The Real Time Strategy genre is second only to the First Person Shooter genre in terms of how often titles are released, regurgitated and rehashed with little to no innovation. Any RTS you pick up at your local games dealer will almost certainly resemble Starcraft/Command and Conquer/Total Annihilation to a stunning degree and while this provides strategy gamers with a comforting sense of reliability it also makes for a really dull gaming experience the 400th time you’ve built a base, created some units and sent them en masse on a rampage across the local countryside.

Contrary to the last two decades of traditional wisdom on how RTS titles should be made, Massive Entertainment, the developers behind World in Conflict, opted to forge their own route and create a title strikingly different from what has come before. How’d they do? Hit the jump to find out. 

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