All parts of the planet are engulfed in large-scale military operations by this organization. They undermined the global economy, which triggered a rise in oil prices. A special unit is created, consisting of numerous military masters and politicians. Armed Forces - has a huge number of combat units: snipers, pilots and infantry. Task force talon - secret grouping of the USA. All employees are equipped with top secret weapons.
The consortium is a group of oil companies controlled by a major villain. Throughout the gameplay, you have to command modern military units. It is necessary to competently manage economic resources. Invest them in the development of your combat power, buy the best equipment and weapons.
Supply your subordinates with food and drinking water. For winning battles, get money and buy new people for your army. Once captured, you send them back to your base -- i.
Presumably, you're putting them to work in salt mines, or something. Either way, it's a compelling way to generate cash for your forces, and one that forces you into action, rather than the frenetic sort of housekeeping that RTS-games are generally known for. As you'd imagine, having your units captured is particularly annoying, especially in multiplayer.
The idea that your downed units are also generating cash for your enemy is pretty hard to take. It bears mention that Act of War plays much more like a traditional RTS when it comes to multiplayer matches. Without the story driving things, there is much more of a focus on building a base, progressing through a tech tree, and generally pursuing the sorts of strategies that you're used to. It's really in the multiplayer matches that you start to get a feel for how differently the three factions play, so expect a period of experimentation before you become truly comfortable with any of the three factions.
For what it's worth, the game seems relatively balanced at this point, but, as is often the case with RTS games, inbalance issues can sometimes take weeks to appear, so we'll continue to watch. Whatever your motive is for checking out Act of War, you probably won't be disappointed. In many ways, it's a by-the-numbers RTS, but a solid one, with a few imaginative mechanics built into it.
The single-player game is briskly paced, well punctuated by narrative elements. Despite the fact that it suffers from some altogether goofy cutscene performances, the story is genuinely gripping at times, and just a little bit subversive.
Contact: , done in 0. Search a Classic Game:. Act of War: Direct Action screenshots:. Another denies you access to constructor units just as you're starting to rely a lot on familiar infrastructure. Admittedly, the tactics on offer are not the most complex. However, there are plenty of subtleties to discover as well. Infantry units, for example, can be loaded into buildings to give them protection and elevation, something that's often essential to clearing tight urban areas.
At the same time, snipers can be used to take out enemies who would otherwise be hidden inside structures - not to mention that all the buildings in the game are destructible.
In open terrain maps, a similar effect can be gained by hiding units in trees. Beyond this, the game simply reinforces the most basic tactics of real urban warfare. The full gamut of combined arms units must be deployed to take an enemy position, as each has its own set of vulnerabilities. Tanks, for example, are useless against an enemy-held stronghold unless supported by infantry -one terrorist with an RPG can make mincemeat of your heavy armour in no time.
Air bombardment is a wise precursor to any rolling attack, but anti-air defences are best dealt with by mortar teams and heavy snipers. It definitely takes time for these factors to emerge, and one major criticism is that the game takes so damn long to get up to speed. For the first four or five levels I was convinced the game was all flash and no substance, and it was only with the emergence of the SHIELD units that things started to get interesting.
After that, Act Of War grew on me the more I played it. Saying that, there are a few issues that need mentioning. For a start - that familiar gripe - the enemy Al is a little predictable, and there is a certain lack or at least unevenness of challenge as a result.
It's also surprisingly easy to lose units, especially in the more rubble-strewn areas of the maps, and you have to be extremely conscientious with your unit management. On a pettier note, the icons in the build menus are terrible - not at all illustrative of their purpose -and there's an occasional bit of slow-down evident in big battles on minimum spec PCs.
As for the skirmish or engagement mode, it's a resolutely traditional affair, with 18 run-of-the-mill maps all turning more or less on a compromise between security and proximity of resources. While it's perfectly playable and sound, it pales next to the spectacle and excitement of the main campaign, and is more of a side salad than a second helping of meat.
Hopefully the online game will prove more interesting - see Online Zone in a couple of issues' time for a full report. Needless to say, none of these complaints is a dealbreaker. Act Of War takes the old-school RTS formula and enriches it in countless cool ways, using the lessons of the past decade to create a singleplayer campaign that's as valid and exciting as anything else in the genre.
Add production values to make EA sweat bullets and you've got yourself a very tasty proposition indeed. If you've been following the progress of Act Of War at all, you'll be aware that the game sells itself on its 'highly realistic recreation of authentic combat situations', or something like that.
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