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World in Conflict Beta Impressions

By Cyrris

World in Conflict Logo

Earlier this month my ISP started giving away keys for the open beta of Massive Entertainment’s latest RTS - World in Conflict. Since seeing the screenshots and other media over the past few months I was pretty impressed by what I saw, and decided not to miss out. I don’t usually go for betas (waiting instead for demos to come out) but when a game looks particularly interesting, I’ll cave. The last (and only previous) open beta I also played was Supreme Commander, but that didn’t work out too well because of performance issues. Thankfully, I fared a lot better this time around.

Artillery on targetThe start…

I will start out by saying that the engine is really quite flexible and solid. I can run on medium/low detail levels and have quite acceptable gameplay on my GeForce 6800 GS. More importantly, the lower detail levels don’t look like utter pants like they do in SupCom, so those who do want some extra frames don’t need to go back to aesthetic levels of 10 years ago to do so. The inbuilt benchmarker will give you a short run-through at any of your selected detail levels so you can clearly see beforehand which settings will be best for you. On higher settings, the benchmarker even alerts you when you run out of video RAM. Quality. Speaking of RAM, the game runs happily on lower details with my 1gig, but like most new games it really wants 2gig to run well, and to keep Windows usable after you’re done playing.

While I have barely only played a demo or two of the Ground Control series , the similar methods used for camera movement in WiC (using the WASD keys) was simple enough to get used to, and works quite well. Commonly used hotkeys for unit skills and the like are situated in easy to reach places just like an FPS. All in all it gives much more use to the keyboard than most RTS games, which in my opinion is a rather efficient use of both hands.

US Heavy Artillery…and the finish

The interface itself is also excellent. It doesn’t waste all your screen like SupCom’s can, it’s rather intuitive, and I got used to it in no time. The only problem I had was using some unit skills. Selecting both your anti-tank infantry squads and your regular infantry squads, all have the “Sprint” ability. However, activating the sprint command will only apply that command to one unit type. So while my regulars start running away, my anti-tank guys are left dawdling along, needing to be separately selected and told to sprint as well. I’m hoping this will be fixed for the full version.

In any case, on a technical level this game is very solid and mostly bug-free (at least in my experience, those running in DX10 mode may beg to differ) which is rare enough these days for me to be really impressed by that alone. That said, being a multiplayer beta, all of the above is really just the sugar on top. As for the gameplay itself, well… try and picture Battlefield 2 being made into an RTS. To me, that’s what it feels like.

Let’s see what’s the same: modern(-ish) warfare with infantry, tanks, jets and helicopters. Command points you need to capture and defend to attain victory. Requesting artillery or other support from your team. Members who can take on one of several different roles on the land or in the air, and online statistics collection and awards/medals being dished out.

That said, it’s rather easy to see that all this is the same because BF2 and WiC are both aiming to portray the same thing (just from different genres) - modern warfare. Being an RTS fan though, World in Conflict instantly appeals more to me (a long time strategy fan), and despite having the same feel, I find it a much more interesting experience.

By being a commander of many people instead of a single person, a few options open up. You now have the ability to split up your arsenal into different locations, to tackle multiple command points at a time if the need arises. This is both a blessing and a curse. As a Support commander, it is quite simple to tell your anti-air vehicle to follow your team mate’s group of tanks to provide cover, without having to really think about it again while you’re busy directing your artillery fire over the map. However, I found myself to be quite terrible at playing Support, Air, or Armour, so I have spent most of my time as an Infantry commander, and it’s here that splitting your forces up is a bigger issue.

Napalm StrikeEnemy infantry cleverly walk in to a wall of towering flames

Given that you can have 5-6 squads on hand at any one time, it is seldom useful to have them all bunched up. One napalm strike or an artillery barrage could quickly remove you from the game until your next reinforcements arrived. Instead I usually found myself actively looking after 2 spots on the map, holding positions in forests or in buildings. This seems about right given what a single squad of infantry can handle, but if your team isn’t playing well, you will often end up finding yourself over-extended trying to hold things together on 3 or more fronts at once. This is opposed to Air and Armour players who typically only keep track of one group of helicopters or tanks, maybe two at the most. Depending on your class you will find yourself playing quite a different game, and at quite a different speed too. Infantry are slow as hell if you don’t invest in any transport trucks.

