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EndWar
-Directed by Michael de Plater (formerly of Creative Assembly, where he worked on Total War)
-Inspired by... Madden
-No explicit multiplayer or single-player modes. 1 global campaign map for both game types
-Three factions: U.S. Joint Strike Force, European Enforcers, and Russian Spetsnaz
-Persistent Risk-like online campaign map. Everyone plays in this single, global campaign. The war ends when one faction conquers the majority of territories and then a new campaign starts.
-Each campaign can be different. They give the example that if America is conquered in one campaign, they can start the next campaign "to liberate U.S. soil with a massive new 'D-Day' landing on the East coast."
-"[The Battle for Middle-earth II] was a test case for exactly what we didn't want to do" (Referring to them taking a traditional PC RTS and re-mapping the controls"
-"The first thing we did was ban any reference to the PC. We were determined to design it from the ground up for console."
-Camera is always attached to a unit. The idea is to remove the god-like vision found in RTS games by having a more realistic line of sight.
-You can, however, toggle a full battlefield map where you can give your orders.
-Voice-command system that can control every aspect of the game
-7 unit types: Riflemen, Engineers, Tanks, Transports, Helicopters, Artillery, and Command Vehicles
-Limit of 12 units/squads in battle
-Unit costs are all equal
-No "magic", meaning for something to get to the battlefield it needs to be delivered, etc.
-"Everything is destructible"
-On units: "It's a battalion that you own. You can personalize it. You can customize it. You can choose its motto and its heraldry. You can change its compositions and abilities.
-If your soldiers die, they are gone for good along with their upgrades. If they live they gain experience & medals.
-"Nothing in EndWar seems more detailed and obsessed over than the surprisingly varied way soldiers act (and react) on the battlefield."
-For example: "Squadrons of heavily armed soldiers, when ordered to a cluster of firebombed cars, will automatically take cover in different ways, periodically taking potshots at the enemy through windows and over hoods. If a soldier gets shot, one of his squad mates will drag him back to safety"