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Three
years ago, at about this same time of year, the
real-time strategy genre was king of the computing
world. Riding high on the successful coattails of
Westwood Studios' Command & Conquer line, as
well as Blizzard's Warcraft series, the RTS race to
market was on, and seemingly every developer on the
planet had an offering to share. While there were
some standouts such as Chris Taylor's Total
Annihilation, the majority of 1997's releases fell
somewhere between the run-of-the-mill me-too stuff
like SSI's Warwind and the completely useless, such
as Eidos' ill-fated Conquest Earth. Lost somewhere
in the middle of this real-time strategic mayhem
was a game by Australian developer Auran, called
Dark Reign. Published by Activision, Dark Reign's
development marked the departure of Ron Millar, one
of Blizzard's top designers. This individual and
word of his involvement with the project
consequently sparked a lot of interest from RTS
hounds all over the world.
Hyped
as the first RTS title to fully incorporate the
third dimension into its gameplay, as well as the
premier title to expand the horizons of unit
specific artificial intelligence, Dark Reign ended
up being overshadowed by the surprise debut of
Bungie's spectacular Myth, and the aforementioned
surprise hit Total Annihilation. Yet, while Dark
Reign was heavily criticized for its flawed
attempts to incorporate 3D line-of-sight gameplay
into a two-dimensional engine, those that played it
found that it delivered unit-specific artificial
intelligence as well as a lot of addictive
gameplay. Even so, with its relatively poor showing
at the cash register and the subsequent departure
of Millar, I personally didn't think Dark Reign had
much chance of getting a sequel.
Activision,
however, saw some potential in the design and began
developing a sequel internally soon after the
initial release. Not long afterwards, project
director Greg Borrud, along with the other members
of the team, left Activision to venture on their
own, forming Pandemic Studios. In development for
three years, it is this California-based
development house, along with publisher Activision,
that brings forth the sequel, Dark Reign
2.
Dark
Reign 2 however, at least in terms of storyline,
isn't a sequel at all. Rather, it's a prequel, with
the main storyline taking place a number of years
before the mutiny of the Marked and the subsequent
war between the Imperium and Freedom Guard. Dark
Reign 2 introduces us to the Earth in the 26th
century: a planet sick with famine, over-population
and ecological catastrophes. Society has split into
two main sections, the wealthy elite who live in
environmentally safe domes, and the poor majority
called Sprawlers. The Sprawlers, exposed to the
toxins in the air as well as all manner of disease
and pestilence, have adapted, you could say
mutated, in order to survive their harsh reality.
The
main conflict in Dark Reign 2 is between the elite
protectorate JDA and the many gangs and militias
that form the Sprawlers. The JDA are a renegade
police force charged with maintaining the wealthy's
status quo. While the storyline never gets too much
more involved than that, the gameplay consists of
ten missions for each side that relate the events
leading up to the original Dark Reign. A somewhat
subtle and interesting aspect of the two sides is
how the units came to be a part of their respective
forces. For example, two of the base-line units for
the Sprawlers are the Rumblers and the Go-Go's. The
Rumblers are made up of a group of street militias,
while the Go-Gos are a female motorcycle gang. The
entire Sprawler force is made up of squabbling
tribes that have put aside their differences in
order to combat the JDA. The JDA on the other hand
are a highly militarized police force that's
generously funded by the elitist population.
They're equipped with the latest technology
including robotics, and possess a quick maneuvering
army that's capable of mass destruction. The end
result of these differences is good news for
real-time strategy fans. The two sides are
decidedly different and even at the lower levels do
not overlap units, as so many products in this
genre end up doing. Giving each force different
core technologies allows players to develop unique
strategies for each, and accomodates individual
play styles. Even within the ranks of each army,
things are nicely balanced. For example, the JDA,
which have an overall affinity to the offensive,
are nonetheless equipped with enough defensive
units to level the playing field.
Many
of the missions, both single and multiplayer,
require you to use specific units for given
situations; because most lower-level units move
fairly slowly,no one unit will dominate the game.
I've tried a number of "tank-rush" methods in Dark
Reign 2, against the computer and human opponents,
and none of them seem fool-proof. Even the sniper
and artillery modes, which I've become fairly
accustomed to in multiplayer, can be flushed out
and squashed by experienced players. Pandemic made
a number of good decisions and has tested them well
in regards to building and unit pricing, and build
times. Level one buildings and units do not cost a
lot relative to the default resources, and this is
true for defensive buildings such as gun turrets as
well. Dark Reign 2 does a nice job of allowing both
defensively and offensively minded players the same
opportunities for success.
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