The RTSC Games List


Age of... Historical WW2 Modern Near Future Sci-Fi Spaceships Fantasy City Builders God Games

Science Fiction RTS Games
This is everything from mad robot wars, weird science, galactic domination and anything else to do with science fiction. Or more realistically, science fantasy. Everything except Spaceships - there's enough of those games to get their own section.

Beyond Protocol (open beta)

Under development by keen-as-mustard indy developer Dark Sky Entertainment and currently still in beta, Beyond Protocol is an attempt at a MMORTS (Massive Multiplayer Online Real Time Strategy) game. Players can design and build up their units and forces and sally forth to conquer territory. Instead of roleplaying a character, you roleplay an army; and guilds of players can cooperatively manage large interstellar empires. The focus seems to be on running a huge empire along the lines of the 4X strategy genre, with lots of detail and complexity.

Home planet under attack
Its really too early to comment; initial impressions are of an unfinished game composed entirely of placeholder programmer art. My first impressions were of a ten year old Total Annihilation custom mod when I first saw screenshots of it. The second impression is that it aims for as much complexity as it seems possible to cram into a game, ostensibly so that many things will only be possible for teams of players to work on. Apart from the distractions of half-finished interfaces, difficulties in logging in and struggling through the once-only tutorial, this is a game that likes players to build their own units from scratch, including allocating individual health points (point by point on every little component in their vehicles) and even going so far as to research the basic materials that the unit will be made out of it. Screenshot shows custom RakTanks with armour built out of Rakrentanium. Hm, this might work...

This is definitely a game developed by hard core gamers for hard core gamers. Its very dry, nerdily obsessive with its spreadsheet minutae and quite clearly aiming for a niche market who cares for the Devil in the details. Casual players will be lucky to struggle through an hour of this before their eyes glaze over and they pass out from boredom. The lack of any art style makes this game very hard to stare at for more than a few days; and what appears to be a complete lack of backstory to give even a vague sense of context makes immersion very difficult, unless you're already familiar with this sort of thing. Still, I've barely scratched the surface here, so this description is hardly doing it justice. Most MMO's are nightmares to put together and often take years to develop, even for huge developers. There's also a high attrition rate in the market.

For all I know, there's probably another few months or years of development still to go. I'll keep checking in on this one. Stay tuned.Back

Conquest: Frontier Wars (2001)

Home planet under attack
Developed by Fever Pitch Studios, Conquest is the classic outer space 4X turn based empire building genre expressed as a genuine RTS. A usually incompatible combination that seems to work this time - for once. (Imperium Galactica would be another example, but I always found that a wee bit clunky) You build up your home planet by literally ringing it with the appropriate headquarters, shipyards, barracks, research centres etc., and then send your fledgling fleets out to colonise other worlds and expand your empire further. Harvester units shuttle back and forth mining asteroids and collecting gas from nebulas like villagers harvesting trees, while you can can do the usual upgrading of units and researching of new technologies. You can basically fill the screen with your fleets and conquer the entire map.

The interesting thing here is how all the maps in the game are connected to each other by wormholes, so they actually form part of a greater whole. Also, Conquest makes use of supply lines, which are essential to keep your current units functional on the front line.

Despite being set in space, this is a strictly isometric 2D game. It does use 3D geometry, so you can zoom in to catch all the details or out to take in the spectacle of huge space fleets that can fill entire screens. The maps in the single player demo were very much like standard RTS maps set in space: small localised areas of out space with a few planets, asteroid fields and nebulas scattered through them like the expansion points in a regular earthbound RTS game. Conquest uses all the elements and items found in the standard 4X strategy game and translates them directly into the RTS format. Its not too shabby at all, but it suffered from a lack of popularity.

There's a sequel in the works: Conquest 2: The Vyrium Uprising.Back

Dark Planet: Battle for Natrolis (2002)

Yet another three sided conflict between high tech humans, religious magic users (this time a pack of lizards) and a bunch of voracious, slimy monsters with a penchant for the other two's flesh. Gosh! Sound familiar? It should - its practically the same template used for all RTS games that have three sides to them. Two sided RTS games tend to be set a few years into a post apocalyptic future, where two high tech (one corporate vs the other Soviet/religious/anarchist) are busily squabbling over the last remnants of Earth.

