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Emperor:
Battle for Dune
Emperor: Battle for Dune (EBFD) is the spiritual
successor to 1992s Dune 2. Once more the
player is called upon to assume military leadership
of one of three Houses: noble Atreides, ruthless Harkonen,
or the Borg-like Ordos. The ultimate goal is to capture
every territory on Arrakis and gain control of its greatest
asset, the spice Melange. For fans of Frank Herberts
original novels or the two movies
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Genre:
Strategy
Release
Date:
Available
Publisher:
EA Games
Developer:
Westwood
ESRB:
Teen
Requirements:
Win
95/98
PII-400MHz
64MB RAM
16MB 3D Acc.
4x CD-ROM
600MB HD space

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based upon them, the world of EBFD will seem very familiar.
How
does it play? Anyone who has played a modern RTS game
already knows, and knows too well. The gameplay here
is a reheated, surprisingly sloppier dose of Red
Alert 2s and the other Command and Conquer
titles before it. On top of this it has been streamlined
and simplified, and it turns out that its for
the worse.
Attacking
is a sloppy affair. With the terrible unit AI, the player
is essentially forced to manually manage their unit
squads in every battle, especially when attacking an
enemy base. A big problem lies in the enemy units that
the player units will automatically choose to attack
if left to their own judgment. Large, hulking tanks
that deal heavy damage will engage puny infantry units
before going after the single enemy vehicle that is
rolling over player infantry units with abandon. Anti-armor
infantry, with their powerful ground cannons, will do
the same while being annihilated in droves by a flame-thrower
tank. Even ground vehicles with the ability to simply
run over enemy infantry will remain stationary and fire
at them with a gun, eventually being blown to bits by
a simple foot squadron when it could have rolled over
them in about two seconds. This is a problem because
the steam-rolling ability is only given
to the ground vehicles of the Atreides and Harkonen
Houses, and it is one of the elements that balances
the swift movement and strong shields of Ordos tanks.
The point is that unit AI is terrible, forcing the player
to micromanage nearly every skirmish. Although this
isnt such an issue in the single player campaign
where a computer enemy relies on the same AI, in multi-player
battles it can be a pain.
Thankfully
Westwood has incorporated automated spice resource gathering
so that more of the players attention can go towards
fighting and unit management. When a refinery building
is created, the player is gifted a small reserve of
Harvesters (ground) and Carryalls (air) that mine the
spice in tandem. In theory, since the gathering is automatic,
the Carryalls shuttle the expensive Harvesters away
from danger if they are under the threat of a worm attack
or taking enemy fire. Unfortunately this doesnt
work because once more the AI fails to impress. Ive
seen many instances where a Carryall will simply drop
a Harvester on a spice patch (when there are many others
on the map) that happens to be in the middle of a large
group of enemy units. Needless to say, the Harvester
and Carryall are quickly lost in these situations. This
happens too often, and its frustrating. Automation
of resource gathering is a good concept, but the gathering
unit behavior should have been better developed.
Despite
these problems however, EBFD is well balanced across
the distinct advantages that each faction possesses.
Each requires a different strategy to utilize its particular
advantage, such as the Atreides reliance on long-range
attack, the Harkonen on pure force, and Ordos on swift
movement and shield recharging. Learning to use each
House well is not just an asset in knowing the strengths
and weaknesses of units that an enemy may be using,
but lends some replay value. A good EBFD player is an
experienced and educated EBFD player. And still there
is not so much variance that controlling a House for
the first time is mind-boggling. The buildings for each
group are identical in function, as are the unit development
trees. Basically its not a matter of what a unit
does, but its basic armor, attack power, speed, and
range attributes that vary across the Houses. In addition
the player has an opportunity to ally with two or three
of the five sub-houses, which themselves grant an extra
two units each. While not very consequential to the
overall success or failure of a mission, getting to
choose what additional forces are at your disposal is
a nice freedom, though hardly an important one. In all
the game has its significant AI issues but is balanced,
quite accessible, and yes, fun all around. But with
so much development experience in the genre behind it,
I certainly expected something tighter and closer to
flawless, especially since there are no real innovations
here. Its the same formula, but with few surprising
quirks.
With
the shift to fully 3D environments Westwood has created
its most visually stunning RTS title yet. Every unit,
building, and terrain landmark is polygonal. The texture
work is clean, accurate, and simply spectacular. Features
such as minor variances in ground depth are handled
convincingly with some cleverly rendered textures, freeing
up polygons that would have otherwise been used to render
the complex landscape features of Arrakis. Whats
left then in terms of actual height variance are two
levels; a lower sand level and the upper rocky plateaus
where building construction can take place. Its
a typical RTS convention that any fan of the genre is
already familiar with. There are a few instances in
the single player mode where battles take place on other
planets, each with a completely different set of geographical
and environmental characteristics, such as the Ordos
ice planet and Harkonen wasteland. These help to alleviate
the monotony of the Arrakis maps, which look more or
less identical to each other and are where most of the
single player action is set.
