In an alternate reality created by Larry Bond where the Berlin Wall never fell and the Soviet Union has invaded American soil, gamers must rally armies of units to soothe a World in Conflict. Battles take place in the destructible fields, forests, and strip malls of Middle America. Single- and multiple players must command squadrons of Soviet, American, or NATO tanks, trucks, troops, planes, helicopters, and nuclear weapons in order to hold off the advancing enemy and maintain their position while attempting to move the line forward.
To successfully complete a game, gamers must guide their infantry and aircraft towards the enemy's capture zone. Each zone is protected by multiple circles of units that increase in number when the area is protected for long periods of time. Defeating at least one circle of defense turns the zone into a neutral space. During the game, players earn tactical points by sending their army into battle. These points can be used later in the game to call for air strikes, perform a radar scan, or to drop a nuclear bomb. By connecting to the Internet, gamers may declare war on multiplayer maps that support up to 16 players.
~ Gracie Leach, All Game Guide
Production Credits
Company 1: Massive Entertainment; President and Executive Producer: Martin Walfisz; Project Manager: Petter Sydow; Lead Game Designer: Magnus Jansén; Lead Software Engineer: Niklas Hansson; Lead Masstech Engineer: Christian Seger; Lead Massgate Engineer: Björn Törnqvist; Lead Level Designer: Carl Lundgren; Technical Art Director: Magnus Larsson; Lead Sound Designer: Ola Strandh; Art Director: Gabriel Odgren; Lead Artist: Rodrigo Cortes; Cinematics Director: Tobias Strömvall; Associate Project Manager: Johan Oldbring; Build Manager: Henrik Davidsson; Game Design: Mathias Karlson, Martin Jansén, Axel Rydby, Marcus Rosengren; Story Design: Christofer Emgård; Gameplay Programmer: Tobias Carlsson, Tommi Kiviniemi, Patrik Hagberth, Johan Pfannenstill, Petter Mannerfelt, Martin Jacobsson, Alexander Ericsson, Henrik Edin, Anders Holmquist, Daniel Ljungberg, Gregor Brunmar, Alexander Schrab; Technology Programmer: Kristoffer Grönlund, Stefan Johansson, Marcus Beausang, Anders Wesslén; Massgate Programmer: Björn Lindberg, Mathias Wittlock; Web Design: Christian Sebra; Level Design: Orhan Karagöz, Joseph Fricano, Erik Egerup, Petter Andersson, Jonas Mårtensson, Michael Andersson, Stefan Olsén; Special Effects: Thomas Bengtsson; Art: Joakim Månsson, Henrik Bohman, Hannes Bartels, Marcus Landén, Jenz Olsson, Anders Stenbeck, Christer Wibert, Marcus Pettersson, Stefan Wiesel, Robert Grafström, Peter Pettersson, Thomas Larsson, Lars Johansson, Dan Carlsson, Tor Frick, Kristian Carstensen, Rickard Åberg-Gombank, Daniel Rosenberg, Nicholas Cort, Stellan Tonring; Sound: Jens Jungmark, Simon Koudriavtsev; Lead: Henrik Sebring; Senior Designer: Nicklas Cederström; Lead: Fredrik Olofsson; Single-Player: Mattias Häggström, Hilda Lidén, Jonas Sandberg, Mikael Sofran, Scott La Grasta, Morgan Warner, Jesse Russel; Cinematics: Daniel Thuresson, Sebastian Åkesson Holm, Anders Egléus, Mikael Mellbris, Thomas Skareteg, Jesper Willumsen, Mikael Burman, Anders Martinsson; Cinematics: Martina Johansson, Christian Sjöstedt, Radek Jakubiak, Cyril Meusy, Valdemar Lethin, Niklas Johansson, Alex Oddbratt, Magnus Jakobsson, Andreas Palmgren; QA Administrator: Nicklas Öberg; QA Team: Dan Tugendraich, Alexander Tirone, Daniel Schneider, Wallentin Grafström, Tomasz Szerypo, Martin Bergöö, Teo Jenisch, Mårten Woxberg, Alexander Widen, Emilie Holm, Pontus Persson; VP and Director of Marketing: David Polfedt; VP Finance and Administration: Staffan Rosenblad; Systems & Network Adminstrator: Daniel Ljungberg, Magnus Månsson, Jerker Malm; Online Operations Manager: Erik Karlsson; Consumer Testing & PR: Martin Hultberg; Concept and Cover Artist: Pär Green; Marketing Team: John Björling, Anton