For any Blizzard fans frustrated at the lack of a StarCraft sequel, this just might be the thing to see you through. It looks, acts and feels like an upgraded StarCraft, using 3D environments and a very solid sounding game engine - if the hype is anything to go by.Back
Warhammer 40,000: Dawn of War Dawn of War (2004)

Set in the sci-fi fantasy future world of Warhammer 40,000, Dawn of War translates arguably the most popular tabletop figurine gaming and hobby system on the planet into an over the top, action packed RTS. Its the new StarCraft, except much, much better. This is RTSC's big game section for 2005, 2006 and 2007. It covers the second Dark Crusade expansion, and assumes you have the original Dawn of War and its first expansion, Winter Assault expansion. Here ta fix yer gubbins!

Dune (1992)

A very old game by PC standards, this was one of the primeval ancestors to what we all know as "Real Time Strategy" these days. You could only control a single unit at a time, and it almost looked like some old primitive bitmapped strategy game from the Eighties... There's a sequel: Dune2.Back

Dune 2000 (1998)

Developed by Intelligent Games and published by Westwood, Dune 2000 title is based on Frank Herbert's famous novel of the same name and uses licensing and imagery from the 80's film by David Lynch. This is an update on the original old Dune game, for modern(? how quickly games date!) audiences. Dune and Dune 2 were themselves forerunner to Command & Conquer. Dune was one of the earliest (if not the earliest) to introduce the real time to RTS in its more modern form. Its last incarnation was Emperor: Battle for Dune, described below.Back

Emperor: Battle for Dune (2001)

Westwood got into the 3D RTS in a big way with a spectacular looking sequel to their Dune series, developed by Intelligent Games. This sumptuous little epic received the full bells and whistle treatment for its time, including a huge slab of cut scenes populated by a pantheon of minor celebs and big dollops of gorgeous design work. For example, Whatzisname who plays Star Trek's Worf is the new Atriedes Duke. Actually he's really wasted as a Klingon and RTSC recommends he take a few cracks at Shakespeare or at least some fresh sequels to Action Jackson. Swags of multiplayer features and an involved plot using three major races and five "minor races" you can ally with to get additional units, techs and plot twists from. In order to see all five hundred hours of cut scenes you have to work your way through the game.

Atriedes mech obliterate an Ordos base
And therein lies the rub. Alas, underneath this 21st century package is an ageing game from the previous decade. The Westwood RTS structure seems strangely unevolved, although the sophistication of the environment and its look is undisputed. This was the first Westwood title I played since the original Command & Conquer all those years ago. It must have been a winning formula for them because hardly anything changed. Perhaps I missed something: units felt dim fitted and clumsy, while unit management and control was as primitive as it ever was: for example, you could only build one building at a time(!!!!) Too much micromanagement was spent trying to get the cretins to a.) do what you wanted them too and b.) not stroll leisurely past enemies without doing anything, or c.) die like flies because they followed the old StarCraft school of suicidal path finding. As it is, the tactics that work the best seem to be just swarming the opposition with lots of units. If I hear "Unit lost" one more time I'll scream!

All this was compounded by the sheer weight of all the graphical gimmickry, which - for its time - seriously lagged the game and impeded quick access to commands and map navigation - although with the newer graphic cards such as ATI's Radeon, this isn't so much of an issue, but many older PC's will choke on this.

