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No small credit is due to the AI in making the game an
enjoyable and challenging experience. The enemy plays to its side's
strengths, and usually doesn't do idiotic things. If you've got infantry
sitting around by itself, expect to see some mutating creatures
assimilate them; your harvesters and carryalls will suffer from constant
enemy attack; your fortifications will be pummeled from long-rage
weaponry; enemy aircraft will target your vehicles that are incapable of
anti-aircraft fire. Some things, however, did not make sense. On one
level, I witnessed the Harkonnen enemy building absolutely massive
quantities of the top of the line Devastator mech, which was conceivable
given my strategy of sitting around until I have enough forces. This
time however the enemy responded by making bigger forces of its own in
order to constantly obliterate my potential attacking units, which were
being sacrificed for defense. The AI looked great right up to the point
I accidentally loaded an earlier game file instead of saving the current
one (well, forget that AND the math grades)! But this also exposed
something I didn't notice earlier: now that I restarted to an earlier
portion of this particular mission, I noticed that the enemy did not
build any huge amounts of forces like last time. The only difference I
made was to send out my cannon fodder infantry to meet the death blows
of bigger enemy units in order to soften them up. Surely enough the
enemy possessed lots of spice harvesters--but there were more of those
than actual combat units! This was certainly weird, but for the most
part the forces I encountered, Ordos or Harkonnen, would make more
intelligent decisions.
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Click image to enlarge |
By far the largest noticeable difference in this RTS
game in comparison to Westwood's earlier offerings is the graphics
engine. And the difference is nothing less than stunning. The 3D
graphics give an extra degree of immersion and overall a more realistic
depiction of battle units in relation to their surroundings. You can
zoom out to view the carnage or zoom in to monitor a specific situation
and panning around to view battle damage from all sides is also a feast
for the eyes. At this point, it's important to distinguish between the
quality of the graphics engine and the quality of the units themselves.
The latter is really not all too impressive; it can be hard to
distinguish between infantry and the units do not have a very high
polygon count--sometimes they reminded me of the units out of Total
Annihilation. But make no mistake--the graphics engine itself is
very impressive. First of all, there is an immense amount of detail in
unit animations and environmental effects. You can see cast shadows
looming over the land, the dustrails of speedbikes, headlights of mechs,
and most impressive of all the gaping mouths of voracious sandworms.
It's also unreasonable to expect too much individual detail to unit
modeling as that would definitely slow down what has to be a fast-paced
game with lots of things going on at once. All things considered,
Westwood's inclusion of the new graphics engine for this title is
definitely a huge plus that creates a more exciting adventure for the
player. Note: see screenshots and captions
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