The
units, while not overly complex in design, look good
enough from the closest possible camera position that
the game allows. The camera itself is intuitive and
simple to control, but isnt able to zoom in enough
for certain tasks, most notably picking similar-looking
individual infantry units out of a large grouping. On
the good side, tanks have distinct parts and round gun
barrels and infantry units sport semi-unique weapons
and animations across the various classes, although
more visual variation is needed from a functional standpoint.
Simply watching droves of infantry, a tank battalion,
and an air squad push on across the map towards an enemy
base holds its own pleasure. All of this comes at a
price however, and its in the form of some significant
slowdown. More on this in a bit
The
game looks better at higher resolutions, but just fine
at the lower, less system-taxing ones. Kudos goes to
Westwood for making the visual excellence accessible
to gamers with less than cutting edge systems. Is this
the best-looking RTS game to date? No doubt. In a genre
that isnt necessarily thought of for pushing the
graphical envelope, EBFD is a nice surprise.
The
story portions unfold through live action cinemas ala
the Command and Conquer series, and are acted
well for the most part. One disappointment is that they
arent well paced, with most occurring in between
the first few missions of the campaign mode and not
at all near the middle and last ones. Its a shame
because there is much effort put into recreating the
world of Dune through decent acting, costumes, and backgrounds,
but the story is lost in the erratic pacing of its presentation.
One pleasant surprise for the Trekkies (or is it Trekkers?)
out there is that the Duke Atreides is played by none
other than Michael Dorn, whose role is Worf in the Next-Generation
series and films.
The
bar remains high in the sound department with clean
and varied artillery, machine gun, and other weapon
sounds. Each House sports its own unique music,
best among these being the Harkonen rock-esque theme.
All are decent though and compliment, though never overpower,
the action quite well. The game features a healthy amount
of speech both in-game and during the live action cinemas,
and almost all is well spoken given a decent cast of
actors. The audio design along with some gorgeous visuals
represents the world of war on Arrakis better than any
game before has.
Ive
run into some pretty significant technical issues over
the course of playing. First, the game crashes to the
desktop at seemingly random places, and has done so
twice after winning a mission but before the post-mission
statistics screen with a save option loads. I dont
need to elaborate on how frustrating this can be. A
quick perusal of Westwoods official EBFD message
boards revealed that Im not the only one who has
had this problem, and in fact it seems to be a common
one. Hopefully a patch will be released to fix this
soon, as it is certainly a major issue. It doesnt
happen frequently enough to render the game unplayable,
but I would advise saving often, even towards the end
of a mission.
Secondly,
there can be some significant slowdown at any resolution
when lots of units are set into motion at once, and
it seems to happen regardless of how powerful the system
is. Of course there is often no need to mobilize such
a quantity of units in order to be victorious, but decisively
overwhelming the enemy can be so sweet. Thankfully,
this one, like the games other issues, isnt
a breaker. Its still an annoyance.
At
this time Ive not been able to try the online
multi-player mode due to a beef that the Internet connection
Gods must have with me. When I figure out what it is
and make the appropriate sacrifices, Ill write
up a multi-player review. Lets not kid ourselves
here though; this is an RTS game with three balanced
factions. It shouldnt be too hard to imagine how
it plays online. Without hearing any reports of Westwoods
online matching service, which the player is given free
unlimited access to with a purchase of the game, being
broken, it should be working smoothly. Ill write
up my personal experiences with it in a few days.
Do
you dig the Dune story? Do you dig RTS games? If yes
then this one is certainly worth a purchase. Its
solid and balanced, visually spectacular, offers a fairly
easy though engaging single player campaign and skirmish
mode, and is true (perhaps too true) to the common conventions
of the genre. In this sense you already know what to
expect. For first-time RTS players its a good
introduction thanks to simplified unit handling and
automatic resource gathering. Moronic AI, messy path
finding, and some technical issues detract from an otherwise
fun experience. But then there is plenty of fun leftover,
which in the end is all that matters.
Concept
Westwood knows the RTS genre and sticks to it.
EBFD contains no significant innovations, but hey,
its pretty solid. |
70
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Gameplay
AI issues and an easy campaign mode, but the
transition to 3D proves to be more or less a smooth
one.
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80
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Graphics
Its a pretty affair indeed; looks plenty
good on even the lower resolutions. |
90
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Sound
Excellent sound effect sampling quality and
diversity. The music is complimentary to the overall
experience and is never overpowering or at odds
with the action.
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90
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Technical
Instances of random crashing; some pretty severe
slowdown with lots of unit models in motion at once
- doesnt cripple gameplay however. |
70
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Overall
While
disappointing in a few respects, the game is generally
solid and most importantly a lot of fun. |
80
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