Several years earlier to its release this game structure would have been okay. There's an interesting single player mission structure to Emperor, but despite all the plot and cut scenes every mission is little more than a simple base build and slaughter all enemies routine. Even the story driven StarCraft twigged to this problem back in '98 and made use of different types of map missions. After playing quite a few games over the years and seeing the technology develop and evolve, Emperor: Battle for Dune was a distinct letdown. Play it if you're into Dune or after a visual treat, but its still only one for the kiddies.Back

Halo Wars (in development)

A real time strategy game based on the Halo first person shooter series, by Ensemble Studios, makers of the Age of Empires series. Thus far, its an announcement and some promotional material. This is exclusively for the X-Box 360 and won't be covered by RTSC.Back

Hægemonia: Legions of Iron (2002)

A 3D space strategy title by Hungarian outfit Digital Reality that possibly offers more entertainment for your (old) graphics card than you. Hægemonia has a rather novel way of presenting the solar system as a single map where planets are practically close enough to touch and you can select and issue commands to worlds as easily as the spaceships flying between them. This diagrammatic approach works rather well (reminds me of Starglider II's compact little star system) and is really quite unique. Hægemonia's game structure is a more refined form of turn based 4X strategy games. And indeed, Digital Reality was responsible for Imperium Galactica II, an ambitious attempt to translate the 4X strategy genre directly into a real time strategy game. This is a far more successful result than IG2.

Hegemonia's game engine in action

Emphasis is on the big picture. This is strategy at a solar system level and there's little or no tactical micromanagement of individual shipping. You can build up planets and moons bases for manufacturing, R&D, and assign heroic leaders and admirals to improve their performance. Spaceships are selected either as squadrons of small fighters or as big, heroic capital craft. Apart from a few behavioural settings, there's little or no hands on dog fighting. The capital ships are Hegemonia's main selling point. For such a big picture game, there's a staggering amount of graphical gimmickry - but none of that freewheeling, outer-space-is-big feel you find in a game like Homeworld. Space in Hegemonia is cluttered and small, although very, very lush. The space backdrops are so filled with space dust, asteroids, coloured clouds, lens flares, funky exhaust effects, planets and exotic particle effects that you'd swear you'd hyperspaced into a Flash Gordon comic strip by mistake. Now if they had only added boarding parties fighting it out on the wings with funny swords... Its interesting, and worth a look.

There's an expansion that improves the whole deal: The Solon Heritage (2003).Back

Impossible Creatures (2002)

This is a game for the kids, starting off with a basic, family safe structure you've seen a dozen times over since WarCraft. However, Impossible Creatures' offers gamers a rather nifty premise: you create your units from scratch by combining the DNA of various different animals together.Back

Metal Fatigue (2000)

Produced by developer Psygnosis before they abandoned the PC market in 2000, this was an RTS title with underground, surface and orbital action. Its main selling point were its "ComBots", towering Animé style war robots that you could assemble from custom parts and beat up other ComBots with. You could swap around arms, legs and torsos, scavenge alien artifacts and technologies and build all kinds of combinations as you saw fit. ComBots were a lot like the Krogoth from Total Annihilation, and a little bit like the Heroes in Warcraft III; big power housing units escorted by a sea of smaller regulars. This game's presence on the Web recently stirred back into life.Back
Perimeter (2004)

At last an RTS that actually promises to push the genre forward. This is a nanotechnologoically themed, surreal hard SF based title from Russian developer K-D Lab and published by CodeMasters. In terms of concept, its right up there with the sort of thing you might expect from a science fiction author like Greg Egan or maybe an Iain M. Banks. It takes a few goes to work out quite what its up to, but the overall effect is pretty impressive.

Unfortunately, it all but disappeared here in Australia, so unless there's a bargain basement copy floating around in a bin somewhere, I won't be able to get more into it.

There's an add-on in the works: Perimeter: Emperor's Testament. There was even talk of a sequel, but Perimeter 2 has been put on hold.Back

StarCraft: Brood War (1998)

Quietly retired, September 2003: un-retired in May 2004, then re-retired in May 2005.
One of the founding sections of RTSC and a classic by Blizzard Entertainment. (StarCraft is still popular, but I simply haven't touched it for years. In any case, Total Annihilation is much better!) StarCraft epitomizes the classic RTS. Three sides fight for survival: the nomadic Terrans, the psionic Protoss and the monstrous Zerg. Rich story, deep strategy, and lots of action.

