According to many gamers, real-time strategy was born in 1992 with the release of Westwood Studio's Dune, a somewhat unassuming game based on the works of author Frank Herbert. From this humble beginning, the genre has grown to be one of the most popular on the home computer. Eight years later, Westwood Studios returns to Herbert's distant-future universe for more real-time strategy in Emperor: Battle for Dune.
The environments and units in Emperor: Battle for Dune are rendered in full 3D. Players choose to lead one of three Houses, Atreides, Harkonnen, or Ordos, and may form alliances with smaller sub-houses to bolster their power. Each House has unique strengths and liabilities. Battle takes place on five different planets. The movement of armies and basic strategies are decided on an encompassing 2D world map, then players join the fight on the battlefield to lead their troops to victory. Resource management, building and unit production, and well considered timing will all be important as players battle to control the all-important Melange "spice" found only on the desolate world of Dune.
~ T.J. Deci, All Game Guide
Roots & Influences
The Dune series was originally based on Frank Herbert's novel and the subsequent motion picture. Since then, numerous games have been released under the franchise and the series has gone through many transitions. It was credited as the first of its genre, later setting the groundwork for Westwood Studios' own Command & Conquer.
~ Matthew House, All Game Guide
Review: Overall
Westwood Studios returns to the sand dunes of Arrakis in hopes of striking pay dirt, not in spice, but the spirit of the world that launched the real-time strategy (RTS) genre in 1992 with Dune II. Instead of rediscovering that winning blueprint, they turn up a voracious monster lurking beneath the dunes: formulaic RTS design with the distinct Westwood Studios' signature. Emperor: Battle for Dune showcases the same old reliable RTS gameplay with a new facelift, but the sands of time have shifted against it.
Emperor: Battle for Dune revisits the epic battle between the three powers of Dune: House Harkonnen, House Atreides, and House Ordos. The triad has long offered a variety of tactics from which to choose. Will you be devious and aid the Ordos or will the "might is right" justice of Atreides prevail? Minor factions, including the book's native Fremen, will offer to ally, increasing the number of unique units on the field. Decisions made early on will affect the entire game, while maintaining a careful balance.
Although the setting has become tiresome (after all, it is the third Westwood RTS game set in Frank Herbert's universe, never has it been rendered so gorgeously. A new 3D engine gives you the option of playing from the traditional overhead view or rotate into a 3D world of tornadoes, worms, and war. The camera is easy to manipulate and freshens up the presentation. The units are also nicely realized; each side has its own fashion, styled mostly from the David Lynch movie.
Switching to polygons has also helped the spice worms become the hulking behemoths they're supposed to be. The world is still gritty, barren, and mostly a burnt orange, but the care given to the units more than makes up for the desolate landscape. Purists will enjoy immersing themselves in a world where eagle head facades and long cloaks are the order of the day.
As nice as the graphics are, they don't overcome the fact that the game is still grounded in the basics of the worn-out genre with the same flaws. Harvesters still have the wonky AI algorithm issues that date back to the age of Dune II. Even air transports can't help harvester woes and tank rushes still beat any long-term strategy. However, for the first month of Emperor: Battle for Dune's release, only those who preordered the game got anti-air units, forcing many to switch from rushing tanks to rushing aircraft. Fortunately, air defenses can be restored with a downloadable patch.
Somewhat surprisingly, there isn't much variation in mission types. It's still the simple game of form a base, harvest, build, and destroy, with the occasional small squad action thrown in for good measure. The patented action is still there and finely honed, thus fanatics of such games will feel right at home. These age-old conventions are double edged; gamers have supported the genre and are familiar with the controls and gameplay, but lack of innovation could create a backlash from buyers wanting more.
The full-motion video cut-scenes are also showing their age. Being named Kane's second-in-command in Command & Conquer was impressive in 1995, but actors addressing the camera as if you are there is now kind of silly. The writing and acting has also gone downhill; characters huff and bluster their way through ill-conceived lines with laughable zeal.
Apparently, the idea is quantity over quality, as there are many minutes of the cheesy acting to wade through to get back to the fight. Sound effects and music still remain topnotch, faithfully carrying out the early precedent of excellence. As usual, the worm effects are perfect, and the meaty destruction of your units left too long in the sandbox is unmistakable.
