After a nuclear holocaust hits Earth in the year 2150, the three remaining factions race to collect the resources needed to evacuate the planet and establish an outpost on Mars. The sequel to 1997's Earth 2140 features three playable factions and a 3D engine supporting such details as deformable terrain, multiple camera views on a single screen, and a mission editor. Solo players can embark on a 70-mission, non-linear campaign or engage in customizable skirmishes. One of Earth 2150's key features is its dynamic world; your faction has only six months to complete its objective before life on the planet ends. As you progress, your land, sea, and air units will become more experienced in combat; weather will change along with the seasons; and days will turn into nights. Up to eight players can compete online or over a LAN in one of six game variants.
~ Scott Alan Marriott, All Game Guide
Roots & Influences
Earth 2150 follows the format of the previous title, Earth 2140. The basic interface and premise are similar to Command & Conquer's but in real-time 3D.
~ Cal Nguyen, All Game Guide
Review: Overall
The highly popular Command & Conquer real-time strategy experience was valued and commended among the gaming public to an extreme degree. It became so popular, in fact, Westwood Studios released an additional game in the series entitled Command & Conquer: Tiberian Sun.
While the sequel didn't offer much in the way of innovation and was very similar to its predecessors, Earth 2150 uses many of the same ideas introduced in Command & Conquer and does provide innovations in graphics and brings new life to an older format.
Although you'll encounter many of the same Command & Conquer features such as building mines, troops and using harvesters to gather minerals in Earth 2150, the latter introduces a few new and interesting twists. The first is the ability to create underground tunnels. These tunnels can be viewed in an entirely different screen mode and once you've constructed a tunnel entrance, units can travel from place to place unnoticed.
Next, units can be programmed to perform certain functions so you don't have to constantly monitor them and the screen can be divided into thirds to view different areas. For example, if you have a lot of construction to accomplish and many fighter units sitting idle, you can program them to patrol between any two points.
A problem endemic to Command & Conquer is losing troops once you have too many in different areas but Earth 2150 refines the process and gives you the ability to control everything at once with greater ease. You can even divide your units up into different platoons which allows you to select a large group of units all at once simply by clicking on the platoon icon.
In addition, each unit can be programmed to perform multiple tasks allowing you to create multiple buildings or travel to several different areas; you can even order a unit to retreat if they sustain a certain amount of damage. Earth 2150 gives you much more control over the battlefield in comparison to other games such as those in the Command & Conquer series.
Another feature is the ability to transfer troops from your main base. When you begin a new mission, you have few troops and a building unit to create factories. You always have the option of building a landing zone in each new mission (sometimes it's already built) and can then transport up to ten units from your main base at the same time.
Often, you can focus on the other aspects of the mission more clearly if you can create more troops at the home base without building a weapons factory on the site of the new mission. This is a transition you will have to master to be successful because you're constantly switching from your home base to your current mission.
The ultimate goal, of course, is to gather enough minerals and materials together to build transports so you can escape Earth's demise. In Command & Conquer: Tiberian Sun, you can only choose between two factions that function in the exact same manner while in Earth 2150 all three factions have distinct technologies.
The only faction that uses a harvesting technique similar to that in Command & Conquer is the United Civilized States (UCS). Harvesting for UCS works the same way as the NOD or GDI groups do in C&C -- the unit travels to the ore field, extracts the materials and transports them back to the refinery.
For the other two factions in Earth 2150, the minerals are collected by two different methods. The Lunar Corporation (LC) utilizes a fully automated Ore Extraction technology so transport of the minerals is unnecessary. The Eurasian Dynasty (ED) has ore extraction facilities you must first build; you need a refinery and a Taiga unit to transport the minerals to the refinery.
Along with the unique methods of mining ore, each faction has unique units and, therefore, a completely different strategy. Due to the differences of all three groups, Earth 2150 offers much in the way of variety in gameplay. While the graphical environment and overall image of the game doesn't yield as much, it's very memorable.
The 3D rotation is very smooth and easy to control yet the environment can be rather murky due to fog and cloud cover. At times, you can only zoom a certain distance away from the ground because you lose sight of troops due to the weather. The overall game image is very dark and is a reflection of the condition of Earth. While it provides some realism in the game, if you're looking for sparkling and shiny graphics, look elsewhere.
