wormholewizards: ^
Care to share what's so bad about Empire Earth? I'm not a fan of RTS, but based on the clear 'hatred' of the game from your post i think it deserves some explanation and backing points.
See:
F4LL0UT: The game is so obviously bullshit, it does not deserve any arguments to be used by its critics.
I'm sorry, but in accordance with my previous statement I am not allowed to give any explanation - else I'd be giving this game more credit than it deserves. Okay, now seriously, I'll trying digging up some of my memories:
1. The "historical value" is on par with the Command & Conquer series while the developers were totally like "hey, let's teach people". What the game delivers is monologues that make every historically important character sound like a retard which is emphasized by moronic fake accents used in cutscenes that seem to be solely based on stereotypes. The scenario design in combination with these awful cutscenes and ridiculous "historical background information" make it appear that all historical research and writing was done by five-year olds. This is made even more ridiculous by the fact that some scenario (like the German invasion of Great Britain) gets a special remark for being "not real". Oh yeah, I bet how the Red Baron was shot down behind enemy lines bravely fighting his way back to the frontline, helping some Polish peasants along his way, was more historically accurate. So was how a Priest attacked William the Conqueror by spawning the volcano (and yes, this is a scripted event that happens EVERY time). The ultimate proof of dumbness is the final "Russian" sci-fi campaign which is solely built upon stereotypes of how STUPID Americans (I'm not implying that all are!) imagine the Soviet Union and Russia. I'll skip explaining how moronic it was to make Transformers the units of the future (which results in the inredible view of citizens using pickaxes to gather ressources while hyper advanced battle droids with laser technology roam the battlefields) and go the ultimate example of idiocy: in the end of the Russian campaign the developers actually dared to raise ethical questions when an AI dictator becomes the supreme ruler and ignores the value of human life. In a game where you've gone through all of human history including all kinds of horrible acts including the gathering of ressources by pillaging defenseless peasants and even the blitzkrieg campaign of the Third Reich. Oh yeah, I guess the Nazi campaign wasn't the right moment to raise this kind of question, neither was a scifi version of Stalin's rise to power - the moment things get uncomfortable is when the AI ruler decides to nuke some island. Da fuck? Okay, so content-wise the game is moronic. But surely the gameplay makes up for it? Hahaha...
2. The gamedesign... well... it goes hand in hand with the game's whole presentation. I don't remember all the details but I can tell you that throughout the whole campaign and skirmishes I was waiting for the moment the game gets enjoyable. However, the gamedesign is one horrible mess starting with the fact that the popcap is enemy number one. The popcap is the central element of all strategic dilemmas in this game. Usually you can't raise it and when you can it's by ridiculous numbers. You might assume that building houses increases the popcap but actually houses do only serve as a morale boost. Yup, you only build houses so nearby units get pissed off when enemies are nearby, aside from this they serve no purpose. The ultimate example of this idiocy are fortresses. The manual says something about the historical purpose of fortresses and what's their purpose in the game? They are actually a work-around for the broken popcap system. You can lock away units - this eleminates them from your popcount - but you can instantly pick them up from there. How does that make sense? So what factor does the popcount/popcap represent in this game? None. Really. The developers included this aspect in their game without understanding its function. The climax is a campaign mission where you get so many reinforcements that they surpass your popcap by far, however, in the same mission you will need units which are not delivered automatically. Even the scenario's hint section tells you to hide some units in your fortresses if you need to build those guys and your popcount surpasses your popcap. Dafu? And then there's also some absurd ideas tied to the ressource gathering, to the unit-relationships (which start out as a nice rock-paper-scissors model but end up in an absurd chaotic mess in the last epoch) and many other elements. Additionally the game has some technical issues which for example make the movement of ships a bad joke. The ships of the WWI and WWII eras have such pathfinding problems due to their sizes and shapes that it's almost impossible to use them in a sane manner and it's incredible how this kind of behaviour can be present in a final version of a commercial game. The list goes on but I will stop here.
keeveek: He just got beaten all the time, that's all ;p
You wish. :P