Overall, this isn't a bad game by any means, and the action is as addictive as always. If Emperor: Battle for Dune was a clone made by a lesser company, it would have been stellar. As it is, though, Westwood Studios has pushed the license and design one step too far. Cleaning up the vehicle but not improving the engine that drives it won't always sell. Emperor: Battle for Dune is easily playable but just as easily forgettable. Even diehard fans of RTS games should hold on to their money and demand more.
~ Christopher Allen, All Game Guide
Review: Enjoyment
Another RTS produced by the company that started the genre. The game features the same old reliable gameplay, which is fine if you aren't yet tired of it.
~ Christopher Allen, All Game Guide
Review: Graphics
The game sports a new 3D graphics engine. Units are detailed and faithful to the styles inspired by the movie. The landscape, however, is uniformly barren and mostly orange.
~ Christopher Allen, All Game Guide
Review: Sound
Westwood Studios consistently produces fine work in the sound and music department and this title continues that trend. Worm effects are especially well done.
~ Christopher Allen, All Game Guide
Review: Replay Value
Three storylines to play through and multiplayer games keep the forces of Dune at war for quite some time. But, it's still more of the same from earlier releases in the series.
~ Christopher Allen, All Game Guide
Review: Documentation
Documentation has basic information, but lacks in small things such as how to effectively use the new mission map. Missing anti-air defenses are now called "bonus units."
~ Christopher Allen, All Game Guide
Production Credits
IG Design and Team Lead: James Steer ; Design Team: Jamie Ferguson, Neil Marsden, Greg Mathews ; Additional Design: Rebecca Allodi, Darren Esp, Iain McNeil, Matthew Wiggins ; Art and Creative Lead: Richard Evans ; Art Team: James Mason, Jason Redway ; Additional Artwork: Jerry Boucher, Carol Ostick, Tancred Dyke-Wells ; Programming and Technical Lead: Philip Veale ; Programming Team: Keith Ditchburn, Alan Harding, Chris Payne, Cameron Rattray ; Additional Programming: Andi Eades, Martin Fermor, Idries Hamadi, Bruce Heather, Jason Barstow, Simon Evers, Phil Forshaw, Craig Tanswell ; Test Team: James Deane, Nick Denny, Charlton Edwards, David George, Ryan Kalis, Perry Simmonds, Matthew Spencer, Minh Ta, Richard Thomas, James Nicholas ; Management: Kevin Shrapnell, Lee Morse, Steve Cuss, Neil Jones-Cubley, Matthew Stibbe ; WESTWOOD STUDIOS MANAGEMENT Executive Producers: Mark Skaggs, Brett Sperry ; Producer: Chris Longpre ; Technical Directors: Steve Wetherill, Colin McLaughlan ; Associate Producer: Tim Fritz ; PROGRAMMING Additional Programming: Bret Ambrose, Maria Del Mar McReady Legg, Ian Leslie, Denzil Long, Jani Penttinen, Tommy Rolfs, Tom Spencer-Smith ; WESTWOOD ONLINE Technical Director: Jeff Brown ; Programming: Gavin Synder, Greg Underwood, Matt Campbell, Bryan Cleveland, Kevin Scruggs ; AUDIO Audio Direction: Paul Mudra ; Atreides and Cinematic Music: Frank Klepacki ; Harkonnen Music: David Arkenstone ; Ordos Music: Jarrid Mendelson ; Sound Effect Production: Dwight Okahara ; Additional Sound Effect Production: David Fries, Mical Pedriana, Wave Group Sound ; ART Art Direction: Gary Cox ; DESIGN Game Design: Brett Sperry, Dustin Browder, Adam Isgreen ; MARKETING Marketing Direction: Laura Miele ; Marketing Product Manager: Mike Bell ; Web Direction: Ted Morris ; Public Relations: Aaron Cohen, Amy Farris ; Community Manager: Chris Rubyor ; Graphic Art Direction: Victoria Hart ; Graphic Art: Jordan Robins ; Graphic Art Support: David Lamoreaux ; MIS MIS Direction: Kurt Oehlschlaeger ; MIS Team: Tom Andrulis, Milo Ballan, Justin Bloom, Rick Nelson, William Owsley ; VIDEO & CINEMATIC PRODUCTION ; Producer: Donny Miele ; Director: Joe Kucan ; Editor: Curt Weintraub ; Visual Effects Supervisor: Kevin Becquet ; Computer Graphics Supervisor: Chuck Carter ; CG Animators: Tom Baxa, Chuck Carter, PJ Foley, Eric Gooch, Matthew Hansel, Mike Jones, Insun Kang, Sean Keegan, David Liu, Jim May, Cris Moras, Khanh Nguyen, Kevin Quattro, Colin Raesler, Phil Robb, Todd Williams, Jason Zirpolo ; Additional CG Coordination: John Hight, Julie Brugman ; Motion Capture Supervisor: David Washburn ; Screenwriter: Wynne McLaughlin ; Casting Director: Marilee Lear, CSA ; Director of Photography: Kurt Rauf ; Gaffer: David Lancaster ; Key Grips: Gary Sauer, Colby Bryan ; Grip: Jeremy Settles ; 1st Assistant Director: Joey Vegas ; 2nd Assistant Director: Frank Carillo, Ben Stanigar ; Production Coordinator: Kim Houser ; Production Assistants: Jennifer Roach, Nicholas Savalas ; Production Designer: Peter Kanter ; Production Recording and Cinematic Sound: Paul Mudra, Dwight Okahara ; Cinematic Foley Sound: Outpost Film Center ; Foley Recordist: Dave Nelson ; Foley Artists: Dian Langlois, Janna Vance ; Foley Editors: Anthony Gates, Andy Switzer ; Boom Operator: Richard Rasmussen ; Propmaster: Matt Smith ; Standby Carpenter: Jeffery Morgan ; Key Makeup: Ron Wild ; Make Up Assistant: Peggy Hanna ; Key Hair: Karen Stephens ; Hair Color: Cindy Chamberlan ; Wardrobe: Tracy Bohl ; Dressers: Sandy Wyndom, Amanda Sanchez ; Ultimatte Operators: Bob Kurtez, Blue Screen LLC, Craig Talbert ; Script Supervisor: Mark Thomas ; Storyboard Artists: Jonathan Gesinski, Jeff Parker ; Set Concept Art: Manuel Plank ; Costume Concept Art: Tom Szakolczay ; Set Photographer: Patience Becquet ; Set Medic: Andrea Dyrdahl ; Optician: Eric N. Larsen ; Additional Animation: Pot Belly Goblin, Inc. ; Additional Compositing: Cindy Chen ; Catering: ADL Services, Inc. ; CAST Duke Achillus: Michael Dorn ; Baron Harkonnen: Michael McShane ; Lady Elara: Musetta Vander ; Yanich Kobal: Vincent Schiavelli ; Kolinar Koltrass: Nicholas Worth ; Roma Atani: Minae Noji ; Copec Harkonnen: David Reynolds ; Gunseng Harkonnen: Joel Christian ; Shalfa: Mark Bringelson ; Reverend Mother: Lucy Butler ; Cilix: Jack R. Orend ; Executrix Speaker: Eugenie Bondurant ; Corlen: Scott Vance ; Emperor Corrino: Adrian Sparks ; Burseg: Michael Bailey Smith ; Caid: Rhino Michaels ; Geisel: Daniel Kucan ; Sardukar Servant: Anastasia Horne ; Severed Head: Steven Ira Schafer ; Harkonnen Servant: Jody Sadler ; Tortured Man: Alexander Colom ; Ordos Scientists: Levi Luke, Bryan Pihlblad ; Face Dancer Assassin: Ryan Vervack ; Fremen: Maurizio Barra, Estaban Cueto, Igor Jijikine, Ben Robertson, Gary Velasco, Gregory Voyticek ; Executrix Council: Ann Galati, Heart Sharpe, Joseph Smith, Rudolph Thall ; Guards: Alexander Colom, Shane Dietrich, Brian Dilley, Dan Etter, Ben Galley, Matt Hansel, Beau Hopkins, John Jett, Ted Morris, Michael Ruppert, Tom Szakolczay, Doug Wilson, Chris Longpre, Gary Cox ; Barron Body Double: Milo Ballan ; Duke Body Double: Phillip Correia ; Motion Capture Performers: Thomas Dupont, Todd Lester, Sidney Lufau, Patrick Moore, Troy McLaughlin, Heather Nickens ; VOICE-OVER CAST Executrix Council: Greg Berger, Diane Michelle, Neil Ross, Susan Silo ; Filmbook: Vanessa Marshall ; UI Computer: Iona Morris ; Unit Response Voices: Grant Albrecht, Michael Bell, Rick Blakely, Hamilton Camp, Lee Cherry, Sean Donellan, Quinton Flynn, Richard Green, Nick Jameson, Kay E. Kuter, Stephan Marks, Vanessa Marshall, Billy O'Sullivan, Neil Ross, Johnny Solomon, Phil Tanzini; Voice-Over Recording: Buzzy's Recording, Los Angeles; Dialog Editing: Wave Group Sound ; QUALITY ASSURANCE QA Direction: Glenn Sperry ; QA Operations: Chuck Kroegal ; QA Analysts: Benjamin Galley, Doug Wilson ; QA