Fans of RTS games should be aware that Earth 2150 has many of the same functional attributes as most games in the genre. It is unique in its own right but, for the most part, it's not breaking ground. The storyline and special features create a new image for an old format.
It's just as fun and addictive as any of the high profile RTS games on the market (at the time of release). If you're new to the RTS experience, Earth 2150 has a leg up on many of the older games of the genre.
~ Nick Woods, All Game Guide
Review: Enjoyment
The game is every bit as fun as Command & Conquer. The missions are all segments of one large and ultimate campaign and this adds to the game quite a bit (rather than all missions being completely independent). The automation and programming features make controlling troops easier and allows you to track all of the action more fully.
~ Nick Woods, All Game Guide
Review: Graphics
Graphically, the game is stunning. The beginning movie looks fantastically realistic for being computer animated and the headlights for all the vehicles are crystal clear. The units and buildings look more blocky than games such as Command & Conquer but the 3D presentation makes up for it. Lasers are sharply colorful and weather effects, such as snow, are very well done. When it snows it doesn't just fall straight down, it travels back and forth to follow wind patterns.
~ Nick Woods, All Game Guide
Review: Sound
Earth 2150 mimics other RTS games in this area. When you click on units they have independent voices and you'll be updated by news bulletins that sound like they're straight out of the 20th century (except the subject matter is very different).
~ Nick Woods, All Game Guide
Review: Replay Value
Multiplayer battles can be fought over the Internet increasing long-term interest in the game. Plus, scenarios and skirmishes can be played after you've defeated the campaign mode. Like all RTS games, if you enjoy the image, the game will live on for quite a while.
~ Nick Woods, All Game Guide
Review: Documentation
You get 60 pages of helpful information about many details of the game through the owner's manual. The {*Earth 2150} website offers technical assistance as well as a fan forum for comments.
~ Nick Woods, All Game Guide
Production Credits
TOPWARE CREDITS Producer: Achim Heidelauf; Branch Director: Tadeusz Zuber; Project Leader: Miroslaw Dymek; Lead Programming: Tomasz Radon; Programmers: Jan Nitecki, Tomasz Barabasz, Jacek Sikora, Tomasz Radon; Editor Programming: Tomasz Barabasz; Network Programming: Jan Nitecki; AI Programming: Tomasz Radon, Jacek Sikora; LC Artwork: Rafal Januszkiewicz; UCS Artwork: Kajetan Czarnecki, Daniel Duplaga, Andrzej Rams; ED Artwork: Wojciech Drazek, Rafal Januszkiewicz, Slawomir Jedrzejewski, Grzegorz Wisniewski; Interface Layout: Piotr Rulka; 3D-Modeling and Animation: Wojciech Drazek, Daniel Duplaga, Rafal Januszkiewicz, Slawomir Jedrzejewski, Grzegorz Wisniewski; Terrain Textures: Wojciech Drazek; 2D Graphics and Textures: Wojciech Drazek, Daniel Duplaga, Rafal Januszkiewicz, Slawomir Jedrzejewski, Piotr Rulka, Violetta Tranter; Music: "Spot-Studio" Krakow, Poland, Maciej Pawlowski, Lukasz Targosz (guitar); Sound F/X: Remiguisz Miernikiewicz; Intro Animation: Krzysztof Rybczynski; Intro Modeling: Kajetan Czarnecki, Rafal Januszkiewicz, Andrzej Rams; Intro Additional Animation: Kajetan Czarnecki, Andrzej Rams, Piotr Rulka; Movies Modeling: Kajetan Czarnecki, Wojciech Drazek, Daniel Duplaga, Rafal Januszkiewicz, Slawomir Jedrzejewski, Andrzej Rams, Krzysztof Rybczynski, Grzegorz Wisniewski; Movies Animation: Kajetan Czarnecki, Daniel Duplaga, Slawomir Jedrzejewski, Andrzej Rams, Piotr Rulka, Krzysztof Rybczynski, Grzegorz Wisniewski; Level Designer: Miroslaw Dymek; Mission Briefings: Martin Thal, Miroslaw Dymek, Achim Heidelauf; Lead Map Designer: Tadeusz Zuber; Map Designers: Miroslaw Dymek, Dawid, Jakubowski; Box Layout: Pitor Rulka; Manual: Lidia Dutkiewicz, Miroslaw Dymek, Martin Thal; Manual Layout: Elena Hernandez, Nick Merling; Lead Tester: Dawid Jakubowski; Beta Testers: Maciek Biegun, Marcin Dabrowski, Achim Heidelauf, Sergiusz Juraszek, Rafal Mrowka, Jacek Nowak, Artur Pytlarz, Tomasz Rozen, Grzegorz Szczepanek, Tadeusz Zuber; Net