Persson, Tobias Nyman, Joakim Permbo; Finance: Sara Kroon; HR: Camilla Benckert, Pia Johnsson, Åsa Andersson, Johanna Jonsson, Emma Peltokangas, Anna-Lewis Torstensson; Reception: Ann Gärdsby; Additional Credits: Carl Fransson, Robert Bare, Matthias Paulsson, Jonas Dahlin, Willy Bartels, Fredrik Engkvist, Pål Krebs Holmberg, David Berron, Per-Magnus Olsson, Asker Brodersson, Lars Kristensson, Per Smedjeback, Robert Jansson, Björn Johnsson; Original Score Composed By: Ola Strandh; Conducted By: Martin Gjerstad; Recording Engineer: Sebastian Borg; Additional Sound Design: Rob Bridgett, Scott Morgan; Story Consultant: Larry Bond; Script Consultant: Ed Zuckerman; Motion Capture Northern Light Studios: John Klepper, Johan Fröjd, Christian Sjöström; Talent: Kola Krauze, Daniel Jarl, Ulf Stenberg, Björn Bengtson, Erik Bolin, Tove Sandgren; High Moon Studios Motion Capture Supervisor: AJ Briones; Motion Capture Specialist: Mario Margott; Production Assistant: Da-Hsiung Hsia; Production Staff: Steve Sargent, Garrett Graham, Rich Phim; Motion Capture Talent: Michael Boyd, Steve Upton, Danny Hernandez, Brian Imada, Keith Davis, Richard Cetrone; Facial Animation Actor: Peter Fridh, Andreas Andersson; Centroid Studios: Ben Murray, Phil Stillgoe; Focus Tester: Per Andersson, Roger Wiking, Thorbjörn Sörensen, Teddy Persson, Markus Dahlström, Hannes Månsson, Arman Borghem, Johan Hanson, Anders Parmstrand, Alexander Måsan, Fredrik Elgström, Tony Appelgren, Patrik Appelgren, Johan Arbner, Henrik José, Henrik Johansson, Magnús Ageirsson; Company 2: Sierra Entertainment; Vice President, Executive Producer: Greg Goodrich; Associate Producer: Luke Thai, Ellen Williams; Content Director: David Wheeler; President Worldwide Studios: Martin Tremblay; Senior Vice President of Production: Mario Coculuzzi; Additional Production Support: Michael Schneider; Vice President, Creative: Chris Miller; Creative Director: Jeff Brown; Creative Associate: Matt Stokes; Play Balance Team: Timur Anosheckin, Don Choi, Sean Chong, Kirk Cole, David Spaccia; VP Technology: Brian Leake; Technical Director: Sean L. Palmer, Philippe Paquet; Senior Software Engineer: Danny Koo; Technical Director: Mark James; Executive Music Supervisor: Stephen Goldman; "Everybody Wants To Rule the World" Music By: Christopher M. Hughes/Roland Orzabal/Ian Stanley; "Everybody Wants To Rule the World" Performed By: Tears For Fears; "Here I Go Again" Music By: David Coverdale/John Sykes; "Here I Go Again" Performed By: Whitesnake; "Shadow On the Sun" Music By: Christopher Cornell/Timothy Commerford/Thomas B. Morello/Brad J. Wilk; "Shadow On the Sun" Performed By: Audioslave; "Trouble Don't Last" Music By: Rebecca Kneubuhl/Gabriel Mann; "Trouble Don't Last" Lyrics By: David Wheeler; "Trouble Don't Last" Performed By: Michael Boyd/Alvin Chea/Wendy Fraser/Rebecca Kneubuhl/Gabriel Mann/Melanie Nyema/Josef Powell/Beverley Staunton/Oren Waters/Julia Waters-Tillman/Maxine Waters-Willard/Greg Whipple; VP of Media Productions: James Carey; Project Supervisor: Amy Allison; Casting and VO Direction: Eric Weiss; Casting Coordinator: Andrea Toyias; VO Engineer Editor, Sound Supervisor: Mike Patterson; Senior Video Editor: Tonya Stumphauzer; Video Editor: Andrew Pierce; Motion GFX: Stuart Allison; Image Specialist: Blake Hill, Kevin Hill; Audio Editor: Rich Seitz, Ron Brambila; Production Assistant: Steward Schuster; Voice Actor: Alec Baldwin, Philippe Bergeron, Dmitri Boudrine, Scott S. Bullock, Michael Boyd, Antonio Del Prete, Sean Donellan, Endre Hules, Mark Ivanir, Peter Jessop, Gerard Karsenty, Daniel Kash, Boris Kievsky, Lars Lippert, Tom Lowe, Charles Martinet, Sylvia McClure, Nolan North, Phil Proctor, Michael Ralph, Enn Reitel, Espen Sandvik, Dwight Schultz, Andre Sogliuzzo, Jan Tellefsen, Emmanuel Todorov, Armando Valdes-Kennedy, Dave Wittenberg; Senior Vice President, Global Marketing: Al Simone; VP, International