Supervisor: Lloyd Bell ; Solo Specialists: Chris Blevens, Michael Ruppert, Steve Shockey ; Multiplayer Specialist: Shane Dietrich ; Skirmish, Install, GUI Specialist: Mike Smith ; Bug Specialist: D'Andre Campbell ; QA Testers: Clint Autrey, Jason Campbell, Tony Castle, Alexander Colom, Jon Craig, Brian Dilley, Dan Etter, Chad Fletcher, Jon Jett, DeMarlo Lewis, Levi Luke, Bryan Pihlblad, Tom Quitoni, Richard Rasmussen, Jason Renfroe ; QA Database Analyst: Rhoda Y. Anderson ; QA Technicians: Beau Hopkins, Troy Leonard ; Customer Service Reps: Mary Beal, Tim Hempel ; WESTWOOD STUDIOS LOCALIZATION Director of Localization: Thilo Huebner ; TEAM FRANCE LOCALIZATION Localization Manager: Christine Jean ; Translation Coordinator: Nathalie Duret ; Translation: Stéphane Radoux, Phuong Tran-Mai, Olivier Vera ; Test Coordinator: Lionel Berrodier ; LT Tester: Emmanuel Delva ; Recording Studio: Lotus Rose, Paris ; Voice Actors: Alain Choquet, Patrice Baudrier, Yves Barsacq, Pierre-Françoise Pistorio, Marc Saez, Christian Pelissier, Michel Prud'homme, Xavier Fagnon, Bernard Bollet, Gérard Boucaron, Alexandre Pottier, Jacques Albaret, Luc Bernard, Brigitte Berges, Céline Mauge, Catherine Cerda, Malvina Germain, Paule Pascale ; TEAM GERMANY LOCALIZATION Localization Director: Michaela Bartelt ; Localization Project Management: Angela Hufschmidt ; Translation: Rolf D. Busch ; Director of Product Management: Benedikt Schüler ; Product Management: Nicole Mayer ; PR: Bernd Reinartz, Raoul Birkhold ; Casting Coordinator: Dirk Vojtilo ; QA Coordinators: Frank Buchheim, Lars Berenbrinker ; Voice Casting and QA Tester: Manuel Bertrams ; Recording Studio: Toneworx, Hamburg ; Voice Actors: Carin Abicht, Michael Bideller, Oliver Böttcher, Peter-Heinrich Brix, Robin Brosch, Marc Degener, Till Demtröder, Klaus Dittmann, Marlies Dostal, Gernot Endemann, Wolf Frass, Eva Freese, Mario Grete, Michael Grimm, Rafi Guessous, Eberhard Haar, Rolf Jülich, Klaus-Peter Kaehler, Volkert Kraeft, Raimund Krone, Gabriele Libbach, Harald Pages, Holger Potzern, Manfred Reddemann, Christian Rudolf, Erik Schäffler, Frank Schröder, Marc Seidenberg, Hans Sievers, Traudel Sperber, Christian Stark, Marion von Stengel, Bernd Stephan, Frank Thomé, Peter Weis, Guido Zimmermann ; TEAM KOREA LOCALIZATION Localization Manager: Taewon Yun ; Localization Engineer: Chan Park, Justine Kim, Sunny Kim ; Product Manager: Richard Kwon ; Script Translation: Hyejin Lee ; Localization Coordinator: Christine Kong ; Recording Studio: Junco Multimedia Studio ; Voice Actors: Soo-kyeong Oh, Jung-ju Kim, Sang-hyeon Kim, Ho-seop Won, Kwang Jang, Kwan-jin Kim, Hae-mu Yu, In-sung Oh, Wan-kyung Seong, Jang-won Lee, Young-hee Byun, Byung-sang Choi, Ho-bee Jang, Dong-kyun Yu, Jung-mee Bae, Ku-han Kang, Kyung-soo Kim, Seung-tae Kim, Woo-jung Kim, Damuhyun Ryu, Jeong-min Park, Young-hee Byun, Byung-jo Lee, Won-jun Lee, Joo-won Lee, Jin-eung Im, Hoon-seok Jung, Won-hee Seok ; EA CUSTOMER QUALITY CONTROL Quality Control: Anthony Barbagallo, Dave Knudson, Andrew Young, Darryl Jenkins, Tony Alexander, Benjamin Smith ; Special Thanks: Bing Gordon, Don Mattrick, Luc Barthelet, Louis Castle, Rosemarie Dalton, Joe Bostic, Steve Tall, Dr. Kenny Mitchell, Phil Gorrow, David Montgomery, Gary Freeman, Jennifer Hoge, Cheryl-Ann Prenger, Kia Huntzinger, Dum Phuket, the Hot Chef, the Curtain's Up, the Three Kings, the Slug & Lettuce, Guinness and London Pride
It is the third real-time strategy game set in the Dune universe, following its predecessors, Dune II and Dune 2000. While Dune II was a totally distinct story to that of Dune, and Dune 2000 was a remake of Dune II, Emperor is a direct sequel to the previous games. In particular, it is a sequel to Dune 2000, carrying on from where it left off, with several of the characters and actors returning.
