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World in Conflict is a real-time strategy game developed by Massive Entertainment, the team behind Ground Control. The game takes you to an alternate version of present-day Earth in which the Soviet Union still exists. Looks a pretty interesting storyline!
I think it will attract a C&C like audience; and it looks like some good gameplay to be had!
This year is going to be amazing for us RTS fans... We've already seen Supreme Commander and Command & Conquer 3 hit the shelves. Later in the year we'll see the next Company of Heroes, Universe at War, Empire Earth III, Sins of a Solar Empire, Theatre of War, and expansions for Sword of the Stars, Medieval II, and Warhammer: Mark of Chaos undoubtedly along with more that we haven't heard of. With such a strong line-up, it's interesting to see that each of these games actually has something pretty unique going for it. I suppose that's why it's no surprise that the gameplay in World in Conflict is heading in its own unique direction.
Eurogamer wrote:
World in Conflict started life two years ago as a multiplayer concept: specifically, it was born from the desire to recreate the accessibility of first person deathmatch games but in a real-time strategy game. The game's developer, Massive Entertainment, wanted to create an RTS title that's as easy to pick up and play as an FPS, and the key to doing that, it reckoned, was to emulate the respawn function that's a hallmark of most arena combat games. And it's this that gives the game its defining characteristic: when your units die, the credits they cost to produce are returned and can be used again to produce further reinforcements. Thus, every player has the same amount of resources and is competing on a totally level playing field.
Taking a turn towards an alternate history where the Soviet Union never collapsed and actually invaded US soil, the battles in this pre-alpha test rage across small towns and farmland in the Midwest. One of the maps at least is familiar as we've seen it before with plenty of hills and a town split by a bridge set in the center and surrounded by hills and river country. The other is a more open map split in half by a bridge crossing a river. The bridges and crossing locations become focal points of heated conflict and battles begin their ebb and flow.