The background for this innovative RTS game is
rather grim and desolating, an Earth devastated by the Plague brought upon us
by a large cosmic object named "Shard Zero". This strange celestial
object entered a collision course with our planet in the 21st century but the
destructive effects lingered on for thousands of years, twisting and disrupting
the very nature of space and life. The effects of this infestation vary from
monstrous mutations to benign enhancements, giving remarkable psychic abilities to some of those humans that survived
the impact.
Civilization as we know it does no longer exist
and humans took a very different path in the thousands of years after
"Shard Zero" collided with the Earth, some choosing to retreat in five
Megacities scattered around the plagued planet while other deciding to embrace
their new nature as mutants. These city-states are ruled by a dictatorial elite
represented by the Senate, whereas the Tribes lack a central leadership and
rely heavily on their High Priests to channel and improve the paranormal
abilities. After centuries of conflict these two sides are far from reaching an
agreement and peace is nothing more than a myth, but the fragile balance is in
danger of collapsing as a new alien force enters the combat field with martial
intentions.
The campaign consists of 18 missions that are desperately trying to get a
cohesive look and create the impression of a breathtaking story as well as
introducing the player into the post apocalyptic atmosphere. While it is still
the best way to get acquainted with the game and learn the basic commands the
way this story starts and unfolds is rather coarse and lacks polish to become
addictive. I got the awkward feeling that the intro movie may be the highlight
of this plot after the abrupt commencement of the campaign, but I'm happy to
admit that the story is definitely on the mend and once you reach the second
half of the campaign the interest of discovering the end is overwhelming.
Building bases and assembling an army is generally accepted to be an essential component of any good real-time strategy game, but WorldShift takes the radical decision of abandoning this popular concept and instead introduces some RPG elements. This is a risky decision and I personally believe that the game is stripped down by most of the complexity, but it's only fair to say that WorldShift achieved the most out of the tactical content that remains available once this element is removed. The co-op mode is brilliant and without the grinding part of collecting resources to build a base and an army, the game is fast flowing and more attractive for those willing to skip the prelude and engage in battle.
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While the multiplayer mode benefits from this drastic change, it is a huge blow for the campaign especially in the initial stage when you have just a couple of units, or even a single character to solve the highly scripted missions. It might be a useful tool to master every ability the new unit owns, still it surely is boring as hell and even the so called boss fights are tedious because it's obvious when you'll win but the damage inflicted by each side is simply too low. Just when you start thinking the story is slowly sinking like an old man in a hot tub, the addition of new units and the inspired mix of human and tribal forces add some flavor and rescue the campaign.
The transition is smooth but it won't take long until you'll have a large
regiment to command, and the notion of micromanagement is taken to a whole new
level, preparing the gamer for the thrills of the multiplayer mode. You don't
really have a lot of freedom while completing a mission and I can't help to
notice the linear structure of this title, with certain obstacles to be passed
and challenges that can't be tackled in more ways. What better proof for this
statement should we hope for but the fact that you'll occasionally reach
checkpoints before the more difficult bosses, which are a welcomed addition to
be honest, as it saves us from repeating a long scenario.
Perhaps the closest mission to a RPG and at the same time the least attractive
in the entire campaign set is the one where you need to use camouflage to
distract the guards and annihilate patrols before they can raise the alarms.
Patience is crucial but unfortunately it's the only thing you need to complete
an otherwise excruciatingly long scenario, and a perfect example to prove that
the roads less traveled are less traveled for a reason and departing too much
from the original concepts is downright stupid. Luckily this is an exception
and the following missions are focusing more on the tactics needed to deploy in
order to overpower the enemy troops rather than clawing your way in disguise
through an intricate map.
The innovation that WorldShift brings to the RTS genre resides almost
exclusively in the gameplay, where the three different races are constantly
changing and improving throughout your gaming career, to better serve their
purpose. Essentially each side has a main character, named "Lord Commander",
"High Priest" or "Master" who operates above the four
Officers, each with distinct abilities that can boost the offensive effort of
the troops or cripple the enemy forces. They play an important role and the
death of any of them is a huge blow, because unlike a traditional real-time
strategy game they are virtually irreplaceable.
Another original addition that this title brings is the ability grid which allows the gamer to customize a faction by choosing the appropriate specializations and equipping items. First you have to unlock these specializations and in order to do that, xenoshards are required, a special resource gained when collecting or recycling artifacts. These items can also be used to increase the stats of your faction as a whole, not just an individual hero so it's always tough to decide for recycling them instead of equipping. While these items lie all over the map waiting to be picked up, the best are dropped by bosses and most of them are more than a match for a single player and that's where the co-op comes in handy.
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Conclusion:
With all the cross-genre innovations WorldShift is like a breath of fresh air
in the RTS industry and although it won't become the next big thing in strategy
games is a welcomed distraction from the daily routine. Some people might
consider it a giant leap forward while the critics will surely dismiss it as a
small step backwards, but as far as I'm concerned, WorldShift is a bold
alternative for the strategy games fans willing to try something different.
Gameplay: 78
As you no longer have to worry about the time consuming grinding and with
building being completely removed there is plenty of time to focus on the
combat system alone and this makes WorldShift a fast paced strategy game. With
all the RPG elements included in this original concept and the addition of the
ability grid, this is game that should have a long-lasting appeal, enhanced by
the brilliant co-op mode.
Graphics: 74
Some people may argue that the environment is too colorful and that units look
a bit cartoonish but the truth is that most of the missions take place in lush
jungles and the colors are appropriate; as for the way troops were designed,
it's obvious that a lot of effort was invested in details and the result is not
too bad although there is plenty of room for improvements. The weather effects
are really attractive and watching a full scale army charging an enraged boss
is even better than actually killing the enemy.
Sounds: 72
Music creates the desired atmosphere although it lacks the epic proportion of
most RTS games available but overall succeeds in
creating just the right mood to start another scenario. Unfortunately each unit
has a very limited vocabulary and some cheesy comment might have a deterring
effect, but luckily you are constantly shifting between your troops so this
issue doesn't really grow into a reason of discontent.
Multiplayer: 83
Co-op mode is the part where WorldShift truly shines, because the most exciting
content and the more challenging boss fights are only revealed here and perfect
coordination between players is crucial. It's difficult enough to manage your
own unit and take full advantage of the offensive spells and abilities in
single player but in the co-op every decision can determine the outcome of a
battle. This experience if similar to that of a boss fight in a MMORPG, with a
player in charge of tanking the enemy or his pet, another being the damage
dealer and somebody else in charge of healing and dispelling harmful buffs.
Hardware: 80
This is not a game that will test your system and should run smoothly even on
the less powerful machines, without any negative effect even when a combined
army is charging the enemy. There is just one loading time before each mission
and it usually takes less that reading the preview of the mission.