Like Dune 2000 and many of the other Westwood games that came before it, Emperor features cut scenes filmed with live actors and produced with professional-class visual effects. It also used a 3D engine for in-game play, being the first Westwood Studios game to do so.
Emperor is set shortly after Dune 2000. Emperor Corrino has been killed by his concubine, Lady Elara, and the Landsraad has been thrown into chaos.
The Spacing Guild has presented the three remaining Houses (the same as those in the previous games: House Atreides, House Harkonnen and House Ordos) with a unique challenge: a war of assassins on the planet Arrakis. Whichever House wins the war will become the new leader of the Landsraad, and its leader the new Padishah Emperor, Emperor of the Known Universe.
Eventually, it becomes clear during the campaign that the Tleilaxu are scouring Arrakis with hidden motives, with various probes spotted collecting flesh samples from dead sandworms. After the last battle with any one of the opponent Houses on their home planet, the Spacing Guild (Guild of Navigators) leaves the victorious House stranded on the enemies' conquered homeworld, attempting to control Arrakis with House Tleilaxu by genetically engineering an Emperor Worm with immense psychic powers empowered by Lady Elara. They also release a mind influencing drug in all the remaining forces water supply on Arrakis to make them slaves under the Guild. It then becomes clear that a last ditch attempt must be made back on Arrakis to destroy the Emperor Worm before he awakes by using the Smugglers Guild to get back to Arrakis. Eventually the player destroys the Emperor Worm, and the Guild's plan is foiled. The victorious house then regains control of Arrakis and the spice melange and proclaims their side leader Emperor of Dune.
The Reverend Mother holding the Lady Elara captive in the opening cinematics of the game
Subplots
While each campaign has the story ultimately culminating up to the battle with the Emperor Worm, the three campaigns have subplots revolving around each faction's intents to conquer Arrakis.
House Atreides' campaign revolves around regaining the trust of the Fremen, with whom they have had an uneasy relationship due to unknown past events. Many of the starting missions revolve around forming an alliance with the Fremen. Later on in the campaign, a party of Fremen diplomats are sent to Caladan, where they and the Duke Achillus are under attack by Tleilaxu soldiers. This attack is eventually thwarted and the Fremen pledge their allegiance to House Atreides. The general benevolence of House Atreides is apparent in their motivation for each map's campaign and they have little to no ulterior motives in lending assistance to any of the factions on Arrakis.
House Harkonnen's campaign revolves around the ailing Baron Rakan and his two sons: Gunseng and Copec (bearing striking resemblance to Feyd-Rautha Harkonnen and Glossu Rabban respectively), who both vie to take the Baron's place upon his death. Copec and Gunseng are at one another's throats, and compete for the Baron's favor as the latter's days grow shorter. Gunseng eventually goes to Arrakis, much to Copec's dismay, to oversee the spice mining. Copec grows impatient, however, and finally deals the killing blow to Rakan by poisoning his food. Copec assumes the title, and goes to Arrakis to have his brother swear allegiance to his new baron. Gunseng however realizes that Copec usurped the title, and openly rebels against Copec. The player character chooses to either side with Gunseng or Copec, and both opposing factions battle on Giedi Prime. Depending on who emerges victorious, the game will then feature Gunseng or Copec as the reigning baron of House Harkonnen.