Marketing: Chloe Rothwell; VP, Marketing: David Kim; Global Brand Manager: Michael Lawrence, Guy Welch; Associate Brand Manager: Greg Agius; International Marketing Manager: Thomas Séris; VP of Creative Services: Steve Parker; Creative Director: Kathy Carter-Humphreys; Creative Manager: Kristy Cheng; Graphic Designer: Amdy Nunez; Associate Graphic Designer: Cheryl Williams; Concept Artist: Michael O'Hare; 3D Artist: Anton Persson; Account Supervisor: Dalene Tarr; Production Manager: Anthony Rietta; Production Artist: Alvaro Viquez; VP, Integrated Marketing: Ami Matsumura-Blaire; Marketing Coordinator, Integrated Marketing: Rachelle Rosenblat; Director, Promotions & In-game Marketing: Julia Thomas-Knap; Manager, Promotions & In-Game Marketing: Matthew Allen; Specialist, Promotions & In-Game Marketing: Nikki Pounds; Director, Channel Marketing: Linda Ethridge; Assoc. Manager, Channel Marketing: NR Pesquera; Coordinator, Channel Marketing: Mark Madsen; Manager, Interactive Marketing: Jack Walker; Coordinator, Interactive Marketing: Eric So, Chad Nimmo; Sr. Manager, New Media and Strategic Alliances: Ben Kusin; Senior Global Public Relations Manager: Matt Frary; PR Manager: Lisa Sdouet; Public Relations Coordinator: Bree Cotton; Vice President, Legal Affairs: Rod Rigole; Senior Counsel: James Riordan; Paralegal: Pam Teller; Senior Paralegal: Kevin Crook; Sr. Manager, Consumer Research: Linda Howard; Senior Analyst, Consumer Research: Michael Nguyen; Jr. Research Analyst, Consumer Research: Page Patten; Senior Director of Quality Assurance: Samer Raad; Studio Support Services - Office Manager: Anna Booth; Studio Support Services - Administration Assistant: Nuria Andres; Senior QA Manager: Michael Gonzales; QA Manager: William Guerrero; Project Lead: Minh Do; QA Tester: James Ong, Matt Brannon, Matt Laseke, Adam Carpenter, Ahuizotl Garcia, Alex Gold, Brian Sager, Charlie Oun, Chris Owen, Corey Lewis, Daniel Koo, Daniel Silva, David Luyties, Derrick Davis, Derrick Jones, Dustin Thomas, Ed Erdelac, Edward Robles, Ernest Devaney, Gavin Smith, German Gonzalez, Greg Lee, Jamare Keligond, Jason Ramirez, Jason Van Biezen, Jeremy Feasel, Jesse Delgado, Jimmy Do, Joshua Singleton, Justin Knause, Kevin Jones, Michael Lee, Michael Nguyen, Miguel Rodriguez, Robert Beaton, Scott Heinrich, Sean Harris, Sean Menasco, Shannon Cooper, Tracy Swineford, Trent Minx, Allen Wu, Cameron Manavian, Christian Pantoja, Daniel Penso, Jake Muir, Daniel McIntyre, Dirk Smith, Jake Muir, Jorge Diaz, Leif Johansen, Roberto Wesley, Ryan Watterson, Sergio Franco; Compatibility Requirements Supervisor: Robert Fleischacker; Compatibility Requirements Group: Austin Kienzle, Farid Kazimi, Robbie Fenoglio; QA Supervisor: James Pasque, Marcus Quinn; Burn Lab Supervisor: Afolabi Akibola, Chris Miller; Burn Lab Configuration Engineer: Tyree Deramius, Brad Graber, Jose Hernandez, Gene Shaw, Alvin Broussard, John St. John, James Pratt-Young; End User Support Technician: Shawn Lomas, Mark Smith, Jett Castanada; Project Leads VUPC Group: Brandon Valdez, Cyra Talton, Fauston Lorenzano; Senior Engineer VUPC Group: Richard Benavides
World in Conflict does not offer base-building or resource gathering. Instead, players are given a pre-determined amount of in-game reinforcement points to buy units. When a player buys a unit, the reinforcements points are subtracted from the point bank and the units are airdropped to the field, with a 20-second wait for the units to arrive. When a unit is destroyed, the points that had been used to purchase it are slowly filtered back to the player: thus reinforcements can be summoned back into the fray. Tactical gameplay lacking base and unit building is similar to real-time tactics (RTT) games, some of which feature intermittent reinforcements. Another example of the genre is Ground Control by Massive Entertainment,[7] sometimes considered World in Conflict's spiritual predecessor. In fact, the game's designers considered the game to be an RTT,[5] though the game is generally marketed as RTS.
