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Total Annihilation: Kingdoms

 
Games: Total Annihilation: Kingdoms

Game Description

For generations, peace held sway over the mythical kingdom of Darien because of the strong and heroic leadership of the First Mage Emperor Garacaius who was responsible for the restoration and tranquility of this chaotic world. He divided the kingdom equally between his four children, two sons and two daughters, and ensured continuity by bestowing a sacred relic of great power and immortality on each. Unfortunately, Garacaius disappeared under mysterious circumstances and now, several hundred years later, peace is grinding to a halt as his offspring bicker and fight among themselves for control of Darien.

In Total Annihilation: Kingdoms, four equal but dramatically diverse factions vie for supremacy as they strive to conquer the Land of Darien through the use of magic, armed aggression and real-time strategy. The elementally-based protagonists include the lands of Aramon (earth), Veruna (water), Zhon (air) and Taros (fire). The two forces representing good, earth and water, are aligned against the evil forces of fire and air.

Total Annihilation: Kingdoms includes both single-and multi-player maps and missions. The game features an innovative single-player campaign approach in which the player actually changes allegiance and experiences gameplay as all four civilizations during the 48 missions. Multi-player action is free at the Cavedog Entertainment Boneyard Internet site. Periodically, the designers will offer free downloads of new units at the site as well.

The game ships with Cartographer, a map, mission and scripting editor, for fans eager to expand gameplay by devising and creating new missions and scenarios. The world of Darien is vast and consists of many varied 3D environments such as swamps, forests and hills to name just a few. Resource management in Total Annihilation: Kingdoms centers on the commodities of time and mana. As a real-time strategy game, both elements come into play and affect results of conjuring new units from the more than 100 available.

The interface is almost entirely mouse driven with some keyboard shortcuts available. Gameplay includes features such as fog of war, where units can only "see" units and structures within their line of sight, darkened maps that are revealed slowly as units explore territories and battle maps shown in overhead 3D perspective. Other game components include a system of unit advancement that relies on experience, divergent units postured with offensive, defensive or passive proclivities, dynamic mana generation and a large contingent of more than 50 monsters and non-playing characters.
~ Michael L. House, All Game Guide

Roots & Influences

Total Annihilation: Kingdoms is the second full game of the Total Annihilation series. Both the Battle Tactics and The Core Contingency releases were tied to the original game and served as add-ons or expansion packs. All three of those titles preceeded Total Annihilation: Kingdoms. Cavedog Entertainment created an online Internet environment for all players who enjoy multi-player mayhem linked to Total Annihilation products.
~ Michael L. House, All Game Guide

Review: Overall

For the legions of fans who found Total Annihilation to be an intriguing and refreshing entry in the real-time strategy genre and were counting on Total Annihilation: Kingdoms to provide more of the same, the changes inherent in this follow-on title will be a considerable surprise. Whether that's good or bad news will depend entirely upon each individual's taste and expectations.

For me, the most exciting quality of Total Annihilation: Kingdoms is the decision by the designers to eschew the safe path to guaranteed success by resisting the temptation to simply clone the original product, and, instead, dare to be different. There is no doubt that picayunish gripes will surface regarding certain areas of gameplay or structure but few games near perfection and this one is no exception to that rule. However, viewed as a product designed to give the consumer a high return for a relatively small investment, many game designers would benefit the industry greatly by trying to emulate the creative thinking and innovations found in Total Annihilation: Kingdoms.

The incredibly smooth manner in which the 48 missions of the game are enmeshed to create a masterful single campaign that follows a detailed and superbly developed storyline makes one question why this seemingly obvious and intuitive approach hasn't been an industry standard up to this point. With luck, that will change with the release of Total Annihilations: Kingdoms acting as a catalyst. Prior to this title, most major entries in the RTS genre have centered on campaigns or missions being singular in nature in terms of following or controlling one faction's perspective during each full playing of the game.

The concept of guiding a player through a diverse and exciting plot by basing action on four separate and distinctly modeled in-game perspectives, seamlessly integrated, is a startling breakthrough in game design. Knowledge of and appreciation for each faction's attributes, ideology and approach to magic and/or combat builds slowly as the player is literally forced to deal with each component directly. Through a series of 48 missions, each introduced by a significant, interesting and well produced cut scene, the player must become familiar with the various viewpoints, strengths and weaknesses of each side of the forces vying for supremacy within the land of Darien.