House Ordos' campaign revolves around their ability to create gholas. The house eventually creates a ghola of the deceased Emperor Shaddam Corrino, who will serve as a puppet emperor subservient to House Ordos. Ordos motives are typically "insidious" in that they attempt to manipulate many of the subhouses (Fremen, Sardaukar, Smugglers) into conflict with any of the major house they are fighting, using gholas and other forms of treachery to thwart any attempts at alliance among their enemies and secure alliances for House Ordos. The Ordos are led by the Executrix, four beings that share a single mind and communicate only through a creature known as the "Speaker". The Ordos are calculated in their thinking, almost machine-like. Advising the "Commander" (player) is the equally cold female Mentat Roma Atani.
The single-player game features three campaigns, one for each house. Emperor expands upon the "territory domination" style gameplay between missions from its predecessors. In previous games, the territory chosen from the map screen simply determined the shape of the map to be played on. However, in Emperor, the choice of territory can affect mission objectives and alliances. The player is also given "reinforcement" units to move around the world map which can affect the in-game missions. Territorial control also becomes more interesting with the enemy AI also capable of wrestling back the land that the player has just conquered in the previous battle, although it can prove repetitive over time.
In playing each campaign, the player will be pitted primarily against the other two houses. However, depending on choices made, the player may also be allied with, or pitted against, one or more of the five initially-neutral factions:
In addition to the five factions listed above there are a few missions that let the player interact with smugglers. Usually the player will either aid them or anger them. This results in additional funds or reinforcements, or sabotage and smuggler raids respectively. This pseudo faction despite having at least one unique building (smuggler starport) and one unique unit (rocket quad) is not a playable subfaction in multiplayer meaning the player can never construct its building or vehicle. Generally smugglers use a mixture of the three houses light infantry types, possibly to place emphasis on the fact many of them are defectors from the "First Spice War" from Dune 2000, similar to Gurney Halleck and a few of his men in the novels.
The three Houses also feature new units in their ranks.
While having an interface similar to the Command & Conquer series, it added features - such as a 3D engine, in-battle reinforcements, as well as several other changes and additions to gameplay - to provide a change of pace. Features of note are the fairly non-linear campaign, featuring randomized events, and the fast pace relative to the earlier Dune games. The three Houses also featured more new units in their ranks than in the previous series, with new abilities.
Criticisms of the game are not as numerous as those of its predecessor, Dune 2000, but it still suffered from AI problems with the computer-controlled player attacking the human player with a similar strategy that can be predicted and thereafter countered effectively. Further, the game's AI includes a lack of combining units of different abilities as the missions cannot be won by building only a particular type of combat unit.
Factions
Fremen
The Fremen are the native peoples of Dune, and are usually able to be allies with the Atreides and Ordos (through assistance and deception, respectively), but are typically enemies with the Harkonnens (their mentat dismisses the Fremen as being of little use to them). All Fremen units are stealthed, and all are able to roam the desert and not attract worms as they traverse the dunes.
The Fremen Warrior, the basic infantry unit, is equipped with a powerful sniper rifle, and is generally superior to the Atreides sniper. However, the Fremen Fedaykin is equipped with a weirding module, which was a voice-amplifier weapon present in David Lynch's adaptation of Dune, capable of easily slaying infantry and vehicles alike. The Fedaykin are also able to deploy into the sands with a thumper, which will inevitably summon a worm that can be temporarily controlled by the unit.
Imperial Sardaukar
The infamous and fanatical shock troops of House Corrino, the demise of their Emperor left them without a leader to serve. The Sardaukar travel to Arrakis during the war between the houses to observe the fighting, and hope to ally with the House that proves to be the strongest. The Sardaukar are fearless and nearly suicidal in their own disregard for personal safety, as such, they refuse to duck under fire believing it to be a sign of cowardice. However, their fanaticism is not to be synonymous with foolishness, as all Sardaukar are generally superior to the basic infantry of each house, and are usually twice as durable as the standard soldier.