Star Wars: Empire at War (2006)

Outer space strategy component
A Star Wars RTS pitting the evil Imperials against the Rebel Alliance, by the newly established Petroglyph Games. Petroglyph, I'm very pleased to say, is basically the remnants of Westwood Studios (and others) after they were absorbed and dissolved away by corporate giant EA Games. The who's who of this studio is enough to make you jump for joy, so hopefully we should see some interesting and eminently playable games coming our way! Their first cab off the rank is Star Wars: Empire at War. Its not too shabby, I suppose. Its not great, nor a classic, but its an eminently workable Star Wars game for the fans.

The Imperial Empire gets pretty much anything it likes, and has a bottomless budget for building massive war fleets and armies. While it has trouble finding the Rebel Alliance it can blow away entire planets with the Death Star. In return, the Rebel underdogs can hide all manner of spies, pirates and chicanery on Imperial worlds, looting funds and equipment and rallying them on secret bases. This game seems to tell the Star Wars story quite nicely with its own game structure, although something tells me Imperial players could easily drive Rebel players around the bend by spamming the Death Star and just blowing away every planet in the game...

The ground based RTS component
Empire at War is less of a standard RTS and more of a large galaxy wide strategy game with RTS battles. It uses a live drag and drop interface with a ticking clock for the global strategy campaign rather than static turns, which is interesting in itself. Actual battles come in two mutually exclusive theatres: ground and space. The ground wars are definitely the weakest aspect of the game: they're clunky (they reminded me a little of Emperor Dune) and the camera is limited, making it difficult to do and see what you want, when and where you want. It can be difficult to keep tabs on things and some aspects of the interface seemed a little counter intuitive. Space battles take place in 3D, but they're also very much a flat battlefield seen from above - Empire at War certainly isn't Homeworld. There's a huge range of different spaceships, all taken from the Star Wars universe that's grown around the novels and cartoon series outside the films, and the battles are very much in the spirit of the films. There's even a cinematic camera mode that attempts to put together an action scene for you - badly.

As you can imagine, the John Williams soundtrack, electric razor TIE fighter sounds and laser bolt sound effects dominate. The spaceships and large models seem curiously under-detailed and blocky for this day and age, despite having some serious texturing close up. It looks a little primitive under the fresh layer of graphic card shaders and effects (some of which are actually quite sophisticated). You can do a fair bit in the global strategy; and I found it quite appealing. But the actual hands on fighting left a bit to be desired.

The giant AT-AT Imperial Walkers look big and actually walk and turn properly, and of course, nothing beats a formation of Star Destroyers pulverizing all before them. The Millenium Falcon dances and dodges smartly past all gunfire - almost to the point where you can single-handedly win a battle with it (just leave it to its own devices for half an hour!) But the cinematic camera has a tendency to generate action packed, shaky wobble cam shots of empty asteroids or a passing lizard rather than focus on the battle at hand. Empire at War is okay, but you'd have to be a fan I think to get the full value out of this one.Back

Submarine Titans (2000)

Basically this looks and sounds like an underwater StarCraft clone: a 2D strategy title published by Strategy First that lurks entirely under the ocean waves, making use of different depths for different strategies. Two human cultures fight it out under the waves for (all together now) control of Earth's remaining resources after the surface has been destroyed by a comet collision. Meanwhile, a third party, an alien race already resident in a deep sea crater, feels things could be better served all round by rendering first two parties extinct. And so on. Ho hum. Subs and sea bases.Back

Total Annihilation: The Core Contingency (1997)

Set 4000 years in the future, the cloned forced of Arm clash with the "patterned" forces of the Core. Total Annihilation is almost a pure real time war game, pitting K-Bots (robot infantry), vehicles, tanks, aircraft, ships, subs, artillery, turrets, missiles, mines, lasers, nukes and the mighty Krogoth ultra-bot in vast clashes that can span entire screens simultaneously. Seriously, it still rocks. There are more custom mods and total conversions for this game than you can poke a stick at.Back
Supreme Commander

Supreme Commander (2007)

Yes kids, it really is the spiritual successor to the legendary Total Annihilation. TA was quite possibly the only PC game that never had any clones (with one or two exceptions) until SupCom rolled up, when all those years of patient waiting finally come to a close. Supreme Commander offers titanic war gaming on a scope above and beyond the pokey, limited worlds offered by the endless parade of small minded, micro-heavy WarCraft clones.Back

