March 19, 2008
Story and Photos by Alex Bedard (Rabid Ewok)

 
GAME PLAY
Empire at War takes the old RTS (real-time strategy) formula and adds it's own unique features; unfortunately, not all changes are improvements. The main goal is still to construct bases, build units and destroy your enemy's forces, but now it's on a galactic scale. Empire at War focuses less on creating structures and more on combat. This may sound like a good thing on paper; however, it ends up making the game play rather bland. Even the combat itself seems to have been simplified, usually you can upgrade your soldiers and use special abilities; units that do have abilities only have one or two, and the only buffs are passive bonuses to health regeneration and firing range. The game starts out slow with you only being able to use a few different units, like storm troopers, AT-STs and speeder bikes. But, in the first mission of the Imperial campaign, you get to control Darth Vader; who, as you would expect, is incredibly powerful. Along with being able to kill infantry units with one hit, Vader can utilize his force powers to kill several nearby infantry units and crush a vehicle in a matter of seconds. After the first mission you’re free to use him whenever you want, most of the time he's able to complete objectives on his own.

All of the game's battles play out in the same way, with little variation. First you build a fleet of various ships, choose a planet to conquer, then send in your fleet to destroy the defending space forces. After winning, you send your ground forces onto the planet's surface to destroy the opposition there. After winning both battles the planet is under your control and you're free to fortify it with a space station and other structures. As you progress through the various story driven missions your technology level will increase, granting you more advanced structures and more powerful vehicles.

The two factions don't have very many game play differences. The Imperials have to use research to gain access to new technologies and focus more on using large vehicles to vaporize enemies. The Rebels are more infantry and small vehicle oriented, and must steal technological plans from the Imperials in order to get new units. Both sides are able to employ smugglers to steal credits from enemy planets, and bounty hunters to quickly and silently take out enemy minor heroes like fleet commanders and smugglers.

DIFFICULTY
As a long time fan of RTS games, I have to say that Empire at War was disappointing. The main flaw is that there isn't a whole lot of strategy involved, you can win almost any battle by gathering all your troops and swarming the enemy positions until they succumb to your forces. The only real strategy is to use your knowledge of rock, paper, scissors to direct certain units to attack the right unit types. For example, let's say you have a squad of rebel soldiers, and a squad of rocket soldiers. Your enemy has a squad of storm troopers and a squad of AT-STs, so you order your rocket soldiers to attack the AT-STs, and your normal soldiers to attack the stormtroopers. That's pretty much the only strategical part of the game.

Overall the enemy AI isn't very intelligent; as a result, ground battles play out the same way every time. The AI will tend to swarm your starting area with almost all of their infantry and a majority of their vehicles. The initial push will leave both sides with few units left, then you're free to call in your reinforcements and decimate what's left of their base defenses. In space battles, the enemy ships will mostly cluster around their space station, firing at random targets. Unless they have a large number of ships you won't lose many units in space, you're free to neutralize the hard points on their space station, then gun down the stragglers.

AUDIO
There isn't a whole lot to say about the audio effects in this game since for the most part you're viewing the action from a distance. The sound is more or less perfect in Empire at War, the voice acting, turbo laser fire and other miscellaneous sounds are all terrific.

GRAPHICS
On the maximum settings, the visuals in Empire At War are very nice. The textures and fire/smoke effects look great; unfortunately, the game will start to lag horribly once you get too many units on the screen (mostly during space battles). But there's no need to worry, even on the lowest settings everything still looks decent. The blurry textures aren't much of an issue when you're zoomed out and issuing commands across the battlefield. Even on the low settings, all the units still have a tremendous amount of detail put into them; the imperial cruisers have a very defined look to them and the storm trooper armor is accurate. A nice touch is the storm trooper squads will change their armor depending on the climate of the planet they're fighting on. They'll be wearing snow trooper armor on colder planets, sandtrooper armor on desert planets and the standard issue set for all others.

FINAL THOUGHTS
I can appreciate how the developers were trying to capture the large-scale conflict in Star Wars, but it just didn't work out too well.
 

THE GOOD
- units are very detailed
- backgrounds and terrain are well laid out
- well-built interface
THE BAD
- tactics don't play a big role
- buildings aren't very important
THE RAD
- able to command important vehicles like the Death Star
- able to use heroes like Boba Fett and Han Solo
- large scale battles

SCREENSHOTS
Click on the thumbnail images below to see a larger version of them.

     
     
     
     
     
 

WALLPAPER
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