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Emperor: Battle For Dune
Publisher:
WestWood
Westwood
is a prestigious and recognizable name in the gaming industry for its
real time strategy titles, beginning with Dune 2 and continuing
with the Command & Conquer series. The company's wild success in
the RTS genre has been viewed with a large degree of ambivalence as of
late; as some argue that rehashing the same formula over and over again
shows lack of innovation, while others see no need to interfere with an
excellent design frame. Ultimately, any game can represent any design
decision--it is the implementation of the chosen design that determines
the quality and value of the title. To that end, the latest, much
publicized RTS manifestation from Westwood has arrived in the form of
Emperor: Battle for Dune. Touting a full 3-D graphics engine and an
epic plot from a well-respected novel series, Emperor tries to
show the gaming community that a tried-and-true formula can still prove
refreshing and exhilarating after years of use. The degree to which the
game achieves this plateau will be measured in the following pages.
Emperor takes advantage
of the rich and intricate world of Frank Herbert's Dune series of
novels. There are three factions that the player can choose from, all of
which are desperately vying for an indispensable resource: spice mélange,
the economic heart and soul of the world's body. Indeed, the trio of
choices offers potential for a more complex storyline as well as
additional replayability.
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This potential has certainly been fully
exploited, as the noble Artreides, evil Harkonnen, and amoral Ordos
factions are separated by more than their names. The full motion videos
provide good explanations of the storyline and add a nice element to the
overall feel of actually being part of the game instead of just a random
detached commander. I was not a big fan of Red Alert 2's silly
acting scheme, and luckily Emperor puts a more serious face on
the acting, which I would take for granted given that you are only
fighting for the entire universe. The number of such movies however,
starts dwindling as you get midway through a campaign, but with three
sides to choose from the complaint is mitigated. The first faction
possesses formidable ground vehicles with a decent amount of versatility
but slow speed. To complement this component of their battle force, the
Artreides also have quicker moving but rather vulnerable infantry units.
The Harkonnen wield awesome weapons of destruction capable of extensive
damage with heavy assault vehicles and an infantry-killing contraption
known 'affectionately' as the Buzzsaw. However, its units can be
countered with the right combination of aerial attack and ranged fire.
The Ordos possess great speed and some degree of cloaking ability, but
overall their combat status depends on stealth and not methodical,
attrition warfare. As if this mix was not enough, each group can also
ally with various factions within the game and for multiplayer purposes,
and each ally offers a couple new unique units. The looming question is,
can these various combinations of units and strategy blend together
properly to create a well-rounded gaming experience?
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