Universe at War: Earth Assault (2008)

Cripes! Its huuuge
Developed by Petroglyph Games, makers of Star Wars: Empire at War, Universe at War is published by Sega. Its not hard to spot Petroglyph's old Command & Conquer past coming to the fore: this is part modern warfare, part fantasy sci-fi, and part pure cheese, just like the old C&C titles used to be. Like Star Wars: Empire at War, it uses a large, big picture strategic meta-map to determine your next move, and resolves the conflict with a real time battle. It bristles with big graphics and big effects, all to a lot of big sound and a big soundtrack.

This one's definitely pitched at the kids, and based more on the structure of a StarCraft clone than a C&C clone. Universe at War stars the usual three way conflict: humanoid Masari; a clean cut, psychic Protoss/anime/elves-in-space group called the Novus, and a clunky bunch of over-armoured, spiky, parasitic, crayfish styled military autocrats known as the Hierarchy. That's as close as it gets, though, because there's a rich vein of kitsch running through here. Universe at War might have a gritty grey-and-brown battle scene of US marines bravely defending the earth against tripods, but this invasion of earth looks and sounds like a high-end Saturday morning cartoon. The Hierarchy is an old fashioned flying saucer invasion crossed with the recent Spielberg remake of War of the Worlds; and abduct cows, eat houses and zap enemies whilst headbanging to some really ancient WWF cock rock.

But the really big problem in this game is that big red signature walker unit for the Hierarchy. This big red walking base fills your screen and stomps its way across anywhere to pretty much annihilate any opposition the moment it's built. Either the demo's really making things easy to get the kids in or there's a serious, serious hole in game balance here. One side basically gets a God level unit right from the start and the absence of any multiplayer demo makes the whole package feel just a little dodgy. As far as I know the other sides don't get this sort of thing.

The camera is locked into a fixed angle and at a fixed zoom, and while everything is 3D, it felt to me like a 2D game. I'd argueUniverse at War would be better served and have more charm using an older retro-styled 2D style. Playing through the demo brought back memories of old, epic Japanese shoot-'em-up arcade scrollers (from old developers like Toaplan or Irem) with lots of splashy weapons effects and closing end-game rock'n'roll riffs. Still, it feels more polished over Petroglyph's previous effort, Empire at War. For example, Empire's auto-cinematic feature is present, and a little more evolved this time around, but it still sticks together a clumsy string of randomly picked camera angles. Nothing's come close to Dawn of War's player driven camera; a player is far more effective at this sort of thing than an AI.

Alas, after Supreme Commander, Universe at War feels small and silly, with all its efforts going into noise, colour and graphics. If it was a film, it'd be a genre flick. Its fun for a while, and if you're unfamiliar with RTS it'll amuse stomping your giant base-bot around, but that's an awful lot hard disk space for the privilege. The demo alone is 1.2 gigabytes in size. The Supreme Commander end-game units are definitely better. Wait for this in the bargain bin. Back

War Front: Turning Point (2007)

Its a World War II game, but this time from an alternate history, developed by Hungarian Digital Reality and German 10tacle Studios. The basic premise is that Adolph Hitler is assassinated early on in the war, and thus the German war machine - unencumbered by the pyschopathic idiot - actually gets to win the big one. You get to mess with all those experimental weapons in what seems to be a relatively straightforward, but B-grade RTS. I know nothing more. Back

Z: Steel Soldiers (2001)

A basic 3D RTS featuring armies of wise cracking robots by the venerable Bitmap Brothers. (I remember classic Bitmap games waa-a-ay back on the Amiga in the 80's) This is a straightforward RTS crossed with Capture the Flag. Each map is subdivided into zones featuring a flag that has to be claimed. Whoever grabs all the zones, wins. This is a much better implemented game than its predecessor: Z (1996), which tended to look like those old bitmapped games.Back

Age of... Historical WW2 Modern Near Future Sci-Fi Spaceships Fantasy City Builders God Games


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Last modified Tue, Oct 7 2008 by Lindsay Fleay