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Nutmeg

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No one thought Starcraft looked dated at the time tho. Same for Diablo 2, especially Diablo 2, in fact, which most people, myself included, thought looked beautiful. You mention resolution but for 90s PC gaming using a CRT monitor, any resolution greater than or equal to 600 by 400 looked great, especially so for 2D games (outside the context of PC gaming, lower resolutions look great on CRTs too, as evidenced by arcade, Amiga games, or even EGA games on PCs, but in the context of PC gaming, the VGA standard did line doubling at lower vertical resolutions, unless you went out of your way to avoid it, hence why most PC gamers mistakenly think of pixels as squares, even those who have been playing games since the primarily 2D DOS years). Furthermore you didn't really want to run even 3D games at higher resolutions, because doing so would eat into the frame rate, or your anti-aliasing settings. Running games at 800 by 600 was very common well into the early 00s. This was the CRT era. There was no native resolution outside of which your image became ugly.

Warcraft 3 was the first polarising Blizzard game w.r.t. visuals. I personally didn't like the unit models and especially their animations. I also didn't like the new undead faction as its own thing from an aesthetic cohesion standpoint -- I liked how undead were part of the Orcs in the first two games. I did like the terrain tho, and thought that part of Warcraft 3 looked very nice.

And yet somehow Blizzard became a dominant force in the industry, while most good developers from 90s either went out of business or were cannibalized by bigger companies.
Diablo 2 was a big online hit due to the emphasis on, and careful curation of, its RNG based economy for maximum player addiction. This emphasis on game economy and addiction would only intensify with World of Warcraft, a game which, given that "design" direction and its pay to play model, can only be considered a morally bankrupt money leeching scheme, but one which would make Blizzard into a financial juggernaut. As for good devs pursuing creative vision instead of profits getting eaten by larger devs like EA catering to "the market" with sports and licensed games i.e. the lowest common denominator? That's just crapitalism at work.

As an aside here, I really loved the Diablo universe as a teen. I played the first Diablo on release, over a 56K connection I was seldom allowed to use as it blocked our home phone-line. It was the first game I played online. I also played Starcraft online on release. In fact it was the first RTS where I dropped the campaign at some point, opting to just play online instead. Anyway I played Diablo 2 initially under the same constraints and had a good time with it. 3 years later, I returned to the game with more personal freedom and a better internet connection, and brought 3 characters up to level 99. It was an empty experience, and, as a result, I grew an incredible distaste for that kind of game design. So much so, that when I saw WoW was subscription based, I became disgusted with Blizzard on a moral level as well. They were now a gaming as in gambling company, not a gaming as in interactive art company. It didn't help that I thought nu-Warcraft (3 and WoW) butchered the art and tone established in the first Warcraft, which was one of the very first games I played and greatly informed my aesthetic sensibilities, at least as far as fantasy games on the PC were concerned. That said, unlike World of Warcraft, at least there was nothing morally reprehensible about Warcraft 3. Anyway around 2004 was when I started not caring at all about Blizzard.

A few years later, in 2008, I would become disillusioned with gaming entirely, after playing Dragon Age, The Witcher and Call of Duty 4 which I actually *bought*, to go along with my new gaming PC, the first PC I ever bought with my own money, and also a few other games I didn't buy, like Sins of a Solar Empire (which I might give another attempt one day, I might have been unfair to this game BitD). Dragon Age was garbage, a step down from even KotOR. The Witcher was shilled as a true PC RPG, but it failed to capture what I liked in either the Diablo games (character building, loot, randomized dungeons, crowd management similar to in a beat'em'up) or what I liked in Baldur's Gate (party building, pen and paper based (or just good) combat rules, thoughtful encounter design). Call of Duty 4 played much worse in its singleplayer than Half-Life 2, which was the last FPS I had played, and much worse than Counter-Strike or Unreal Tournament in its multiplayer. So enlightened I was by this experience, that to this day I rarely play games made after 2006. In fact, I am just catching up with mid 00s titles only now, as after a bit of thought applied around that time of disillusionment, I concluded that the decline in PC gaming had started long ago. Half-Life 2, which was fine, couldn't be called better than Doom or the build engine games. Rome Total War, which I bought a pirated copy of (along with the already mentioned Half-Life 2), in Serbia on the year of its release (2004), was, I concluded, after some reflection, objectively speaking, a decline from Shogun Total War, which I had played much earlier. KotOR was strictly worse than Baldur's Gate 2, a fact that required no reflection, and after I had played the Goldbox games to test my "decline" hypothesis, I learned that Baldur's Gate was, at least in some very important ways, a decline over them as well. So, turns out games were getting worse every year for a while already. Hence why it turns out that I'm playing RTS games made between 2004 and 2007, such as Battle for Middle Earth, Rise of Legends, Universe at War etc. only for the first time now, and documenting the experience ITT, and why, for example, I was only playing FPS games from the same time period, like F.E.A.R, for the first time last year (or was it the year before?). Luckily I didn't miss out on Company of Heroes or Civilization 4 at the time, which I considered outliers, but happily, it turns out they actually they weren't. There were still some good PC games being made, at least in the mid 00s.