Teamwork really makes its mark here, and it is essentially what makes or breaks a match. What confuses me somewhat however is just how intricately this teamwork has been intended from the game developer. Given the amount of communication that I see happening in a match, it seems to work best that each person essentially takes on their own role and sees for themselves where they are needed most. So it confuses me that the Armour commander can build a couple of troop transports, when only the Infantry commander can build infantry. Is it possible for two players to work closely together enough to have one person transporting another players troops? The games I have played have definitely seemed too fast and chaotic for this sort of arrangement, and as such, I see some unit types almost never being used.

Nuclear transport planeReinforcements arrive just in time to be incinerated. Good job, pilot

Of course, what I end up doing with my own units isn’t nearly as fun as what I end up doing to the enemy’s. The game comes with 3 types of support you can call in. These range from meagre assistance such as paradrops and aerial reconnaissance, to precision attacks such as air-air strikes for taking out enemy helicopters. Finally, the somewhat-less-precise support options allow you to call in massive artillery barrages, air strikes, and at the top of it all, a nuclear strike. Nukes deal a lot of damage (and leave an area radioactive and thus, deadly to infantry), but a nuke detonation is far from a game-winner. That said, seeing 3 team mates simultaneously launch nukes across the entire enemy back line was a sight to behold, and we certainly won that round. Aside from nukes, calling in napalm strikes, tank busters, and artillery all add an interesting element into the game to prevent your units from staying in the one place for too long. If you don’t keep moving, you can rest assured that you won’t last long, and this makes defending positions just as difficult as taking them.

In the end though, what makes a match enjoyable is how even it is. One-sided matches simply aren’t fun for me, even if we’re winning. Being an infantry player, I’m the guy who holds positions and entrenches my troops in key locations… if the rest of your team is having an easy time, you won’t see much action, and you’re often too slow to get to where there is. On the other side, the game can be over very quickly for the losing team. All too often I have found myself overextended early in the game due to all-round incompetence on behalf of my team mates, with only one command point actually captured. Here’s a hint: if half your entire side chooses to be Air, and the other half chooses to be Support, go and join a different server.

Napalm in the morningWhy not to leave your troops standing around for too long

Now, for the first week-and-a-bit of the beta this was really not an issue, but now there are players with high ranks and players with low ranks, and players in clans… and all that brings with it the unbalancing effect which I’ve seen in far too many other online games like Unreal Tournament and Battlefield. People who join a game will only join the winning team, further unbalancing things and ruining games just to boost their stats and get more awards. So, for the last couple of days, every map I have played has turned out the same way: one team will have all the experienced players, and will usually outnumber the other team of newbies. Being on one team is no more fun than being on the other. Why they care about beta stats or awards is beyond me - aren’t all the accounts being wiped when the beta ends in a week?

So, while I think World in Conflict is shaping up to be a really great release, just from playing the multiplayer beta I can say that I am looking much more forward to seeing what it has to offer in singleplayer. People have a habit of ruining good games…


  1. #1  Vermouth
    26th July | Reply

    Do they have any kind of way built into the game to help new players be something more than meat on the plate for this game? I kind of worry that clans are going to start forming the week this game comes out and if I’m not in and taking it serious like it’s not going to have a whole lot of fun oppurtunities with it as it just looks so complex that any kind of organized team is going to wipe the floor with a pickup group.



  2. #2  Cyrris
    26th July | Reply

    I don’t really know. The tutorial that came with the game was very basic, and was really just about how to use the controls - it didn’t say anything about things such as how infantry are hidden from other certain units when in forests, or even that regular infantry could shoot down helicopters. That was all stuff I had to learn when I got in to the multiplayer matches.

