Total Annihilation: Kingdoms (Jewel Case) - PC

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About this item

Review It isn't often that an upstart game company breaks through with a major hit, but when Cavedog released Total Annihilation in late 1997, that's what happened. A year and a half later, Cavedog is trying to follow suit with Total Annihilation: Kingdoms, a fantasy real-time strategy game that is an apparent effort to reclaim the interest of Total Annihilation fans. You can begin to see what's wrong with it right from the start. Although the graphics in Kingdoms are more detailed than those of its science fiction-themed precedent, the jagged-edged polygonal graphic style was far better suited to the rough-hewn metallic shapes of Total Annihilation than the more organic style of Kingdoms' designs. The consequence is that it's not so easy to tell one unit from the next in Kingdoms, and while some look distinctive, such as the kingdom Veruna's massive warships and dirigibles or Zhon's squid-like krakens, many or even most others look plain at best and messy at worst. The Kingdoms graphics engine, only slightly enhanced since Total Annihilation, makes limited use of 3D acceleration to accentuate certain special effects but does not take advantage of your card in order to enhance the game's frame rate or smooth the edges on the polygons. Even if you have a very fast machine, you'll still find that the game's frame rate bogs down noticeably during large-scale battles on account of the software rendering, which not only makes the game look worse than it could have, but proves to be a serious detriment during gameplay. Yet while Kingdoms' graphics aren't all that bad, it's difficult to find anything nice to say about the game's sound effects. The dozens of robotic units in Total Annihilation could be easily forgiven for their plain mechanical noises, which seemed appropriate even if altogether uninspiring. But in Kingdoms, which is evidently modeled after Blizzard's character-driven real-time strategy games, the sound effects are mediocre and often downright bad and cannot be excused as easily because the game professes to have so much more context than its predecessor. At other times, the sound in Kingdoms seems altogether unfinished, and events for which you'd expect audible cues, like unit construction and healing, are strangely silent. Even the game's soundtrack leaves something to be desired, and while the orchestral score is the work of the same Jeremy Soule who lent Total Annihilation its incredible soundtrack, the music in Kingdoms is a missed opportunity to play up the differences between the four warring factions. The story holds up rather well, which is told as though it were a historical narrative, through the static painting montage style of documentary filmmaker Ken Burns. The single-player campaign spans nearly 50 missions, each of which is preceded by a cutscene that sets the stage for the ensuing battle. While the cutscenes are often interesting, just as often, the missions themselves are not. The Total Annihilation engine apparently isn't equipped to handle complex scripted situations, and so the missions' supposed surprises and twists tend to be underwhelming. And aside from the quirkier escort and defense missions, you're stuck with the usual formula of having to wipe out all your enemies. There are few obvious problems with how Kingdoms plays but plenty of more subtle ones. While the game carries over its predecessor's sleek interface, which readily allows you to set unit waypoints and building-production queues, the game moves slowly and feels awkward. You're responsible for only a single resource, which is generated continuously when you build a lodestone on the right spot. Lodestones are fragile, and you'll almost always have to spread yourself thin setting them up, and what's more, they rarely provide you with the kind of resources you'll wish you had. In consequence, your armies must be assembled deliberately and specifically, as certain types of units on each side are simply more effective than their weaker counterparts. Why should Taros build zombies when executioners do the same job so much better? With very little base building and resource management to deal with, your goal in Kingdoms is to assemble a large army as quickly as possible. When you're ready to strike, using combined arms seems neither entirely necessary nor necessarily practical; certain flying units are extremely powerful in groups and can attack without fear of retaliation from the game's more common units that carry short-range weapons. These ground units also tend to get cluttered together, and since certain spells and ballistic attacks affect a wide area, you're liable to lose a great many warriors at once as you try to storm the enemy's position. Defensive structures are very powerful, long-range ballistic weapons are very fragile, and most melee units are so slow that they get mowed down before they can get close enough to attack. Furthermore, unlike ranged units, melee units won't attack their enemies while mo
ASIN: B000069D78
VSKU: DBV.B000069D78.G
Condition: Good
Note: Any images shown are stock photographs and product may differ from what is shown.
Condition Notes: Individually inspected: Guaranteed to play perfectly or your money back. Case may show wear and may be in library packaging. Ships Fast!
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