Rush, Boom, Turtle: The EndWar Way

10 ways this is an RTS unlike any other RTS
3/25/2009 5:01 PM | 6 Comments | Page 1 of 3

Tom Chick
Tom Chick
Status: Battle dancing
Rush, Boom, Turtle: The EndWar way
I figured the PC release of EndWar would give Ubisoft's brave new real-time strategy a shot in the arm. And I'm not just saying this because I'm the president of the EndWar Appreciation Club and the registered owner of the iheartendwar domain, which cost me 15 bucks. I'm saying this because PC gamers are a special breed. Unlike console philistines, we can appreciate stuff like Kohan, Freespace, chess programs, and Java apps that run tabletop wargames over the Internet.

So I am happy to report that attendance was doubled at the March meeting of the EndWar Appreciation Club. Granted, that's only because my cat wandered into the room during roll call, so I counted him. Unfortunately, despite the increased attendance at our monthly meetings, it seems like there isn't a lot of EndWar love even after its PC release. It's got a big, fat, steaming 68 on both Metacritic and GameRankings. It doesn't seem to be very online. Looking for a multiplayer game of EndWar on the PC has a very "I Am Legend" feel.

So to help build enthusiasm, I'm working on a list of the 10 ways EndWar is like no other real-time strategy game. I'll be reading this list at next month's meeting, which will hopefully boost attendance. Here's a preview of the list.

Rush, Boom, Turtle: The EndWar way
10. EndWar doesn't mess around with asymmetry. Now I know that asymmetry is all the rage these days. All the kids are doing it and who could blame them? After all, asymmetry is inherently interesting. Zergs vs. Protoss, or Space Marines vs. the Eldar, or the Vinci vs. the Alin. Exciting stuff! But asymmetry is often a cheap and easy alternative to good design. In fact, far too many RTS designs have simply stopped at the fact of asymmetry, which has helped ossify RTSes for many years. But EndWar will have none of that. It's built for players to each use the same tools, much like the two sides in chess. The gameplay comes from how they use their tools, not what their tools are.

9. There aren't many units in EndWar. In terms of the types of units, you get two kinds of infantry, two kinds of armor, an air unit and an artillery unit. That's it. Each unit has a very specific purpose. This means sometimes a unit will be utterly useless; other times, it will 100-percent trump the other guy. And you will never get to play with more than 12 units at a time. EndWar is never about armies. It is about a handful of individual pieces at a time.

8. Simplest resource model ever. Your resource, command points, steadily trickles in over time. A new any unit, no matter what kind, costs four command points. There. I just taught you the entire economy of EndWar. That's all there is to it. There are no economic decisions to be made except for how you want to spend your command points. This is a game with an economy even a three-year-old could understand!

(Okay, I lied just a little bit to make my point. You also earn command points when you capture an uplink. And the strategic powers cost command points. Those things might confuse the average three-year-old. But the point stands: EndWar has the simplest economy this side of Multiwinia, another game no one is playing.)

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Comments

  • thk123
    thk123

    3/27/2009 12:46:55 PM

    I loved EndWar, but I am not surprised the PC release has done nothing for it.

    What Endwar did was work on the console (something which no other RTS has done, not Halo Wars, not [irony]Supreme Commander [/irony])As you said in point 4, not because of the voice, but because of easy unit selection and control. That's what makes RTS's hard on the computer. The game focuses on that one thing and does it really well. To hell with resource management, base building and tool tips, give me a clear RPS set up that I can see from my sofa!

    On the PC, I don't need these consolidations and I want more control - the PC release means nothing to me. But, as a console game, it was hugely under-valued and should have been a turning point for console RTS's.

    Reply »
  • htinrun
    htinrun

    3/26/2009 11:58:53 PM

    Loved Endwar. Way underrated. It really is the vanguard of the RTS genre on the console.

    Not sure how it would control without voice, mehakoi. I can accomplish tasks with the controller but when stuff gets out of hand, I just want to blurt out "Unit 4, attack Hostile 2!"

    I couldn't play the Halo Wars demo after EndWar; console RTS without voice command was just too weird.

    Reply »
  • Agnitio
    Agnitio

    3/26/2009 1:57:06 PM

    What happened for me is at the very beginning of playing the game I used a lot of voice commands and towards the end I used much much less and many more commands via the controller. Not sure why it ended up the way - maybe more efficient or a combination of it giving voice commands being embarrassing :P

    Reply »
  • citiznmatt
    citiznmatt

    3/26/2009 10:05:50 AM

    This came with my 360 when I bought it, and I've only played for about 20 minutes.

    I've been dying for more, but the fact that the voice commands have to be given rather loudly has made it difficult to find the time. The last thing I need is to wake up my 4-yr old in the middle of the night by yelling at the TV.

    Reply »
  • mehakoi
    mehakoi

    3/26/2009 8:41:18 AM

    I really want to try out this game (on 360), but my gaming situation precludes me from shouting out orders.

    Has anyone tried playing this without the Mic? It seems do-able in the demo levels, but I'd imagine it gets more intense later on.

    Reply »
  • Crispy Specials

  • Agnitio
    Agnitio

    3/25/2009 8:47:48 PM

    I rented EndWar and totally loved it. Showed it off to my friends and ended up beating it before I returned it. Definitely a lot of fun

    Reply »

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