Back on topic, Starcraft becoming an e-sport in Korea and someone making the DotA mod for Warcraft 3 were flukes, IMO. Moreso the latter than the former, though even with the former you could say it was due to Blizzard's powerful level editors they shipped with every one of their RTS games, and of course it partially was.
 
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Lucumo

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Starcraft becoming an e-sport in Korea and someone making the DotA mod were flukes, IMO. Moreso the latter than the former.
Nah, not at all. It becoming as huge as it did (120k live attendance for a proleague finals) was a "fluke" aka it profiting hugely off several factors. But competitive gaming in general was big there and elsewhere, including Starcraft which was shown on TV here (Germany).
 

Damned Registrations

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Surprised nobody else has really discussed Herzog Zwei or Populous, as they were basically the progenitors of the genre, AFAIK. I played a fair bit of both, as well as lots of Dune 2 as a kid, all three on consoles.

Populous: Very simplistic gameplay, but I think it qualifies as an RTS, given that the win condition for each map was to get your little dudes to kill the enemy dudes and steal their cities. It was themed as a god game, with you having the abilitity to do things like raise and lower terrain (flat terrain was needed for the people to build and multiply, sinking them into water could drown them or instantly kill them on a lava map) create volcanoes that contained indestructible rocks to break up enemy towns, set up rally points to target enemy towns for capture, and the big end game powers, global flooding (sadly infefective against the AI because it would just pinpoint raise land under all it's dudes to save them from drowning) and armageddon, which converted every villager and settlement into soldiers for both teams and sent them to the middle of the map for a final showdown. I think a lot of the effort of the game was spent on the different tilesets, which had various ethnic themes in combination with climates, as well as some silly ones like the candy world.

Herzog Zwei: Incredibly clunky gameplay. Like Populous, it predated the concept of building structures, as such. The closest thing you could do was build SAM batteries, which were immobile iirc. However, just like every other unit in the game, they were constructed at your HQ, where you needed to pick them up and drop them off wherever you wanted them to be. Thus, gameplay consisted of a considerable amount of simply ferrying units around using your personal commander. Unlike Supreme Commander, you don't lose if your commander dies, but it did take quite a while to respawn. The victory condition was instead destroying the enemy HQ, which was a massive building taking up more than an entire screen, which could not be repaired. More realitsically, the real goal of any battle was to capture the various outposts around the map, which provided both income and additional construction sites for units. They could only be captured by infanrtry, which were obviously incredibly weak compared to tanks or commanders. Interestingly, this meant a major emphasis on map control much like more modern RTS games.

Dune 2: Actually played surprisingly well for a console RTS. Mostly because the gameplay was much slower and, well, strategic than modern twitchfest RTS games like AoE and Starcraft. The 3 factions didn't vary a whole lot. Each one had a unique unit unlocked at the end of the tech tree (which was dependant on building structures, much like Starcraft) and a special ability with a long cooldown once you built a palace. Atreidies had the best special unit, arguably, with the sonic tank, which fired accurate piercing energy blasts. Harkonen had devastators, the slowest, toughest tanks in the game, while the Ordos had deviators, which launched missiles that could mind control enemy units, but lacked the accuracy needed to target the really high value targets. On console, the best way of initiating an attack was telling a bunch of units to follow either a single leader or one another to form a conga line. Using harvesters to collect spice was needed to gain currency, and the spice would deplete over time, a mechanic that would become a staple of the genre. Unlike later games in the genre, spice could also be destroyed by heavier weapons like missiles and tank cannons, so controlling the spice fields wasn't as simple as plopping a bunch of tanks on top of them to defend them. Especially since sandworms were also a thing. Another difference between factions actually; I seem to recall the atreidies wouldn't attack the sandworms by default. The Harkonen were definitely the best faction due to their palace special, which had the longest cooldown but was really the only useful one- it launched a nuke that could destroy half a dozen buildings or an entire army at once. It wasn't very accurate, but it was accurate enough to break stalemates after a while, which were easy to achieve due to defensive missile turrets having massive range and accuracy and walls being pretty strong. Ordos got to summon a saboteur instead, which was a really cool but ineffective suicide bomber infantry that moved very fast, could walk over walls, and would deal massive damage to a single building with pinpoint accuracy. Unfortunately it was also fragile so it'd often just get shot and die. Atreidies had the worst special, letting them summon Fremen from the desert, elite infantry that were, nonetheless, mere infantry and basically incapable of doing significant damage. Overall a game I remember quite fondly, with great visuals for it's time and a solid art direction. Lastlly; there was a gimmick I used on many early missions, where you could trick the AI into firing at it's own buildings by using them as cover. Getting the AI to destroy it's own irreplaceable construction yard right away with a single trike you ran through their base and hid in the corner while tanks stupidly fired at it was very funny to adolescent me.
 