World in Conflict contains three main factions: the United States, Soviet Union & NATO, all playable in multiplayer games. However, only the US and NATO are the available factions in the single-player campaign. They are pitted against the Soviet Union throughout the story as well as in online play.
The player may choose one of four roles in battle: infantry, air, support or armor. The infantry role gives access to various infantry squads such as anti-tank teams, snipers, and light transport vehicles whereas armor allows players to use various classes of tanks, the dominant direct fire land combat unit of the game. Players choosing the air role have access to anti-armor, air superiority, scout and transport helicopters. Finally, the support role contains anti-air, artillery, and repair units. Each role's basic units can be purchased by everyone but are more expensive for players with a different role. In addition, each role has its own exclusive units, that aren't available for purchase from other roles.
The game relies heavily on teamplay; for example, a lone armor player can be easily defeated by an air player, whereas an air player would be ineffective if friendly armor players do not effectively neutralize enemy anti-air. This heavy reliance on teamplay has been met with some criticism by players since inexperienced players that do not teamplay can potentially spoil a match. The most prominent forms of this is support players only using heavy artillery and not using anti-air and repair units, leaving armor players exposed to enemy helicopters. The higher importance of armor than artillery, and the weakening of artillery's attack power by subsequent game patches has added to the problem.[dubious– discuss]
Most units have special offensive and defensive abilities that recharge after use. For example, standard infantry has the offensive grenade launcher attack and are capable of a defensive sprinting maneuver. World in Conflict uses a tactical aid system similar to that of Command & Conquer: Generals. Tactical Aids allow the player to perform special actions such as calling in airstrikes, deploying paratroopers, and to launch carpet bombing raids.
Single player campaign
The single player campaign, owing to inspiration from Call of Duty and Medal of Honor (see the 'Influences' section below), puts the player in the role of Lieutenant Parker, a United States Army officer in charge of a company. His face is never shown throughout the entire campaign. Meanwhile the AI handles the remainder of action on the battlefield, though a large portion of the action is still focused on the player. This contrasts the approach of other real time strategy (RTS) titles, in which the player is in charge of whole armies and thus responsible for most of the action on the battlefield. The player can see action at many different locations in the United States, Europe and Russia.
The campaign mode differs from the skirmish and multi player modes in that it restricts the units that can be deployed. The campaign mode is narrated by Alec Baldwin throughout.
Multiplayer
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Multi-player games support up to sixteen players and can be played on a LAN or over the Internet. Three types of maps are featured: domination maps, where players must control command points to win the game, assault maps, where one team defends a series of command points which the other teams assaults, and tug of war maps, where teams must fight to capture a series of command points on the front line, whereupon the line shifts towards a new set of points closer to the losing team. One side plays as either the United States or NATO, while the other as the Soviet Union. Neither side has any sort of advantage.
