Jeff Wayne's War of the Worlds: Difference between revisions

Content added Content deleted
m (update links)
Line 9: Line 9:
''Jeff Wayne’s War of the Worlds'' is a 1998 [[Real Time Strategy]] game by British games developer Rage Software. As the name suggests, it contains a lot of the dialogue and music from the [[Rock Opera]] of the same name. It follows the invasion of Great Britain in 1898 by Martians who, exhausting all other options, have turned to conquest in order to escape their dying planet. Unfortunately, unlike in the original novel these Martians have [[Genre Savvy|remembered to take their flu shots]], and so must be fought off the old fashioned way.
''Jeff Wayne’s War of the Worlds'' is a 1998 [[Real Time Strategy]] game by British games developer Rage Software. As the name suggests, it contains a lot of the dialogue and music from the [[Rock Opera]] of the same name. It follows the invasion of Great Britain in 1898 by Martians who, exhausting all other options, have turned to conquest in order to escape their dying planet. Unfortunately, unlike in the original novel these Martians have [[Genre Savvy|remembered to take their flu shots]], and so must be fought off the old fashioned way.


In many ways, the game resembles the later ''[[Total War]]'' series. Each campaign is fought over a completely non-linear [[Risk Style Map]] in which units are built and deployed, with engagements against enemy forces being handled on a separate real-time “battle map”. The battle map is also used to construct buildings and site defenses, giving players complete control of their bases. The battle map graphics are surprisingly good for the day, and the game is notable for being one of the first RTS to use 3D models instead of sprites.
In many ways, the game resembles the later ''[[Total War]]'' series. Each campaign is fought over a completely non-linear [[Risk-Style Map]] in which units are built and deployed, with engagements against enemy forces being handled on a separate real-time “battle map”. The battle map is also used to construct buildings and site defenses, giving players complete control of their bases. The battle map graphics are surprisingly good for the day, and the game is notable for being one of the first RTS to use 3D models instead of sprites.


The resource system also differed from the conventions of the time; there is no manual [[Resource Gathering]], and instead of the resources being used to build or purchase units, each unit and facility has an “upkeep” requirement (which varies depending on whether it is moving, building, repairing or idle). The speed at which buildings and units are constructed decreases if the requirements are not met, forcing the player to strike a balance. Each side makes use of three different resources and each sector of the war map has these resources in varying levels of abundance. The player can construct facilities to extract these resources in sectors they control, leading to strategic maneuvers to control high-resource sectors and thus support bigger armies. The strategy doesn't end there however, as reconnaissance, hit and run raids, pincer movements, infiltration of enemy buildings (to gain strategic intelligence) or sheer [[We Have Reserves|brute force]] are all options available to the player. The ultimate objective of both sides is to destroy the enemy headquarters in their central sector.
The resource system also differed from the conventions of the time; there is no manual [[Resource Gathering]], and instead of the resources being used to build or purchase units, each unit and facility has an “upkeep” requirement (which varies depending on whether it is moving, building, repairing or idle). The speed at which buildings and units are constructed decreases if the requirements are not met, forcing the player to strike a balance. Each side makes use of three different resources and each sector of the war map has these resources in varying levels of abundance. The player can construct facilities to extract these resources in sectors they control, leading to strategic maneuvers to control high-resource sectors and thus support bigger armies. The strategy doesn't end there however, as reconnaissance, hit and run raids, pincer movements, infiltration of enemy buildings (to gain strategic intelligence) or sheer [[We Have Reserves|brute force]] are all options available to the player. The ultimate objective of both sides is to destroy the enemy headquarters in their central sector.
Line 64: Line 64:
* [[Puny Earthlings]] - Invoked almost by name in one of the game’s cheat codes.
* [[Puny Earthlings]] - Invoked almost by name in one of the game’s cheat codes.
* [[Ridiculously-Fast Construction]] - Averted, except for the Martians setting up an elaborate base in the Grampian Mountains in the time between the second and third pods landing (about 24 hours).
* [[Ridiculously-Fast Construction]] - Averted, except for the Martians setting up an elaborate base in the Grampian Mountains in the time between the second and third pods landing (about 24 hours).
* [[Risk Style Map]]
* [[Risk-Style Map]]
* [[Rock Beats Laser]] - In general, it is easier to win the Human campaign than the Martian one.
* [[Rock Beats Laser]] - In general, it is easier to win the Human campaign than the Martian one.
* [[Scenery Gorn]] - The Martian victory movie shows London on fire, and [[Camera Abuse|Big Ben crashing down on top of the camera]].
* [[Scenery Gorn]] - The Martian victory movie shows London on fire, and [[Camera Abuse|Big Ben crashing down on top of the camera]].