Zboj Lamignat

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No one thought Starcraft looked dated at the time tho.
Quite a lot of people did, including reviewers, and they were very much correct (without getting into how good the games themselves were, cause god know old blizz has a lot of butthurt fangirls). It was very hard to be impressed by these games after seeing stuff other titles pulled off previously. And it wasn't strictly just about res, I vividly remember a review mentioning how many special abilities, like psi storm, look like crap. When it comes to resolution, a blockbuster game pre-locked at 640x480 could fly with SC, it was just very unimpressive. When D2 hit, it was already laughable. And CRTs won't magically save you against games with higher res and better tech, particularly since both D2 and SC are the type of game where res and being able to adjust it has a huge impact on gameplay.

Blizz games that had the WOW factor that most people acknowledged were D1 and W2. And I agree with that, although it's definitely about the whole package, the music, the atmosphere, cinematics, the gore and death animations in D1 etc.
 

Arbiter

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Furthermore you didn't really want to run even 3D games at higher resolutions, because doing so would eat into the frame rate, or your anti-aliasing settings

Riva 128 could already run Quake 2 at 800x600 resolution, an advantage over 3dfx. By 1998, when Starcraft was released, both Riva TNT and Voodoo 2 hit the shelves and people were already playing demanding 3D shooters with higher resolutions and color depth than 2D Starcraft.
 

Damned Registrations

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Quite a lot of people did, including reviewers, and they were very much correct
They were very much not correct. Starcraft looked great in motion. Hell, it still does; stuff like armies of carriers fighting mixed ground armies holds up to this day much better than a lot of SC2's shitty designs, with BCs pathetically pew pewing tiny energy bolts with no range and ultralisks looking like fucking balloon animals.

Back then was the era of people whining about how many polygons could be fit in a screenshot, hence all the effort put into cinematics and detailed models, even at the cost of framerate and even gameplay. These days reviewers and graphics whores instead bemoan the number of frames, as though that matters for anything except spastically turning 360 degrees every second in an fps. 98% of everything is shit, including reviewers. What really matters is art direction and actual artistic skill.
 

Zboj Lamignat

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You are free to think that anything you like looks great, in motion or otherwise. The point is about it being dated and very unimpressive from the technical perspective, which is absolutely, objectively and 100% measurably correct.

Personally I thought it looked OK-ish, but even among classic 2D RTS (or strategy games in general) it's not really the cream of the crop and it was utterly impossible to look at it as some technical achievement at the point it was released.

Back then was the era of people whining about how many polygons could be fit in a screenshot, hence all the effort put into cinematics and detailed models, even at the cost of framerate and even gameplay.
I like to think about those times as an era when devs tried using rapidly developing tech for gameplay instead of just looks (though many proved to be perfectly able to achieve both, since those were just the times of so much incline). Which is precisely what many strategy/tactical games released before SC did, to often very good results.
 
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Nutmeg

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You are free to think that anything you like looks great, in motion or otherwise. The point is about it being dated and very unimpressive from the technical perspective, which is absolutely, objectively and 100% measurably correct.

Personally I thought it looked OK-ish, but even among classic 2D RTS (or strategy games in general) it's not really the cream of the crop and it was utterly impossible to look at it as some technical achievement at the point it was released.
Which contemporary 2D RTS did you think looked better than Starcraft? I can only think of AoE. Tiberium Sun and AoE2 looked better, but they came out the year after.
 

Zboj Lamignat

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I don't think 1 or 2 years matter all that much when it comes to purely 2D games? I'd also actually argue whether Tiberium Sun looks better than SC, remember not being fond of the graphical style when it released. RA2 was much prettier imo.

But yeah, AoE, Settlers, Magic&Mayhem, Dark Colony, Netstorm. And I don't think titles like KKND or Dark Reign look worse enough for it to not being debatable. SC did have some nice flavor to it, like the animated unit portraits. On the other hand, some of those games mentioned boasted khrazey neXXXt gen tech like adjustable res.

But I can repeat that I'm not making a point of SC being bad looking for a 2D game, just feeling pretty outdated compared to what many other titles could offer and clearly marking the point where blizz games stopped being impressive when it comes to the production values.
 

JarlFrank

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AoE2 is the best-looking RTS ever btw. I was absolutely impressed by its graphics as a kid, and they still hold up.

The Definitive Edition remaster is very tasteful and stays true to the original artstyle, it's also very gorgeous.
 

Zboj Lamignat

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I'm personally a S2 guy, but they all look pretty comfy.

I also remember being super impressed when first booting AoE1, particularly the units and the level of detail and animation. AoE2 didn't make as big of an impression on me, but it's definitely a very good looking game and I agree that DE is very well done.
 

RaggleFraggle

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I would love if Unreal had RTS support out of the box. Right now it's ridiculously expensive to make RTS because every time you do you have to write the code for deterministic lockstep networking, unit AI, unit pathfinding, map editors, etc. from scratch. Not only that, but there are multiple kinds of pathfinding in the RTS genre and each had a dramatically different impact on gameplay. Blizzard style pathfinding has every unit work essentially the same and turn on a dime, Westwood style has infantry and vehicles and aircraft all behave very differently from each other, etc.

So it's impossible for anyone to make RTS on a reasonable timetable without a big publisher to pay the bills. Open source? OpenRA has been in development for over a decade and still cannot replicate the functionality in TibSun and RA2. Nobody wants to use SpringRTS because they can't figure out how to make it work.