Roles
When players first begin to play a game, they choose one of four roles to play. The four roles are Infantry, Armor, Air, or Support. The infantry role commands regular ground forces, the armor role mainly controls various types of tanks, and the air role controls various types of helicopters. The support role is the most broad, filling the remaining units such as artillery, anti-air units, and repair units. Although it is possible to mix roles, units in a role other than the one chosen by the player will be more expensive to call in.
All of these roles have their own strengths and weaknesses. For example, when placed in cover (like buildings or forests), the infantry squad can remain hidden until they attack or are attacked by enemies, creating decent ambush points, but they are very vulnerable to fire when on open ground. Armor is good for assaulting, holding, and defending command points. The Armor role is also very efficient at engaging large amounts of enemies, but is easy to ambush and very weak against air units. Helicopters move very fast and can ignore all terrain obstacles like buildings or forests, and are also strong against all ground units. However, just two anti-air (AA) units is enough to destroy a whole squadron of helicopters in seconds. Helicopters can not capture command points. The support role provides services that no other role can provide, such as long range artillery fire, repairing of vehicles, and anti-air units, but is useless in close-combat.
Tactical Aid
Tactical aid points can be earned by destroying enemy units or capturing command points. These tactical aid points can be spent on heavy long-range fire support, extra units, or radar to see hidden or not-visible units. Based on how many points the player has, they can call in fire support like air strikes, napalm, chemical bombs, carpet bombs, and even nukes.
Unit Deployment
Each player starts the game with 4000 reinforcement points, which they spend to get their early units. This number will increase over time, and playing well will make it increase faster. After a brief period of time, the player will once more be capable of calling in more units to the battlefield.
Online Match Modes
Around each important landmark on all of the dozens of playable maps will be tiny circles called command points. Each command point will have two-four of these circles, and the point is captured when the player or their allies allies have units in all of them. Players can then reinforce these points by simply leaving units in them, which will build up an anti-infantry fortification first, followed by an anti-tank fortification, and finally an anti-air fortification. These can be destroyed and rebuilt infinite times, as command points, especially centrally located ones will change hands throughout the course of the game.
While not absolutely necessary to win, capturing command points gives many bonuses. The fortifications are always helpful, as it will make the enemy think twice before blazing past those positions. Also, most of the command points are in strategic positions, like hills good for launching artillery fire, or in heavily urban areas with lots of cover for infantry.
The game ends when one side is completely dominant over the other, or when 20 minutes are up, in which case, whichever side is winning at the time is declared the winner. A bar is displayed at the top of the screen showing the status of both armies. After the game is over, the score sheet will be displayed, showing who did the best and who did the worst, also giving specific details, like the most successful player in each role, and who did best at directing TA. These points are reported to the massgate server and affects the players' rank in the game.
Artificial intelligence
The game host can add bots to play on the server. The AI is quite proficient, using different techniques for different game types and using a variety of forces together, so there are few weaknesses. Bots adapt quickly and react well to changing situations on the battlefield, and are also quite good at using tactical aids effectively[citation needed]. Bots try to obey commands given by the player by replying on-screen.
Rankings
The online component of the game uses the in-game massgate system, which is derived from Ground Control[citation needed]. The system helps players keep track of friends, allowing them to see whether they are online or playing a game. Clans can be created and kept track of in-game, with features such as ranks and clan matches. Massgate includes leader boards and a ranking system based on US Army military ranks. Players can increase their rank and leader board position in a way similar to Battlefield 2, by accumulating earnings and scoring points, medals, and badges. Achieving higher ranks becomes progressively more difficult. The leader board also keeps track of clan rankings.
Interface
The game interface for World in Conflict is smaller than that of other strategy games[citation needed]. There is no framing in the game, so the interface is dramatically reduced especially at the bottom middle. The middle is replaced with a list of units, whereas the top right hand corner contains the expandable reinforcement procurement list. The mini map is in the bottom left hand corner, while the bottom right hand corner contains the special abilities buttons (including unit formation). Overall, the smaller interface gives players a bigger view of the battlefield, allowing players to micromanage more easily than in other strategy games. Players can also use a messaging system that is designed to allow conversation between individuals regardless of whether they are on the same server or playing the same game.
