Some years you remember for certain things,
like 76 for German wines or 91 for Nirvanas Nevermind or 84
for the great Old-Milwaukee-and-yard-hockey craze that swept the nation--or at least my
neighborhood. Im afraid that those of us who spend any time at all playing computer
games will always remember 97 as the year of the real-time strategy game, the year
when RTS became the acronym of choice as companies unleashed a flood of gather and
getem games of biblical proportions, more or less. Some of these games just
havent been very good, like Conquest Earth or 7th Legion;
others have been solid but otherwise undistinguished, like Dark Colony or Outpost
2; and some have been very good but very much more of the same, like Dark Reign.
Into this crowded ring now steps Total Annihilation, a game that weighs in as a
serious contender for the title of RTS game of the year. Total
Annihilation has been getting all sorts of five-star-best-game-Ive-ever-seen
coverage lately, and frankly I find this sort of infatuation unseemly. Dont get me
wrong: TA is a very good game with many strong points, but I think its virtues--as
in any infatuationhave blinded gamers and reviewers to its flaws. So before I go on
to lavish praise upon TA, let me first point out a few blemishes on this beauty.
First, the story and background itself are pretty lame. Humans learn to
transfer consciousness to machines and become immortal, someone tries to mandate this,
people who like their bodies object, they have a big war. Not a bad premise, as far as RTS
games go, but it remains a premise largely undeveloped. Of course, this has little effect
on the multiplayer aspects of TA, but it does hurt the single-player campaigns. There is
no FMV, no cut scenes, no sense of drama or coherent plot. Just twenty-five long missions,
one after the other. Its surprising to me that TA and Dark Reign, the
two best "traditional" RTS games of the year, have improved upon precursors like
Red Alert and Warcraft II in every area but this, and thats
problematic. Never underestimate the gamers desire for a great story.
More importantly, the games documentation is pathetic, a tiny slick
thing with info on commands and shortcut keys but very little on unit types and important
stuff like how to play the game. TA just assumes you know enough about the RTS
genre to jump right in to the game, and newcomers may find the learning curve steeper than
necessary. Even old hands at RTS will be occasionally frustrated by the manuals lack
of unit info; TA has a ton of units with specialized abilities, which is good, but
you cant always tell what these abilities are, which is bad. Unsolicited plug
hereif you really love this game, do yourself a favor and get Selby Batemans Unlock
the Secrets of Total Annihilation; besides the usual "how to win level
nine" info, it contains a wealth of info on unit capabilities and gameplay that
should have been included in the manual. Along these same lines, TA is missing
anything like a tutorial. The campaign does get progressively difficult--it serves almost
as on the job trainingbut a short series of basic scenarios introducing hot keys and
unit types and capabilities would have been most welcome.
And since Im quibbling, the game also includes no map or
scenario editor. Its absence is somewhat mitigated by fact that you can play through fifty
lengthy missions and that the game includes over 30 varied multiplayer maps, but editors
have become standard issue in most RTS games, and those folks who love their editor will
be disappointed.
And this game is a hog; though it takes up surprisingly little
hard drive space, it will tax your processorId recommend at least a 166 with
32 megs of RAM and a 2 MB video card, especially for multi-player games.
Finally, this is a Command and Conquer/Warcraft
II clone. It may well be the most innovative and spectacular example of the
gather/build/fight genre, but it operates within the confines of, rather than transforms,
that genre.
But I come to (mostly) praise TA, not to bury
it. For all of these faults, Total Annihilation is an excellent game. Much has been
made of its look, and justifiably so. TA uses 3D polygons, rather than 2D sprites,
to render its units and terrain, so you get an incredible sense of heightened
perspectiveplanes actually bank when pulling out of bombing runs and tanks
bounce and jostle over terrain and recoil convincingly when they fire. The only down side
is that the bot units tend to look somewhat alike, and it can take awhile to sort them
out, especially in the heat of combat. And speaking of combat, man oh man does combat look
fine. In TA, stuff blows up real good. Not only are the explosions themself
spectacular-looking, they will also shower the immediate area with glowing metal
fragments, which will often set nearby trees afire. But the best thing about TAs
look is the absolutely gorgeous terrain. Youll encounter a wide variety of terrain
types in TA, from metal planets to islands to lava worlds to forests, and it all
looks fantastic. But even more important than the look of the terrain is its effect on
combatin TA, terrain means somethingtaking high ground is a real
advantage, you can use hills and forests to screen flanks and mask maneuvers and valleys
to set roadblocks and ambushes, and games often come down to who manages to hold key
terrain. In a genre where terrain is often of no consequence, this adds a new and welcome
dimension to gameplay.
And gameplay is another area in which TA shines. Yes, the game is
based on the standard C&C gather and build model, but with enough twists to
keep your attention. First, you must gather both metal for construction as well as energy
to power your buildings and bots. Initially, youll do this by building metal
extractors and solar collectors with your commander, a sort of super-bot whose abilities
include not just the aforementioned building, but also fightinghes armed with
the awesome bang-youre-dead D-gunas well as capturing enemy units and
buildingsa very nice touch.
Adding to the gameplays allure is the fact that the AI is
also quite good; though the unit controls are not as sophisticated as Dark Reignsyou
can only select whether a unit holds fast, roams, or manuvers on its own and whether it
holds or returns fire or blasts away at anything that movesthey are mostly useful.
The enemy AI is agressive and smart; the campaign game is tough.
Total Annihilation also provides you with a vast array of
unitsmore than 150 different units and structuresand many of them have a lot
of personality. Like The Can, a squat and powerful bot that just will not die, or The
Pyro, a flame-throwing bot, or The Triton, an amphibious tank, or The Spider, a unit that
looks, well, like a spider, can climb over almost any type of terrain, and can only
paralyze, not destroy, enemy units. There are of course many more types of unitsfrom
missile launchers to radar vehicles to radar jammers to armadas of sea and air units. Each
has its strengths and its weaknesses, and this along with the wide variety of terrain
makes TA the RTS game that offers the most tactical challenges and possibilities.
And it is just these challenges and possibilities that make Total
Annihilation the winner of this years RTS clone wars. Standard tank rush tactics
will just leave you a heap of metal for the enemys commander to collect. In TA
you have to think on your feet, to improvise, to come up with new solutions for new
situations, rather than just work the same plan over and over. This is especially true in
multiplayer games. There are a lot of obsessed TA players out there with truly devious
strategies, no two of them alike, and if you have the machine for it multiplayer TA
is as good as online RTS gaming gets.
Finally, TA has great music. Its atmospheric and even
dynamicsomber and understated strings while you gather and build, big John Williams
type score when youre slugging it out. It does get somewhat repetitive, and
youll tire of it after playing 25 missions, but when you do the game allows you to
play your own tunes.
Bottom line: despite its shortcomings, the variety and innovation
in Total Annihilation, combined with its beautiful graphics and gameplay
that thwarts "perfect plans" and rewards creative tactics, makes this my
favorite "traditional" RTS game of the year. Its doesnt really take
RTS gaming anywhere new, but it may take this particular form of the genre as far as it
can go.
--Rick
Fehrenbacher