Administration and Technical Support: Miroslaw Burzynski, Grzegorz Tworek; Head of QA/TopWare Germany: Achim Heidelauf; Public Relations: Alexandra Jager, Esther Manga; Localization Manager: Patricia Bellantuono; Translations: Katarzyna Tysa, Violetta Tranter, Ronnie Shankland, Kevin Decker-Weiss, Achim Heidelauf; Studio Directors: Kevin Decker, Ronnie Shankland; Voices: Tonstudio Brainhaus, Bernard Rasemann; LC Tank 1: Loretta Munoz; LC Tank 2: Terry Hofmann; LC Tank 3 (Fang): Andrew Culjak; LC Civilian: Naomi Skinner; LC Aircraft: Brigitta Gsell; LC Base Messages: Madeleine Schumacher; LC Cutscenes: Jeanne Ragonese; ED Tank 1: Ronald Bird; ED Tank 2: Sam Lewis; ED Civilian: Andrew Culjak; ED Navy: Michael Payne; ED Aircraft: Paul La Bella; ED Base Messages: Ned Lemieux; ED Cutscenes: Jonathan Madigan; UCS Tank 1: Ken Rouse; UCS Tank 2: Ronald Bird; UCS Civilian: Sam Lewis; UCS Aircraft: Michael Payne; UCS Navy: Joel Scruggs; UCS Base Messages: Julie Culjak; UCS Cutscenes: Craig McKee; Mutants Tank 1: Craig McKee; Mutants Tank 2: Ronnie Shankland; Mutants Civilian: Mike Williams; SSI Senior Producer: Jim Tso; Associate Producer: Steven Peterson; Production Assistant: Alex Marcelo; Test Manager: Dave Costa; Assistant Test Manager: Robert Andrakin; Test Supervisor: Richard Fielder; Test Lead: Dwight Cordero; Testers: Mark Wagman, Dave Chapman, Nathan Tice, Jason Gray, Matt Garman, Paul Brandt, Matt Gayda, Brian Yager, Tyler Ludlow, Josh Palmer, Trevalyn Markle, Andy Davies, Ben Etheridge, Peter Ferriola, Jason Cahill, Mike Chevalier, Walker Richardson, Skiff Sumner, Dennis Pelham, Jason Leek, Jess Sterzl, Kevin Dewell, Erik Braa, Clifton Allen, Charles Nishi, Steve Cohrs, Toby Abernathy, Billy Burns, Kurt Maffei, Joel Lehmann, Heather Jennings, Lesley Mathieson, Paul Bunten, Jessica Chastain, Jon Mahall, Nick Van Fossen, Robert Bryant, Roger Hu, Jim Balthaser, Amish Daya, Karen Ditto, Ify Erby, Adrian Fernandez, Nick Layne, Fausto Lorenzano, Jay O'Balles, Peter Reinhard, Paul Taniguchi, Carlos Vasquez; Manual Editor: Mark Whisler; General Manager, Entertainment Division: Amy Boylan; Managing Director, Novato Studio: Carl C. Norman; Executive Vice President: Chuck Kroegel; Vice President of R&D: Jan Lindner; Senior Vice President Marketing: Caryn Mical; Director of Marketing: Todd Sitrin; Other Marketing Support: Ray Brock; PR Director: Karen "KC" Conroe; Other PR Support: Michael Shelling, Jim Seaman; Installer Programming: Brian Fitz, Diedra Hendricks; Support Personnel: Sarah Taylor, Andrea Akmenkalns, Fernando Cuervo; Package Design & Advertising: Tenth Dimension; Manual Layout & DTP: Louis Saekow Design; Special Thanks: Sonja, Teresa Dymek, Grzegorz Rybicki (Firma B. Thoven), Martin Thal, 7%-Alex, Hannemann, Patricia, Sigi, Silke, Igor, Bobo, Super-Dau Jager, Dexter Chow, Garrett Graham, Jon Kromrey, Chuck Yager, Russ Brown, Dave Cobb, Tena Lawry, Mario Alves, Krzysztof Janicki (Intel Corp)
It is the 22nd century, after years of war and famine of unfathomable level, the world is returning to normal. 12 states of the previous United States have joined to form the United Civilized States (UCS). While in Asia, a new empire was being created under the Iron Fist of the Khans, these Mongol descendants gave themselves a name meant to conjure up an association with a glorious former age: the Eurasian Dynasty (ED). The UCS now relied upon robots for all their needs, even their military is controlled by machines. GOLAN, the leader of the UCS military forces had recently been altered by order of the current President, leading to a number of glitches throughout the system. One of these caused it to underestimate the Eurasian Dynasty's defensive capacities, causing it initiate the movement of a large force to occupy the British Isles. This mistake resulted in another violent war, lasting almost a decade. However, GOLAN managed to gain the upper hand against the battle-hardened Khans and so the ED resorted to the usage of advanced atomic weaponry. The ED attacked an encampment of UCS forces at the North Pole with a massive strike involving newly developed and untested atomic weaponry in an attempt to put a decisive end to the hostilities. The catastrophic resulting explosions pushed the Earth out of regular orbit and towards the sun. Aware that the Earth's orbit has become unstable, a third faction living peacefully on the moon known as the Lunar Corporation (LC) joins the war in an attempt to defeat or reconcile both sides for the common wealth. The objective of the game is to collect enough resources to build an Evacuation Ship, allowing the player's people to journey to Mars and escape the looming apocalypse - foreshadowing Earth 2160. Despite coincidental similarities in name, genre, game play, and plotline, Earth 2150 is in no way affiliated with Warzone 2100.