World in Conflict features a fully rotational 360 degree camera. The player uses the WASD keys to move the camera around the map, while clicking and holding the mouse wheel is used to look around from a fixed position, players can also move the camera very close to the units on the ground.
Plot
The game is set in an alternative 1989 in which the Soviet Union elects to take military action to sustain itself, rather than collapse. Failing to achieve aid diplomatically, Soviet forces invade Western Europe. The player assumes the role of First Lieutenant Parker, a United States Army officer who serves with the disgraced Captain Bannon, under the command of Colonel Sawyer.
The battleship USS Missouri aids the player's Battalion during the Battle for Pine Valley.
Soviet forces launch a surprise invasion of Seattle, Washington. A combination of regular U.S. Army and National Guard confront them while civilians are evacuated. Retreating south under the command of Colonel Sawyer, they capture Pine Valley, forcing the Soviets to halt. A month later the Red Army renews its assault eastward towards Fort Teller in order to disable the United States' Strategic Defense Initiative. They are unaware that the project is a bluff; its existence having thus far kept the Soviet Union from launching a nuclear strike. Therefore the facility's defense takes top priority, and Sawyer and his forces engage in a series of delaying battles en route to the Fort. However, Soviet forces overwhelm them at Cascade Falls and a plan is made to launch a nuclear strike at the town, ensuring victory but needing volunteers to pin the enemy down. While everyone else flees, an apologetic Bannon finally finds redemption by volunteering. The tactical nuclear missile is fired at the town; annihilating Bannon, his company and the Soviet forces.
A flashback to the outbreak of the war reveals that diplomats from both sides had labored for a month but had ultimately failed. Sawyer, Parker and Bannon serve in France as part of a NATO counteroffensive to drive off a Soviet invasion near Marseille, but while successful, Bannon's negligence results in the death of the French liaison, Commandant Sabatier. Later, they are sent on a secret mission inside the Soviet Union to retrieve intelligence from a crashed prototype B-2 bomber, which leads them to a Soviet naval yard where they destroy submarines to be used in an invasion of the U.S. East Coast. During the operation Bannon accidentally kills Soviet civilians. Later, Parker and the battalion assist U.S. Army Rangers in fighting off the aforementioned invasion of New York City by Soviet Spetsnaz. The Soviets intend to store chemical weapons inside the Statue of Liberty and release them over Manhattan. With Parker's effective assault Liberty Island is retaken and an air strike that would destroy the iconic statue is called off. Sawyer, disgusted with Bannon's incompetence, reassigns him to a supply depot in Seattle while Parker goes there to visit his family.
Returning to the present time after the nuclear strike, the People's Republic of China has entered the war as a Soviet ally. China launches attacks into Asia, and sends an invasion fleet to reinforce the Soviet beachhead in Seattle. The U.S. President orders the surviving Army units from the attack on Cascade Falls to attack Seattle, and as a backup plan orders a nuclear strike against Seattle should this attempt fail. Sawyer, desperate to avoid another Cascade Falls on a bigger scale, orders his forces to attack before the Chinese can land. They succeed in breaking through the Red Army's defense perimeter around Seattle, and capture Puget Sound to secure Soviet anti-ship missile launchers for use against the Chinese fleet. The reinforced US battalions launch their counterattack, spearheaded by the 5th battalion. Seattle is retaken from the Soviets before the Chinese fleet arrives, thus delivering a decisive blow as the Chinese are unable to launch an amphibious assault themselves. Consequently, the fleet return to China, with a concluding statement that Parker may be called upon to fight later on.
2.0 GHz Or Higher, 2.2 GHz For Vista, if dual-core: Any Intel or AMD
Memory
512MB, 1GB for Vista
Hard drive space
8GB or more
Media
DVD-drive
Graphics hardware
128MB video RAM Direct X 9.0c Compatible
Sound hardware
Direct X 9.0c Compatible
Network
Cable, DSL or Better
Influences
The game's designers have cited the 1984 film Red Dawn as one of their key influences.[9] The film's main premise is the invasion of America by Soviet and Central American troops. Echoes of the film can be seen in the initial paratroop landings (though in the film they happen in Colorado) and in the use of civilian transports to disguise a Soviet invasion force; again, this differs slightly from the film. Also, in the Soviet Assault expansion, the name of the Soviet invasion of Germany (and presumably the United States) is referred to as Operation Red Dawn.