Furthermore, the designers have intelligently structured the difficulty of the missions and unit availability to increase sensibly as the story unfolds, requiring the player to form a solid understanding of all units, not just the high-end components needed for a quick knock out of his or her opponents. In fact, the interaction of units with both friendly and hostile forces becomes more relevant as the war rages and functionality increases or decreases in the face of the enemy. Even the uneasy alliances required between the two "good" forces (traditionally-based) who remain cognizant of the potentially destructive nature of magic and that of the two "evil" forces (magically inclined) reflect the specific synergy of particular units.

Beyond the innovative game structure that relies on the real-time mix of diverse perspectives, Total Annihilation: Kingdoms contains an impressive array of other positive features. For example, each of the four factions is clearly personified by individualistic approaches to unit makeup and philosophical differences in the processes of waging war even though each has the same ultimate goal. The downsized reliance on time necessary to investigate, develop and manage vast repositories of varied resources results in a welcome and streamlined approach allowing for concentration on tactical and strategic combat requirements.

Visually, Total Annihilation: Kingdoms represents a nearly total change from terrain and units seen in the original title. Even more noticeable are the brilliant connective features that help one landscape merge with the next. With the focus of a more fantasy-based realm, terrain features blend subtly and add definition to the panoramic scenery with a subsequent feeling of reality, rather than employing a sharp dividing line between areas. This being the case, it's puzzling as to why the designers didn't expand this virtue to individual units. As in any fantasy-based game that relies on the potentially capricious nature of designed participants, the demand for stylish characters is paramount. Unfortunately, in some instances Total Annihilation: Kingdoms occasionally disappoints in this area as units engaged in melee combat can often be difficult to distinguish from one another.

Far from being a fatal flaw, however, this lack of definition is sporadically encountered and can be viewed as a minor annoyance and is, in fact, somewhat offset by impressive designs of larger non-human units, such as ships or flying machines. Unfortunately, the same cannot be said for sound effects. If Total Annihilation: Kingdoms contains an inherently major shortcoming, in my view it is the lack of prominent and arresting ambient sounds. Most units and battles do have individualized aural qualities but lack any consistency of depth or excellence. This shouldn't be confused with the voiceovers within the cut scenes, however, as the quality evident in that area is quite admirable.

Gameplay is smooth and although the game lacks a tutorial per se, there are instructions pertaining to some aspects of the various modes of play, especially the thoughtful "Play the Machine" option. This differs from the lengthy campaign mode in that the player can launch a game against up to seven computer opponents and invoke the skirmish option that provides instant access to all units, regardless of size or ability. This is undoubtedly the best way to practice for multi-player action because of the opportunity to customize the game to your liking in terms of starting conditions, strength and number of opponents, combat conditions, battle parameters and more.

In addition to the hefty number of maps and missions available for both the single- and multi-player modes, a powerful map, mission and scripting editor is available for creation and design purposes. With the designer's Total Annihilation: Kingdoms web site and promise of new units, Cavedog's dedicated multi-player site Boneyards www.boneyards.com and user links for trading and exchanging maps, missions and scenarios, hard drive longevity seems assured.
~ Michael L. House, All Game Guide

Review: Enjoyment

A truly memorable experience in light of the wonderfully integrated single-player 48-mission campaign replete with the shifting of player perspective as the action moves from one monarchy to the other. Missions start off fairly easy but build in complexity as the game progresses. The simple but effective transitions from one mission to the next add greatly to the flavor of the game and create a suspenseful environment by offering new and varied objectives and player-controlled forces, resulting in a definite "what next?" interest level for the player.
~ Michael L. House, All Game Guide

Review: Graphics

Although some individual units can blend together during melee combat, overall the game's look and atmospheric environment is enhanced by the 3D quality of the various landscapes. Color is vibrant, maps are well constructed and terrain is beautifully rendered. Use of a high-end machine is recommended for smooth viewing with all customizable features toggled on, however, the very existence of customization options should allow enjoyment even at the minimum requirement and resolution levels.
~ Michael L. House, All Game Guide

Review: Sound

A mixed bag but not as high a rating as it could be. Quality of specific unit sounds seems listless and uninspired while the lack of significant battle sounds detracts from the overall experience. The music, on the other hand, is inspired and complements the game admirably.
~ Michael L. House, All Game Guide

Review: Replay Value

With the map, mission and scripting editors plus the many multi-player options provided, the game is guaranteed significant replay value. The 48-mission campaign game for single-player notwithstanding, the customizable options for the "Play the Machine" and skirmish modes assures longevity.
~ Michael L. House, All Game Guide