The days of mapping and modding communities like we had with SC1 and WC3 are gone and probably never coming back. It's a damn shame too, because with today's massively larger internet userbase there's plenty more new blood that could've come in. Some of them might've even been at least halfway decent at writing story mode scripts.
 
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Warcraft 3 is so reduced in scale because Blizzard had initially envisioned it as a small-scale tactical combat game with RPG-ish elements rather than a classic base-building RTS. It would have been like Myth but with fancy graphics and the Warcraft universe. I remember reading those previews in PC Gamer magazine before they redesigned the game into a more traditional RTS title, albeit with hero units and comparatively small armies.
More than that, it felt like a hero-based squad game in line with stuff like Ground Control and the like, which was growing somewhat popular at the time. It's odd because that's not too far from the path DOTA would take. The previews I remember speak of a light rpg where you would only control one or two heroes and you wouldn't be able to directly control single units.
 

Nutmeg

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Completed all four (if you count the prelude, otherwise three) Universe at War (2007) campaigns.

What a wonderful and unique game, and though it has room for, and never received, an expansion (obviously there's a fourth faction just begging for a bit of refinement and enablement), it is in no way incomplete (in fact, much content seems to be deliberately omitted), though perhaps in need of a minor patch (more on that at the end of this post) on top of the existing ones. Everyone should play it.

I wrote earlier that this is a spiritual sequel to Generals and Zero Hour (2003), which might surprise some, it certainly surprised me and is why I short listed this game and played it in my current couple of months of gaming back-log reduction. OTOH I've read old posts on the codex that say its just a rehash of the C&C formula, which goes too far, IMO, but it's also an acknowledgement that I'm not alone in seeing similarities. First I want to emphasize that Universe at War is an evolution of Generals in particular, and is quite far removed from earlier (and later) C&C games. A few things stand out: The production system, the presence of a third source of resources, and the combat controls and system. Arguably the game's "tactical dynamics" system can also be thought of as an evolution of the general powers system.

In pre-Generals C&C, buildings are produced and placed strictly one at a time, globally, through a production menu. Units are produced one at a time, but may be queued, through the same production menu, but in different tabs. The way the tabs are divided varies from game to game, but basically you have buildings, infantry, vehicles and aircraft. You need to have at least one of a certain kind of building to produce a certain type of unit e.g. you need a barracks to produce infantry, but units are produced globally, and come out of a designated "primary" building. Units and buildings are payed for as they are produced -- a half built rifleman only consumes half the cost.

In Generals, you have builder units, and you can produce as many buildings simultaneously as you have builder units. You pay for a building as soon as you place it (or unit, as soon as you queue it), not as it's produced. Likewise, you can produce as many units simultaneously as you have production buildings for those units. Like earlier C&Cs, you can't queue the construction of buildings, but you can queue the construction of units. However, in Generals, every unit production building has a finite queue of 9, you can't just queue up 100 riflemen, for example. You also have no handy global way to access unit construction buildings except eating up a control group, but you do have hotkeys to access builder units, so you can quickly bring up a building construction menu, in a way, but the first builder the hotkey selects won't necessarily be the closest, and it also always moves the camera.

When comparing to e.g. Total Annihilation or "Age of" games where you can shift click build orders and issue infinite unit spam orders to unit production buildings, the restrictions in Generals may seem like an oversight, or a case of bad priorities from the developers, but really they are quite deliberate, and clearly grounded in the older C&C system described. The idea behind restricting queues is simple though not obvious -- make production a periodic requirement to attention, that steals the player's precious attention resource, periodically, from other tasks such as monitoring exploration or battle micro. More helpfully, it forces the player to actually think about what they are building. It's counterintuitive that these kinds of restrictions can make a game better or more strategically interesting, but a good example I mentioned earlier is AirMech, and how its micro compares to the micro in e.g. Starcraft, which is also restricted, but in a different, IMO worse, way.

That said, the periodic need to monitor and action production need not move the camera to steal attention, and that's where Universe at War improves on Generals, from which it lifts the basic system (builder units independently produce buildings, but you can't queue build orders, buildings independently produce units, but production queues are finite). At all times, your production queues are very easily accessible from the GUI or by hotkey, and what's more, the GUI lets you immediately inspect all your unit build queues of a certain type simultaneously e.g. you can immediately see what all your barracks are producing as soon as you click on the barracks GUI button, and you can immediately issue unit build orders to any one of the buildings. It's really a phenomenal GUI, and a much better take on the same thing than in Tiberium Wars (which is closer to pre Generals C&C than it is to Generals in its overall system). Likewise you can easily select the *nearest* builder and issue a build order, again without moving the camera. You can press the hotkey twice in quick succession to move the camera.

Basically, Universe at War pairs the immediate, global, production overview and actionability of earlier C&Cs, with Generals' addition of simultaneous production, and also that game's same restrictions and periodic requirement to attention, but with the controls more at your fingertips, and without the necessity to move the camera or eat into your control groups.