Tom Clancy's novel Red Storm Rising is likely to have some elements drawn from it; as it depicts a conventional war between NATO and the Warsaw Pact in West Germany, though much of the action takes place at sea. An added factor was that the co-author of the book, Larry Bond, was the main consultant for the World in Conflict team.
Another influence for the game, according to issue 7 of the WiC Journal, are the first-person shooter game series Call of Duty and Medal of Honor, and how the games give the player a relatively small role in a big conflict and will command small numbers of units at a time rather than whole hordes. The developers, still according to the journal, have also looked to the games Battlefield 2 and Counter-Strike: Source for inspiration.
Marketing
Metallic packaging of Taiwanese collector's edition.
The collector's edition of World in Conflict comes in a limited edition collector's box art cloth packaging (with a Soviet flag on one side and Russian wording of "World in Conflict", and the USA Flag on the other with English "World in Conflict") and includes an authentic piece of the Berlin Wall,[10]Modern Marvels: The Berlin Wall DVD by The History Channel, Behind the Scenes DVD and World in Conflict exclusive Creative HS-390 headset (Europe Only).[11] Those who had preordered the game were given access to the Beta, the ability to preserve their username and clans, and either received the Modern Marvels: Strategic Air Command or the Declassified: The Rise and Fall of The Wall DVD by the History Channel depending upon which area of the world one was situated in.[12]
The collector's edition in Poland is different compared to collector's editions in other countries. It includes an exclusive World in Conflict wooden container, limited edition collector's box art packaging (Soviet or USA Flag), a full-sized flag of the USA or Soviet Union, an exclusive World in Conflict poster, a t-shirt and cap with the World in Conflict logo and decorations and a World in Conflict exclusive Trust Hs-2200 headset.[13]
The collector's edition available in Taiwan, is also different. As there was no preorder scheme put into place. It includes an exclusive flag of the Soviet Union, a Modern Marvels: Strategic Air Command DVD by the History Channel, Special translated behind the scenes DVD, Metallic packaging featuring the Soviet Flag on the front, and the USA flag on the back.[14][15]
The game was re-released under World in Conflict Complete Edition including the new expansion Soviet Assault all in one game.[16]
World in Conflict has received generally excellent reviews. It topped weekly sales charts in North America, Germany and Australia in the week it was released.[26] It received "generally favorable reviews" from game critics according to the review aggregator Metacritic,[17] where the game has an average score of 89%. Gamespot called the game "the studio's masterwork". They gave it 9.5 out of 10[21] and the editor's choice award. The game also received the editor's choice award from IGN[22] and the Australian gaming magazine PC PowerPlay, as well as PC Zone's classic award.[24]PC Gamer US awarded the game its editor's choice award, as well as naming it the 2007 RTS game of the year.
Prior to its initial release in September 2007, World in Conflict received several awards from its E3 presentation in 2007.
IGN: Best PC Strategy Game, Best Strategy Game (All Platforms), Best Of E3 2007[27][28]
Gamespot: Best Strategy Game Of E3, E3'07 Editors Choice Award[29]
A new expansion of the game, called World in Conflict: Soviet Assault,[33] has been released for Windows since March 2009.[34] Plans to release the game under the same name for home consoles, the Xbox 360 and the PlayStation 3 have been dropped.[35]
The new edition includes a brand new campaign from the Soviet perspective. New maps are included as well as new movies and cut scenes, however there are no new units included.[36]
On July 29, 2008, Activision dropped World in Conflict: Soviet Assault from production along with a number of other games putting the future of the game in question.[37] On August 6, 2008, Activision Blizzard put up Massive Entertainment for sale.[38]Massive Entertainment has since been acquired by Ubisoft. The game was released on March 13, 2009 in several formats. It was packaged under World in Conflict: Complete Edition which is the new retail collection, containing both World in Conflict and the expansion, Soviet Assault. The Complete pack was available through retail stores, Steam download and Direct2Drive download. Soviet Assault was also released separately as a download for owners of the original WiC, through Steam and D2D and also in a retail version.
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