The Imperial Sardaukar soldier is a heavily-armored warrior armed with a powerful minigun, which is usually capable to killing an enemy infantryman with a single burst. In squads, even in small groups, the soldiers are devastating against large amounts of infantry.
The Imperial Sardaukar Elite are the officers, equipped with a lasgun capable of severely damaging enemy vehicles and aircraft alike. However, when firing upon a shielded unit (like the Ordos Laser Tank, for example), the Sardaukar Elite and the shielded unit will both be killed. This effect exemplifies subatomic fusion and explosions resulting in lasguns interacting with Holtzman fields in the novels. However, the Sardaukar Elites are also equipped with small swords when in close quarters with enemy infantry, killing them in a single slash, making them difficult enemies to defeat.
Ixians
Ix is one of the major subfactions. Within the game, Ix is described as a fascist, technocratic House, in which the scientist elite rules. Its people slave in factories to produce Ixian technology which provides the elite with profit.
In the War of Assassins, the Ixians now play a more direct role in combat, interacting with the three Houses as trading partners. An alliance with House Ix can be forged by aiding them in various missions, providing that the player doesn't ally with the Tleilaxu first, as the two are bitter enemies.
Once allied, the Ixians will provide the player with units built from the House of Ix. These include the Infiltrator (a stealthed mobile kamikaze unit that reveals cloaked enemy units when it detonates), and the Projector Tank (fast hover tank with light mounted cannon, which when deployed, is able to project holographic images of the player's troops that provides realistic damage, yet disintegrates harmlessly on impact).
The Ixians have also been known to be victims of the Bene Tleilax forces on Arrakis, having dead Ixians harvested for use in their Flesh Vats. There is also a mission involving a revolt of the lower class on an Ixian research facility that parallels the revolution mentioned in Dune: House Atreides (1999).
Spacing Guild
The Spacing Guild plays the role of a subhouse, which allows allied players access to two units: the Maker (a Navigator-like infantry unit with a power weapon), and the NIAB Tank. The NIAB tank is capable of using the foldspace technology to teleport itself. It is generally accepted that NIAB is an abbreviation for "Navigator in a Box."
Tleilaxu
The Bene Tleilax, known as only the Tleilaxu in the game, is a subfaction. In game, they are treated for practical purposes as a Great House. Within the game's fiction, the Bene Tleilax are portrayed as religious fanatics who believe machines are evil. This portrayal reflects the Bene Tleilax in Heretics of Dune rather than the amoral traders seen in most of the series. Because of their gruesome technology, they're largely disliked. They have two unique units, Contaminators and Leeches, neither of which appear in the original books.
Contaminators
Contaminators
A Contaminator is essentially a hideously-deformed mutant spawned from the Tleilaxu Flesh Vats. It carries a lethal virus, capable of turning human beings into additional Contaminators. Any infantry killed in close combat with a Contaminator will be reborn as a Contaminator, under the command of the player controlling the original Contaminator. The Contaminator is only effective against infantry, however; its attack is extremely weak against enemy vehicles and structures.
Leeches
Leeches
The other unit of the Bene Tleilax forces offered to the three Great Houses during the War of Assassins, the Tleilaxu Leech, is a biogenetic tank that creates replicas of itself by implanting its larvae in enemy vehicles. It constantly damages the host vehicle until the target is destroyed and the larva hatches as another Leech. The infant larva can be removed by attacking the host vehicle or by using an infantry engineer to remove it surgically (the Atreides can also use their Repair Vehicle). A leech is extremely fast and can regenerate while stationary, making it efficient for hit-and-run tactics.
Like Dune 2000, the game featured all new high-quality full motion videocut scenes throughout the game. Emperor contains significantly more and longer videos than the previous games. Several actors have returned from Dune 2000, including Adrian Sparks (Emperor Corrino) and Musetta Vander (Lady Elara).
In addition, several notable actors appeared in the videos, including Star Trek's Michael Dorn, who played the role of Duke Achillus of House Atreides; the late Vincent Schiavelli, as the Harkonnen Mentat Yanich Kobal; also the late Nicholas Worth as the Atreides Mentat named Kolinar Koltrass and Mike McShane, as the Baron Rakan Harkonnen. The theme of the cutscenes, including the costumes, sets and vehicles, were largely based on the David Lynch film of the original Dune novel.