Now, anyone who has played Generals knows the importance of the guard command, so much so that G moving was a thing. But you couldn't both attack (or A) move and G move with the same order (AFAIK), which is what you really wanted to do most of the time. Well, in Universe at War, attack moving into a guard is the default movement order given on a right click, which helpfully also shows the guard radius at the destination (as two circles, one smaller one for movement limit and one larger one for engagement limit, I think). Groups of units will also form up and maintain formation on the march when given this kind of move order. The other kind of move order is an "on the double" order, appropriately given with an impatient double click. When given this order, units will break formation, avoid engaging any enemy that would cause a delay to their destination, and when they finally get to their destination they will hold ground, rather than guard the area. When issuing move orders over negligible distances, they function essentially as stance and formation change commands. While I like the simplicity and effectiveness of these controls, and they are marked improvement over the controls in Generals, I still miss having direct control of formation facing and rectangle ratio as in later SAGE engine games such as BFME2 and Tiberium Wars.

Universe at War also inherits Generals' emphasis on damage over time (radiation, heat), and bonuses to damage when scoring multiple hits from the same unit (e.g. gattling guns) or units of the same type (e.g. inferno cannons). These may seem like small things, but they affect how combat plays out to a great deal. Unit movement and projectile speeds also seem better tuned to, and more cohesive with, these design choices, than was the case in Generals.

Another similarity is the economy, though it's somewhat remixed and even Total Annihilation-like. The primary source is ofc. harvesting, which is now in the form of obtaining mass from civilian structures or wreckages, which can be more or less sprawling or concentrated depending on the map (which is kind of cool, that it becomes a map thing rather than "hardcoded" for lack of a better term). What doesn't depend on the map is the recycling -- dead units can be harvested for part of their mass. But, only two (Novus and Hierarchy) of the three (plus Masari) factions harvest. The third faction (Masari) relies entirely on secondary and tertiary sources of income. These are oil derricks (as in every C&C game), and income producing buildings (and units) as in Generals (I am referring to hackers, black markets and supply drops). In UaW no unit alone can produce income, only in conjunction with a building. This tertiary source of income, like the primary, is only available to two of the factions (Masari and Hierarchy), and in the case of the second (Hierarchy), it's kind of mixed -- it's paired with the mass drop super weapon, where you can harvest the mass dropped.

Out of the three factions, only Novus plays anything remotely like a C&C faction. Specifically, it has a touching point with the GLA faction from Generals in its overall concept ("hit and run", suicide bomber infantry, other kamikaze like abilities), and also its power grid feature in particular, which can be thought of as a generalization, alternate take, refinement or even technical evolution on GLA's (specifically, the GLA stealth general's) tunnel networks. Unlike the tunnel networks, which were actually portals, the power grid is an actual network. Every node on the network automatically connects to another within some distance from it, so you can e.g. build a power line from one edge of the map to the other, and the enemy can destroy a node in the middle to sever the connection. Additionally, the nodes are cloaked by default, and the lines between them are completely undetectable for opposing players -- they can detect a node, but never see how it connects to others. Units can travel over the network (initially, just infantry, and very importantly, harvesters), but it takes time (much less time than if they were traveling by foot though). You can actually see them become sparks or lights and move through the power lines. It looks very cool. A big difference from any C&C faction here is that Novus harvesters are automatically rebuilt for free, making the power network effectively do the harvesting, at least as far as the opposing player is concerned.

Finally the "tactical dynamics" system. Basically, you pick 6 techs out of 12 arranged in three streams with four tiers, a bit like spending promotion points in Generals, except more standardized across factions, and you don't earn them by kills, but by spending resources (making it more similar to Age of Mythology, from which I believe Generals took the idea). But really, it is a tenuous connection, as unlike Generals or Age of Mythology or BFME, or CoH, or any other game with this trope, these aren't call-in strikes or temporary global effects, but rather permanent global effects or ability unlocks (I suppose you had these too in other games), which actually makes it a lot more like teching in the Rise of Nations duology, the later Rise of Legends in particular (as the techs are specific to the factions) but with the important difference that not all techs can be active at the same time. The real twist is that you can untech and re-spec at any time, with the cost of buying the new techs you spec into and getting I think 0 (or in any case less than the buying amount) for the ones you spec out of. In any case even if you rightly think that the tactical dynamics system is the game's own novelty of sorts, in a descriptive sense, IMO it is closer to Generals' general powers than e.g. building based teching in a classic C&C, which is present both in this game and Generals as well. Speaking of which, another similarity with Generals is the fact that each faction has a primary, building based super weapon, with the difference being that in Universe at War there is also a faction specific secondary, not necessarily building based, super weapon (Hierarchy has an additional one on its science walker, though it's kind of a unit power, Masari's super weapon functions differently based on the current global "mode" the faction is in, and Novus, least interestingly, has a second, cheaper, minor super weapon building).

Back to the faction design, here is where the game is quite unique and unlike other games in the genre, except I suppose in following the general principle of asymmetry, where again out of all the C&Cs, it's closest to Generals. The other theme in the faction design is modality, though it's more or less prominent in each of the factions, which again, I suppose, has its roots in RA2, where almost every unit was modal.

