a land tactical battle if the enemy has enough rocket troopers or artillery. Basically anything with rockets in the game spells doom for Imperial vehicles.

Overall, though, I think the game is very nuanced and fun to play. It's no CoH in terms of tactical combat, but it does it well enough to be a great time waster. I'm definitely going to buy Forces of Corruption when it comes out...I just hope I'll be able to tear myself away from the combined forces of CoH and DC by the time it hits my hard drive.

My quick score would be a 4 out of 5. Sorry to shirk the review scheme, but I have neither played through the whole game nor do I want to go into too much detail at the moment.