Review: Documentation

The designers give marvelous attention to the background story and history behind the land of Darien and its inhabitants in terms of preparing the player for the intricate and cogent plot. The manual describes the various types of characters, warriors and structures found within the four Tiers of each of the four monarchies but fails to deliver even a rudimentary chart containing individual unit abilities, attributes or strengths in numerical terms which might have been handy. Even with the oversight, documentation is still formidable.
~ Michael L. House, All Game Guide

Production Credits

Lead Designer: Clayton Kauzlaric; Lead Programmer: Brian Brown; Project Coordinator: Garrett Link; Producer: Ron Gilbert; PROGRAMMING Senior Engineer: Matt Setzer; A.I.: Frank Hollander; Interface/Front End: Paul Haugerud, Kevin Smith; Tools: Steve Miale, James Loe; ART Unit Art: John Gronquist, Dan Cole, Robert Koshi, Jim Millar, Rebecca Rettenmund, Nicole Waller, Paul Wesberry; Unit Textures: Dane Egenes, Kevin Chung, John Gronquist; Background Art: John Baron, Kevin Chung, Peter Fries, Mark D. West; Surface Feature Art: Mike Denlinger, Colin Tennery; Interface: Corey Dangel, Mark DiGiacomo, Eric Nava, Brad Rebh, Adrian Bourne, Nick Heitzman; Effects Animation: John Gronquist, Paul Wesberry; Mission Design: Patrick Hoynes, Dirk Hunter, Michael tom; THE BOOK OF DARIEN Script Writers: Ken Melville, Noah Falstien; Story: Brian Brown, Ron Gilbert, Clayton Kauzlaric; Director and Editor: Mark DiGiacomo; Book of Darien Illustrators: Don Barnett, Mark DiGiacomo, Peter Fries, Michael Gibson, John Gronquist, Jarrett Holderby, Stephen King, Eric Klogstad, David Stevenson, Doug Williams; Narrator: Kari McGee; Voice Actors: Ken Boynton, Stephan Weyte, David White, Henry Dardene, Heidi Turner; Sound Design: Frank Bry; Unit Voices: Jock Blaney, Ken Boynton, Kymberlie Colbourne, Mike McAuliffe, David Povall, Gern Svenson, Heidi Turner, Stephan Weyte, David White; Cavedog Logo Movie: Rebecca Coffman, MaryAnn Flaherty, Jens Johnson; Localization: Ingrid Berendt; Unite Scripters: Shane Hendrix, Joe Mullenix; Production Assistance: Steve Kuo, Bryan MacDonald, TJ Wright; DARIEN WEB ATLAS Frank Rogan, Adam Ketola, Max Holechek, Michael Felicetty; QUALITY ASSURANCE QA Manager: Zenon Thornton; Test Leads: Todd Clausen, Zenon Thornton; Testers: Kyle Casperson, Eric Fjellanger, Eric Helbig, Miene Lee, Bryan MacDonald, Brian Moore, Phil Nelson, Randy Ochs, Daniel Prigg, Eric Rosko, Matt Schroeder, Matt Skau, Eric Snyder, TJ Wright; PACKAGING Art Direction: Marci Knutsen; Project Management: Marci Knutsen, Allison Clarke, Imagio; Design: Lisa Dunnavant, Imagio, Eric Boston; Illustration: Clayton Kauzlaric, Greg Call; Product Production: Angela Tuite, Nikki Gilchrist; MARKETING AND COMMUNICATIONS Marketing Manager: Mark Polcyn; Communications Manager: Brandon Smith; BONEYARDS Art Lead: Corey Dangel; Artists: Brad Rebh, Eric Nava; Map Designers: JC Connors, Brandon Franklin; Director of Online Technology: Rick Lambright; Boneyards Programmers: Stephen Clarke-Wilson, David Satnik, Tim Royal, Andrew Berg, Jeff Evertt, Jay Patterson; Boneyards QA: Jason Blackthorne, Eric Elders, Brad Lyons, David Nixon and Scott Wallin as The Beaver
~ Michael L. House, All Game Guide
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Wikipedia: Total Annihilation: Kingdoms
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Total Annihilation
Total Annihilation - Kingdoms Coverart.png
Developer(s) Cavedog Entertainment
Publisher(s) Cavedog Entertainment
Designer(s) Chris Taylor
Version 4.1BB
Platform(s) Windows x86
Release date(s) June 25, 1999
Genre(s) Real-time strategy (RTS)
Mode(s) Single player, multiplayer
Rating(s) ESRB: Teen
Media CD-ROM
System requirements Pentium 233 MHz, 32 MB RAM, Windows 95/98, VGA graphics card, Sound Blaster-compatible sound card, 4x CD-ROM drive, and 80 MB hard-disk space
Input methods Keyboard, Mouse

Total Annihilation: Kingdoms or TA:K is a medieval fantasy real time strategy game created and released by Cavedog Entertainment on June 25, 1999. On release, Total Annihilation: Kingdoms reached the top of the weekly game sales chart. While it was the last major title from Cavedog Entertainment, an expansion pack, "The Iron Plague", was released in 2000.