I've already talked about Novus' power grid, which is their most distinguishing feature, but there's also the patch system (pick two global modifiers to apply at any one time), and the unit and ability design, which is where you find modality, specifically appearing on one of the three faction heroes and and the "tier 3" vehicles e.g. the walker vehicle has one mode where it moves at a reasonable speed and can deal (massive) damage, and another mode where it moves very slowly, can't attack, but instead extends a large hemispheric force-field around itself that can cover a medium sized formation. There's also complex interplay between abilities that's rare in the genre like the virus system, where Novus's basic flying unit can spread "viruses", which slow down or otherwise render less effective an enemy unit or hard point on an enemy unit, and also give visibility on that unit, making it a scout of sorts for the Novus player, but then, with a patch these viruses can shut down infected units entirely, and a certain hero unit has an ability to take control of infected units.

The Hierarchy faction make every unit production building (sans the one that builds builder units) into a gigantic mobile walker unit in and of itself, that has the ability scale terrain inaccessible to most other units, and crush almost anything, even buildings. These production "buildings" also have hard points which can be customized for offense, defense, special abilities, or churning out units. Units are produced individually, in pairs, or in groups of three i.e. it may take the same time to build three units as it does to build one (but ofc. you have to pay for all three units). The other twists to the faction are that their harvesters don't need to return to a building to cash in (as they are a building, really), and that their builder units build a very fragile glyph, after which the "building" (really unit, most of the time) drops in after some delay. Their basic infantry is very tanky, as is the "brute" infantry unit, while their lighter scout infantry and main battle tank have a "phasing" ability that gives them temporary invincibility. The basic Hierarchy unit I enjoyed the most were the modal defiler units, which either attack by spurting radioactive goo in an arc for obscene amounts of damage, or bleed radiation constantly to heal organic Hierarchy units and turn neutral civilians or organic enemy infantry into mutant slaves.

Finally, the Masari, take modality to the extreme, where the entire faction is in either a dark or light mode, drastically altering how units and buildings function and what their abilities do e.g. flying units don't fly in dark mode, and every unit gains a shield bar in addition to their HP bar. Masari vehicles and aircraft drop "avenger" units when they die, somewhat akin to the US faction's pilot units in Generals, except there is no concept of veterancy in this game (a shame, really!), instead their vehicle can be rebuilt at no cost by a builder unit. They're also unique in that they put an emphasis on builder and building micro. Firstly, builder units can boost production, upgrade or resource generation rates on already built buildings. Secondly, their resource generation building is also a nuke, and their radar building is a tower. I didn't play with Masari much (more on that in a bit), but they strike me as a very "Age of" inspired faction (the Olympian-Atlantian-Meso-American visual theme is telling -- even the tanks look like chariots without horses) that is meant to use their buildings offensively.

Let's finish talking about the game design with the campaign. The campaign is good, not great, but definitely good and paced really well as an introduction to the game, but with only one mission beyond that (i.e. only one mission I'd like to replay and get better at).

I played through the Novus campaign (and Human mini-campaign) twice (again more on why in a bit), and the second time around it was very easy, but the first time around it was just right w.r.t challenge, given that I was learning the game. The main source of failure for me was losing a hero, which is always a loss condition in the campaign, and can happen whenever you're not paying attention, especially in the Novus campaign as Hierarchy's defilers can really make short work of Mirabel and Victor, who are often in the thick of it, so to speak.

On the other hand, I played through the Hierarchy campaign only once, but am nevertheless convinced it would be very easy a second time through, as the only real challenge I had, beyond the learning experience, was the symmetric match up in the final mission. This mission required quick, aggressive macro to open with (I built 7 reaper drones i.e. harvesters) in order to quickly set up defensive fire bags, and then, later on, good micro on offense, as even after exhausting all resources and hitting the population cap, the enemy remained numerically superior. Luckily destroying the enemy outright is not a requirement for this mission, rather the objective is to escort your hero to a certain, very well defended location on the map, and then defend it yourself for (exactly) a couple of minutes. After that, the game teleports your walkers (they were dead at this point on my first attempt, forcing a restart) in formation to face off against freshly spawned enemy walkers, also neatly arranged in formation, facing your walkers, in a duel of sorts, after a cutscene plays out. But, again, all you have to do here is kill the enemy hero while not getting your hero killed. The second time through, I made sure to keep my walkers alive, retreated my hero immediately after the cutscene ended, and focus fired the enemy hero with my walkers for a very easy win in this segment of the mission. In many ways, the mission as a whole felt like any one of the number of well made missions in Tiberium Wars.