    I would imagine that, having a full singleplayer campaign in the full game, it should make things a fair bit easier.

    In any case, it’s quite easy for a bunch of newbies to beat more experienced players if the newbies are playing better as a team.



  3. #3  Cyrris
    29th July | Reply

    I should probably mention today’s addition. With two days remaining of the beta they introduced a new map and game-type, Assault. It’s pretty much just like the assault mode in UT2004 - you either defend and slowly retreat, or you attack getting past certain checkpoints. It’s different, because everyone is only ever fighting over one point at a time, so there’s a lot more carnage, and in my opinion, a lot less strategy too. Still, a good team will trounce another that isn’t playing well together.

    Not really for me though, I prefer domination.



  4. #4  Droniac
    29th July | Reply

    Vermouth - total newbies generally won’t be put against top players… the game takes your rank and experience into account when finding servers (although you can join manually too). As for clans being formed: there are already many clans in the beta test - and I’ve seen a lot of them lose out against entirely random teams. It’s fairly easy to coordinate attacks in World in Conflict with the build in voice-option (or ‘request’) menu as long as most of your teammates know what they’re doing. Once you start ranking higher on the ladder it becomes even harder for clans to win out against random teams, because most everyone is good and they all know what to do - although most top players are already in clans.

    World in Conflict certainly isn’t a simple game, but if you’re decent at these kinds of games then you should pick it up fairly quickly and be able to outpace most everyone online. It helps if you’ve played Ground Control 2, because it’s essentially WiC’s spiritual predecessor and thus will help you adjust to this kind of gameplay a lot faster - it certainly helped me. A multiplayer demo should arrive before the game’s launch too, so if you didn’t make it into the beta you can (and really should, because it’s awesome) check it out then!



  5. #5  Cyrris
    31st July | Reply

    OK so it turns out that your points (and hence position in the leaderboards) are based not on your total score, but rather your score from just the last 7 days. However, your rank is based on your total score, ever. I was wondering how a lieutenant colonel was at the top of the leaderboard ahead of major generals and the like.

    I guess that’ll keep the top guys playing if they want to keep their names up in the top 100.



  6. #6  Jumbi
    3rd September | Reply

    I hope the single player is solid. Games like BF2 that are primarily online always seem to suffer in that department. Sure its fun to get your online stats up, killing and being killed by people around the world. Sometimes though its nice to just sit back and pound the computer into the ground, not having to worry about getting flamed if you make a single strategic error.
    Looks good though.

    Is much/any of the terrain destructible?

    I always was a fan of the assault concept… as long as its somewhat balanced.
    The leader board thing sounds like a good concept in theory. Maybe even I can make the top 100! one day… in a few years when there are only 100 people still playing…



  7. #7  Droniac
    4th September | Reply

    I don’t know about the singleplayer - yet - because I have yet to try the recently released demo. You might want to give that a spin, because it includes a singleplayer mission too. Regardless, given the nature of this game I doubt it’s singleplayer offerings could compare to the multiplayer experience.

    As for terrain destructibility: it’s not like you can reduce the map to a mere grid, but otherwise it’s very destructible. Buildings and forests can be completely wiped off the map by things like artillery bombardments and napalm strikes - and nuclear explosions even knock down trees and buildings outside the blast radius. After just the first few minutes of the game you’ll already start to see craters form in the most contested areas - and by the end of a 15 minute session you’ll frequently be looking at a hole-riddled battlefield. Just like in the trailers your units have to react to the height differences in the terrain, caused by craters, which limits their line-of-sight and ability to fire. So yes, it’s not a mere Red Faction when it comes to destructibility ;)

    As for reaching the top 100: it’s still a largely activity based system, so if you just put in enough time and know what you’re doing then you’re bound to hit the top 100 eventually!



  8. #8  Cyrris
    4th September | Reply

    I tried the demo over the weekend. The singleplayer I found to be pretty good. Decent pace, reasonable characters and events. Hard to say from just one demo mission of course, but it’s definitely the sort of thing I could play right through.



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