Contents

Overview of Differences

Total Annihilation: Kingdoms was the anticipated second installment of the Total Annihilation franchise. Although the game was neither a prequel nor a sequel to the original Total Annihilation game, comparisons between the two games were inevitable. There were numerous thematic and design differences between Total Annihilation and Total Annihilation: Kingdoms.

  • A more in-depth storyline, told with cutscenes between missions just as Total Annihilation had, but with more detail.
  • A change from a futuristic setting to a fantasy setting.
  • Simplified resource-management, with just one resource(mana) instead of two(metal, energy).
  • Four sides at the start, oppose to the original's two, with an expansion pack that added in a fifth.
  • While the original Total Annihilation had players playing through the Core or Arm campaigns separately, Total Annihilation: Kingdoms switched between the four groups, players playing each side, as the levels progressed.
  • Unlike the original Total Annihilation which had most of the units on its two factions virtually the same, other than in appearance, Total Annihilation: Kingdoms had very distinct characteristics between factions.

Story

The story involves four sibling monarchs in their struggle to dominate the land of Darien: Elsin of Aramon, Kirenna of Veruna, Thirsha of Zhon and Lokken of Taros, following the disappearance of their father, Garacaius.

A more detailed story and world was presented in Total Annihilation: Kingdoms than was in Total Annihilation. The missions coincided with the storyline that was presented. In one example, a cutscene describes that the side of Aramon obtains the use of gunpowder. In that mission, the player plays the side of Aramon where using a gunpowder-based unit is critical towards the success of that mission. The game booklet and a detailed HTML atlas of Darien also added further background information to the storyline.

Complexity

Total Annihilation: Kingdoms reduced the number of resource types from the two found in Total Annihilation (Metal and Energy) to one: Mana or magical energy.

Total Annihilation: Kingdoms also opted for fewer units than its predecessor. This was due, in part, to the added complexity of the models, animation and textures required for living creatures (versus the robots and machines of Total Annihilation). Cavedog released thirteen additional units for TAK over time.

Units and sides

Where Total Annihilation had largely parallel technology trees between two similar sides, Total Annihilation: Kingdoms tried a more diversified approach.

There are different categories which highlight just how different the various factions were.

Interface

Total Annihilation: Kingdoms did feature a number of refinements and improvements with its interface design. The design ethic and innovations started with Total Annihilation were expanded, including infinite production queues, non-linear/interruptible queues and a fully playable mini-map mode. Squad designations for groups of units were easier and more intuitive than they were in TA. As in TA, TA:Kingdoms also allowed players to see translucent images of all unbuilt structures in a build queue.

Campaign trails

The idea of a campaign sequence for each side was eliminated in favor of a single linear path that alternates between the four sides: Aramon, Taros, Veruna and Zhon. This allowed the developers to put all of their effort into a single narrative and its associated artwork.

Online Multiplayer

Originally Total Annihilation games were played on Boneyards.

Due to Cavedog's closing, players cannot play online through the game's multiplayer option. In order to play online, a separate client must be used. A commonly used client is Gamespy Arcade. This client allows for all the features that Cavedog's original inbuilt client did. Up to 8 players can play together at a time either on teams or against one another.

The Iron Plague expansion set

Shortly before Cavedog's collapse, an expansion pack was released titled The Iron Plague. The premise of the sequel continued the storyline of the lost father of magic, Garacaius. Believing that magic was a source of conflict, Garacaius fled his kingdom and founded a new empire based on science and engineering, as opposed to magic. This new empire, Creon, quickly dominated the neighboring provinces and absorbed the knowledge of their conquests. Garacaius himself died, but the elected ruler of Creon (in a steam-powered robotic suit) eventually led the kingdom on a crusade against magic and the magical sibling rulers of Darien. The expansion pack added an entirely new faction to the game (the science and engineering kingdom of Creon), as well as hundreds of new maps and entirely new graphics for map tile sets. It included the newest patch for the game, although anyone could freely download this from the official site.

References

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