The final Masari campaign is in the "conquer the world" format, which is an instance of the "risk-like" over-game trope common in this era of RTS, except in real time (like Petroglyph's earlier Empire at War). I made very short work of the bulk of this campaign, because an immediate rush with flying units on the enemy's base worked for all but the final, well fortified Hierarchy territory, an assault on which scripts your invading army to red health bars. So instead of the usual base rush, I was forced to spend most of my flyers on defeating the enemy's own starting army, and then surrounding their base with the remnants of my fliers, cutting their access to resources, while I built up my own invasion force. Rewinding a little, I was able to build up my initial flying unit army in the over-game with impunity, as the AI is understandably rendered completely passive in what is obviously meant to be an introduction to the basics of this particular game mode (though they could have activated it after some initial conquests, I don't know why they didn't). The final mission in this campaign begins automatically when you conquer the penultimate territory in the conquer the world mode, and has you team up with Novus and a small force of Humans against a well built up Hierarchy AI player. My experience with this mission was that the Novus AI just sat there doing nothing except absorbing the majority of the aggro, which allowed me to build up a powerful force of late game units, and my super weapon, and overwhelm the AI in two successive offensives. That said, early on in the mission, there was a (perhaps scripted) double walker attack on my base which I just barely managed to deflect before it did any real damage.

Now finally onto technical and artistic matters.

The music is amazing, probably one of Frank Klepacki's best efforts, which is saying a lot as his soundtracks are all great (I don't know how to emphasize this, so bolded for attention -- everyone should listen to the soundtrack). Likewise the unit voices are good, they're entertaining, in-character, well acted, and unabrasive (Dawn of War, in contrast, has good, entertaining, and in-character voicework, but it is very abrasive after a while). Of note are the narrators which are robot, angry alien and oracle child. The game supports directional audio through EAX, which is always a welcome feature. Visually, I really like the design for each faction's units and buildings (standouts are ofc. the shiny big red walkers of the Hierarchy, the golden, radiant Icarus-like winged flying units of the Masari, and the Japanese style mecha (as opposed to clumsy non-sensical Western style mecha) hero(es) Victor and Mirabel (Victor is the mecha, Mirabel is the pilot) of Novus). The game, thematically, as a whole is a great RTS take on War of the Worlds, the X-Files and 50s UFO tropes, from the conquest and exterminate-the-weak ethos of the Hierarchy, to the ubiquity of Holstein cows on the maps, to how civilians on the same maps react to both the malevolant Hierarchy and the benevolent Novus with panic and fear ("run for your lives" they scream, as a cute little recycling bot beams away the roof over their heads). On the technical visual side of things, while 3D around this time started becoming too "effecty" and busy for my tastes, as opposed to the earlier cleaner look of 3D games due to API limitations, this game avoids that issue for the most part, even more so than its Alamo engine predecessor Empire at War, which was also quite clean but had an overly strong bloom effect. The anti-aliasing options also worked for me without the need for any external driver fiddling. The story is complete, very simple and amusing -- I enjoyed it. The unit descriptions and other in game text is great.

To conclude, I don't know how the game holds up in multiplayer or against the AI in skirmish or conquer the world mode. It might, it might not (kind of expect the latter due to the game's obscurity, I mean there *must* be a reason right? I am ready to be surprised here) -- after all, I only got an overview of the game's systems, controls, and faction design as introduced (and *only* introduced) by the competent, but not fulfilling campaign. But the strength of the game on these things along make it at the very least worthy of a play through (which should take only two or at most three three hour sessions). I hope one day in a decade, maybe two, there's a community for this game, because it really is quite great. And to think back in the day I lumped it as the other 2007 big robots TA clone RTS (the main one being Supreme Commander, which captured a much bigger player base, so it must have been better right? Yeah I know) due to its cover art and some screenshots I saw (it's not at all a TA clone, it's a Generals successor) and kind of ignored it, never even putting it on my backlog.

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How to play this game today? Easy.

1. Obtain a retail DVD or a good image of the retail DVD (there's a .mdf and .mds image of it on archive.org -- it's a "scene release" that's just an image of the retail disk paired with a separate a no-cd fix that you don't need to and shouldn't use). Installing the game also installs GFWL.

2. Remove GFWL and use XLiveLessNess instead. Just grab a release from the link and extract it to wherever you installed the game such that xlive.dll ends up in the same directory as the game executables UAWEA.exe and LaunchUAW.exe -- doing so will make the game ignore your system GFWL install, hence why removing it is not strictly necessary. In no circumstances should you use the latest GFWL (which you may have installed beforehand along with some other game), as that makes UaW lag in singleplayer (I suspect a "phone home" API call is timing out) in a game ruining way.

3. Optionally install OpenAL and plop the DSOAL dlls (dsoal-aldrv.dll and dsound.dll) into the game directory for emulated EAX through OpenAL.

4. Finally install patch 2 only. Do not install patch 3, as while patch 3 does, surprisingly, make some big changes to the campaign -- it adds the tactical dynamics system to the Novus and Hierarchy campaigns, from which it is absent in earlier patches -- it breaks the transition between these two campaigns, and, since campaigns are locked on a fresh install, and I wasn't able to find information online or see any obvious configuration file or whatever where I could unlock all the campaigns (perhaps in the registry somewhere, or perhaps it's a GFWL thing XLiveLessNess handles somehow -- I didn't look), you won't be able to progress the game. Another note here is that while patch 2 saves are forward compatible with patch 3, vice versa is not true. So, anyway, once you finish the campaign with patch 2, you can install patch 3 if you want, it does seem to fix some things (although apparently it breaks some others, according to a few things I read online), or you can continue with patch 2. I don't know enough to make a call.
 