The Factions
Earth 2150 consists of 3 unique factions.
United Civilized States: This faction is a demarchy that controls North and South America. The name implies that the United States of America gradually expanded its borders to include the entire continent. The United Civilized States (UCS) is a highly technologically based Faction and have come to use robots to replace people in as many positions as possible. The UCS scientists created, under the supervision of President Jonathan Swamp, NEO and GOLAN; a huge step in technological advances, GOLAN was essentially leader of the UCS military, while NEO was interested in politics. It was a machine capable of matching and potentially far surpassing any organic general. It controlled the entire UCS army including all the military robots. These bipedal robots, or mecha, are just as effective as a human-piloted vehicle. The UCS has a robotic theme to its structures and vehicles. They have exclusive access to powerful weapons such as grenade launchers, shadow generators, and plasma cannons. Other technologies include reverse-engineered anti-gravity propulsion systems from a crashed UFO, and modified 105 and 120mm cannons stolen from the ED. UCS vehicles include Tiger, Panther, Jaguar and Spider Mechs, Gargoyle, Bat and Dragon aircraft.
Eurasian Dynasty: Essentially a new Mongol Empire based in Russia, the Eurasian Dynasty (ED) use primitive (by 22nd Century standards) technology such as tanks and helicopters. As such, the ED has the most basic methods of power generation and needlessly complicated resource-gathering. Basic ED units are armed with machine guns, 105 mm cannons, and rocket launchers, while more advanced vehicles can be equipped with laser & ion cannons (developed in response to the UCS' habit of AIs) as well as nuclear missiles. The ED has an industrial, Soviet-reminiscent theme to the design of its structures and vehicles. Some vehicles are the Pamir (reverse-engineered M1A2 Abrams tanks with a one-man crew), Kruszchev and Volga tanks, Ural "defense tanks" (actually, large, dual-hardpoint tanks), Cossack, Grozny, Thor and Khan helicopters, as well as the most powerful navy.
Lunar Corporation: The Lunar Corporation (LC) is a matriarchy faction of space colonists who colonized the Moon and cut themselves off from Earth soon after the 3rd World War. Normally a pacifist Faction, the matriarchal LC are forced to head to Earth in order to secure minerals to build their Evacuation Ship (due to the Moon's general lack of accessible resources, in real life as well as in the game). The Lunar Corporation is by far the most advanced of the three factions, utilizing solar power as well as antigravity vehicles (explained, in the game, as a result of researching extraterrestrial technologies). Because of this, they do not build trenches or dig underground tunnels like the UCS and ED. Also, instead of constructing buildings like the other two factions, the Lunar Corporation is able to transport them from orbit to the battlefield. In combat, they use exotic weapons such as electro-cannons and sonic weapons (originally a mining equipment). LC units generally have slightly less armor and firepower than that of the other two factions, but are equipped with anti-energy weapon shields that have twice the strength of the other sides. In the single-player campaign, the forces of the LC are further bolstered by the solitary alien craft known as the Fang, a gift from the UCS in exchange for an alliance. Although losing this one-of-a-kind unit means instant failure, the Fang's weapon is capable of easily decimating any opponent it comes across—that is, until its ammo runs out.
