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The release of Blizzards Warcraft: Orcs and Humans was the launching media which brought RTS into the multiplayer spectrum, allowing the folks with modems to beat on each other over the phone lines.
Westwood studios, of then Dune 2 fame then went on to make one of the most definitive RTS titles of the genre. Command and conquer: Tiberian Dawn was a revolution, from the unique install sequence to the full motion cut scenes, this was something special. Pitting Global Defence Initiative against an organisation called The Brotherhood of NOD, Tiberian Dawn offered the most interesting and enjoyable RTS experience to date.
In response Blizzard studios launched their own cash cow. Warcraft 2:Tides of darkness offered the player a more aesthetically tuned game, coupled with a strong multiplayer and a mission editor. The sales soared and the game launched Blizzard into the mainstream.
At this point it was clear RTS was a money-maker and the “command and clone” rush began, as with most rushes a tide of abysmal games were released such as “This means war” from Microsoft. Developers learned the hard way that gamers wouldn’t buy poor quality releases even if they did have RTS stamped on the box.
However all was not lost and Classics such as Microsoft’s “Age of empires” took centre stage and went on to sell bucket loads of copies, as any good game should. Command and Conquer and the Warcraft games paved the way for the floodgates to open. Unusually however some of the games were good. Although not highly original “Battlezone” went on to sell 100,000 copies.
Unfortunately, the godly Westwood seemed unable to give the command and conquer franchise any new depth. The series continued to be successful, but Tiberian Sun, the sequels and expansion packs, had a flavour which had become so familiar it just didn’t hold the same excitement.
In 1998 Eidos released Commandos. The game was an innovative take on the real-time genre. Players were forced to exploit their soldier’s skills as effectively as possible to fight against the Wehrmacht. The genre now includes the underrated Desperados from Infogrames.
It was this year that EA released Total War. Combining real time strategy with turn based elements; the game went on to do well. Also bathing in success was Starfleet command 2:Empires at war. This was based on the Starfleet Board games and was successful in that it was both fun to play and watch.
Nearing the present day the newcomers CDV released the impressively well detailed sudden strike, featuring high detail tanks and beautifully rendered European City streets and towns. However the incredibly innovative Black and white described as “An assault on the senses” which was part god sim, part RTS was the runaway success of the year and will hopefully be the template for things to come.
The world of real time strategy is the euphoria of the quick thinker’s universe, the careful use of resources combined with skilful manoeuvring of base units is the key to success. Even the simplest tank rush takes meticulous timing and multi tasking. From European wars to all out space battles, the RTS genre has seen it all, and over time we have seen significant improvements in the enjoyability of RTS games. The genre has come a long way, I hope the future can follow the same trend.
Thanks for reading.
*I'm ready - I'm not ready!*
Oh, those ogres!
Die NOD scum! DIE!!!!!!!!
*ion cannon ready*
MMMMMMMMWWWWAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!
DIIIIIIIIIIIIEEEEEEEEEEEEEEEE!!!!!!!!!!!!!
*Airstrike ready*
KEPPPPPPPADKGHADGAGDGKHJSSSSSSSSSHHHHHHHHHHHH!!!!!!
AHHHHHHHHHHHHHHHH AHHHHHHHHHHHHHHH AHHHHHHHHHHHH!
Hehe!
The release of Blizzards Warcraft: Orcs and Humans was the launching media which brought RTS into the multiplayer spectrum, allowing the folks with modems to beat on each other over the phone lines.
Westwood studios, of then Dune 2 fame then went on to make one of the most definitive RTS titles of the genre. Command and conquer: Tiberian Dawn was a revolution, from the unique install sequence to the full motion cut scenes, this was something special. Pitting Global Defence Initiative against an organisation called The Brotherhood of NOD, Tiberian Dawn offered the most interesting and enjoyable RTS experience to date.
In response Blizzard studios launched their own cash cow. Warcraft 2:Tides of darkness offered the player a more aesthetically tuned game, coupled with a strong multiplayer and a mission editor. The sales soared and the game launched Blizzard into the mainstream.
At this point it was clear RTS was a money-maker and the “command and clone” rush began, as with most rushes a tide of abysmal games were released such as “This means war” from Microsoft. Developers learned the hard way that gamers wouldn’t buy poor quality releases even if they did have RTS stamped on the box.
However all was not lost and Classics such as Microsoft’s “Age of empires” took centre stage and went on to sell bucket loads of copies, as any good game should. Command and Conquer and the Warcraft games paved the way for the floodgates to open. Unusually however some of the games were good. Although not highly original “Battlezone” went on to sell 100,000 copies.
Unfortunately, the godly Westwood seemed unable to give the command and conquer franchise any new depth. The series continued to be successful, but Tiberian Sun, the sequels and expansion packs, had a flavour which had become so familiar it just didn’t hold the same excitement.
In 1998 Eidos released Commandos. The game was an innovative take on the real-time genre. Players were forced to exploit their soldier’s skills as effectively as possible to fight against the Wehrmacht. The genre now includes the underrated Desperados from Infogrames.
It was this year that EA released Total War. Combining real time strategy with turn based elements; the game went on to do well. Also bathing in success was Starfleet command 2:Empires at war. This was based on the Starfleet Board games and was successful in that it was both fun to play and watch.
Nearing the present day the newcomers CDV released the impressively well detailed sudden strike, featuring high detail tanks and beautifully rendered European City streets and towns. However the incredibly innovative Black and white described as “An assault on the senses” which was part god sim, part RTS was the runaway success of the year and will hopefully be the template for things to come.
The world of real time strategy is the euphoria of the quick thinker’s universe, the careful use of resources combined with skilful manoeuvring of base units is the key to success. Even the simplest tank rush takes meticulous timing and multi tasking. From European wars to all out space battles, the RTS genre has seen it all, and over time we have seen significant improvements in the enjoyability of RTS games. The genre has come a long way, I hope the future can follow the same trend.
Thanks for reading.