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Nutmeg

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it's ridiculously expensive
Think about how much more expensive it was BitD. Also, IMO, lock step net code in RTS games should be vestigal today, but for some reason isn't. I always thought GGPO would be a better approach (though I guess for true multi-platform support you have to be very careful about using floats if you do so), and would allow for better action game mechanics -- RTS games, are, on a fundamental level, action games too. That's one thing I wanted to note and somehow failed to in my long ass write up above on Universe at War -- you can actually dodge things with unit micro, and the unit and projectile speeds are such that it's reasonable to do so. Kinda cool.
 
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I am now playing through the first Battle for Middle Earth's "good" campaign. So far, it is much superior to the campaigns in either BFME2 or RotWK. Other initial impressions are that while BFME2 has both a superior basic battle system and controls (BFME1 lacks unit formation and facing controls, planning mode, and stances), BFME1 has the superior macro game (due to the explicit outpost, base, and resource points, giving map designers more tools to create interesting maps, and making things simpler for the AI). These are just initial impressions.
I'd recommend you play Armies of Exigo, a game that was released to die (in 2004) by EA during their BFME marketing campaign. As far as I can remember, the developers were ex-Starcraft pros or at least high-level players, and many of the design sensibilities are similar. There are three races, etc. However, there's one neat gameplay element that's an underground layer, so the battlefield can be considered two-tiered.

It had a very short lifespan, but I remember it being excellent. One of the reasons was that there was a very full-featured demo with all 3 races fully playable (no tech restriction) and multiplayer enabled. It was only a couple of maps, but who cares. Also, as I mentioned, it was released next to BFME back when EA was doing a full marketing push for it. It just got slaughtered.

I don't remember if the campaign was very good. But the multiplayer skirmishes were really excellent.

Anyway, the developing house (Black Hole Entertainment) went on to make Warhammer: Mark of Chaos a few years later, which was pretty decent, though not as good as previous WH RTS games.

As I haven't read the entire thread, feel free to ignore this post if you've already played the game, of course.
 
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Nutmeg

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As I haven't read the entire thread, feel free to ignore this post if you've already played the game, of course.
I have indeed not played it. I can't promise when I'll get to it, as I plan on moving on to other genres after I finish my "Westwood by any other name" tour of RTS games (I decided kinda sorta not really just yet to also play through RA3's campaign, then I gotta go back and give non campaign game modes a fair shake in the games I've already played in the past two months too), but if you're recommending it, it's most certainly going up in my backlog.
 
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I haven't played it in almost 20 years, so I don't really know if it holds up, honestly. I just remember being very impressed with it at the time, and also being impressed at EA's awful handling of the superior game compared to BFME, which I didn't like at all and thought was incredibly simplistic. In retrospect, I was very multiplayer oriented during those years, so I'd probably like BFME much more today.

Your thread has made me want to replay C&C: Generals. I remember liking it a lot when it got released (I played it on my then brand new Radeon 8500). Good times.
 

Nutmeg

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The controls might take a few minutes to get re-used to, or never, really, as it is a bit clunky. I also recommend using genpatcher which, along with a bunch of compatibility fixes, can install this neat little mod which greatly improves the GUI (though for me it was broken for viewing campaign objectives, which are obvious enough anyway, and the patcher didn't install it properly for the base game so I had to do so manually).
 

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it's ridiculously expensive
Think about how much more expensive it was BitD. Also, IMO, lock step net code in RTS games should be vestigal today, but for some reason isn't. I always thought GGPO would be a better approach (though I guess for true multi-platform support you have to be very careful about using floats if you do so), and would allow for better action game mechanics -- RTS games, are, on a fundamental level, action games too. That's one thing I wanted to note and somehow failed to in my long ass write up above on Universe at War -- you can actually dodge things with unit micro, and the unit and projectile speeds are such that it's reasonable to do so. Kinda cool.
Deterministic lockstep is what allows replays to be reasonable sizes rather than multi-GB files and reduces lag compared to sharing the entire game state. RTS without it, like A Year of Rain, produce absurdly huge replay file sizes. If it was feasible to produce RTS without it, then there'd be a lot more without it, especially after broadband became standardized in the late 2000s.

Sure, it has drawbacks, but how does GGPO address that without losing the benefits of tiny replay files and minimal lag?

Speaking of, the indie RTS/tower defense It Stares Back sidesteps the problems by simply not having multiplayer, pathfinding, complex AI, or more than a handful of building and unit types. It's actually a pretty fun casual game. But I don't see any other RTS adopting the same model even though it could hugely save on costs and make the genre more accessible to casuals. It Stares Back has been in EA since 2019 and hasn't receives any updates since May 2021.
 

RaggleFraggle

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Sure, it has drawbacks, but how does GGPO address that without losing the benefits of tiny replay files and minimal lag?
Why do you think replay files would be big with GGPO? It's just time stamped commands.
I'm not a tech expert. Why do you suggest RTS switch from deterministic lockstep and over to GGPO?
 

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