Play is simple, yet complex: where as you gather resources and build an army during the game as normal, you must complete the game by sending enough resources for the Evacuation Ship within a time limit. The terrain starts off as Arctic, but soon changes to spring, then summer terrain. Next, the water evaporates, turning the Earth into a desert, and by the game's end the name “Hell” may be a better word for the planet; volcanic terrain and rivers of lava show that the planet is in dire straits, not only giving the player different visuals of different terrains, but also an incentive to complete the game (though there is an inaccuracy: the late-game mission selection globe depicts both poles turned into ocean, even though Antarctica is a real continent, not an ice shelf). Tardy or unskilled players are greeted with a failure screen showing the Earth exploding, meaning that your faction, and possibly the entire human race, becomes extinct. However, you cannot stockpile and build the Evacuation Ship alone - the player must engage the enemy in order to secure new stockpiles of minerals to haul away. The player's minerals are taken to their main base (which never changes and is available for use during the missions). You can move between your main base and the mission in real time (a bit like playing two different maps at once).
The game also uses modular units whereby the player constructs his or her own units from a template design on a special screen using his or her chosen race's technology. Also of note is that while there are many tanks, planes, and hovercrafts, there are no infantry in the game - as well as being tricky to animate, infantry were not included because the game was originally released for the German market and the heavy censorship of games there, and that infantry would not be able to survive in the more extreme environments of the game anyway; though in the UCS campaign, a reference to a "Terminator PC 8088 mechanized infantry unit" exists.
Ballistic weapons such as machine guns and rocket launchers have limited ammunition and must be aerially resupplied, for instance. Units also gain experience as they defeat enemies, and thus become more powerful in future battles. Tactics are very important, as the ED's Ural mobile defense platform equipped with dual Nuclear Ballistic Missile Launchers are capable of huge destruction, yet they are vulnerable without offensive weaponry. Thus, they must be covered with standard cannon-armed tanks, which can be taken out without air support. Due to these, many players favor the UCS' Plasma Cannons because of their high damage.
In the game, players have to research new weapons and equipment as the game advances. This is a must to create better units. New research options are unlocked as the player advances though the game, or are unlocked automatically in certain instances during single and multiplayer.
The game also features day and night, plus different types of weather that effect the game play. For example, if, at night, units turn off their lights, they become harder to see. But, their movement is also reduced. The weather likewise affects the way the game plays, for example, heavy raining slows units. The LC can also modify weather to their advantage as a makeshift superweapon, unleashing deadly lightning storms or (when the planet dries up) massive meteor showers.
The game was both praised and criticized because of its AI. Although the ability to fine-tune unit behavior (such as when to fire and who to engage first) is present, the units sometimes behave in completely unintelligent ways:
Firing from the most difficult position and sometimes they may harm friendly units
AI-controlled units often fire at player-controlled units from outside of their visual range, even though they should be able to see each other clearly
If the player fires onto an enemy building using a cloaked unit while enemy units are on the way to his/her base, the enemy often turns back and hunts down the offending unit, even though they cannot detect cloaked unit
The AI reacts predictably to the player's mining activity. If its own resources are running low, they try to take over the player's, ignoring others. When they do that, they continually try to mine that field regardless if the player still has defenses nearby or not, resulting in, for example, a constant stream of UCS Harvesters from their base until they run out of resources altogether
If there are mines nearby, units always roll on them, even if the shortest path would take the unit just near them
Aircraft that slightly outranges its target is bound to stray into AA defense range before firing. This also happens with land units
Although ED and UCS construction units are able to deform the terrain (digging trenches/tunnels, building pontoon bridges and flattening terrain), working on uneven terrain comes with a high risk of the unit becoming stuck and unable to move at all unless another constructor helps it out
Armed units always go for other units first and ignoring building during battle
If its intended target is killed, it takes several seconds for a unit to select a new target on its own (but if the player is using the pause game-give order-unpause game trick, he/she can easily beat the computer's reflexes or make a building essentially invulnerable to energy weapon fire by constantly buying new shields for it)