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Total Annihilation: Kingdoms
DEVELOPER
: Cavedog
PUBLISHER : Cavedog
System Requirements
Pentium 200MHz, 32MB RAM |
Recommended
Pentium II 450MHz, 18+ MB RAM |
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Ratings
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| Code
Issues
Graphics:
9
Audio:
8
Interface:
9
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Play
Issues
Gameplay:
8
Replayability:
6
Multiplay:
7
Learning
Curve: 8
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| Other/Notes
Documentation:
7
Pros:
elegant interface, excellent graphics and a rich unit
diversity.
Cons: Poor AI,
HIGH system requirements and a linear campaign.
Overall:
7.8
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In 1997 the gaming market was crowded
with several Command and Conquer clones and basically every
company tried to take advantage of the RTS hype. Some of them
were inspired and innovative but unfortunately, they only
represented a minority. Total Annihilation was the
most original for two reasons: the excellent 3D engine and the rich
gameplay enforced by the abundance of unit types. It was
the first non-Westwood-or-Blizzard RTS game to revolutionize the
genre. The downsides were a vague, monotonous storyline
and the obvious balance problems caused by the unit diversity.
They promised not to commit the same mistakes again.
Almost two years have passed and Cavedog is trying to cover the gap
left with Total Annihilation: Kingdoms, a fantasy real-time
strategy game. Have they succeeded? You are about to
find out.
Execution
The TA: Kingdoms engine is an improved version of
its predecessor. It makes limited use of hardware
acceleration to enhance certain special effects such as spells,
buildings on fire or debris. However it does not improve the
game's frame rate or the polygons themselves. The result is a
resource sucker, slowing down even the fastest PII's out there,
especially during large scale battles. This eventually
affects the gameplay and converts any epic battle into frustration.

The sound effects enhance the main
theme for each faction and overall they contribute in creating the
fantasy feel. The orchestral score is incredible as expected.
In fact it was composed by the same Jeremy Soule who gifted the
original Total Annihilation with an excellent soundtrack.
However it doesn't emphasize the differences between the four sides
at all and it remains similar throughout the mixed campaign.
Gameplay
The campaign consists of 48 missions. Despite its size, it doesn't
offer much diversity aside from a few subtle escort, sneak in or
defend missions. The majority of them are simple
destroy-everything-in-sight missions. Even if you are an
absolute newbie, you can still pick the manual and follow the two
magical steps: Ctrl+A (select all units), target enemy base.
After reading the unit stats and
after testing several types of units against their counterparts, I
found the overall balance quite inefficient. Most melee
units are so slow that they get vaporized before they get close
enough to swing their weapon. Certain defensive combinations
become ridiculously cost efficient allowing the defender to get
experienced units and make them even harder to break. The
resources are unlimited and the stalemates become very
frequent. Attacking is simply not worth it in most
cases.
The Resource System
TA: Kingdoms comes with a simplified gathering system.
The only resource available is mana, an infinite magical material.
The mana is generated continuously when you build a lodestone on a
sacred site. These stones are your main source of income.
Lightly armored and pretty expensive (in the Divine Lodestone's
case), they must be protected accordingly.
The mana system acts like a budget
similar to the system adopted and introduced by the original Total
Annihilation. The objective is too balance your
income with your production preventing a situation where multiple
builds are halted. Also, any mana produced over the maximum
quota is basically wasted, therefore you need to build new units and
infrastructure constantly. The maximum storage can be
increased only by building additional lodestones.
The Units
The units can be classified into five categories: builder units,
melee units, ranged units, artillery units and fliers.
The builders are the workforce of your army. The monarch is
your first builder, yet one of the most powerful units in the game.
In order to gain access to high level units you need to train a
couple of basic builders. Weak and lacking firepower, this
category includes the Dark Mason, the Mage Builder, the Priestess
and the Beast Tamer. Eventually you'll gain access to the more
advanced builders, including the priests, acolytes and the Shaman.
While also being powerful spell casters, their main role is to build
Divine Lodestones and Sacred Dragons.

The melee units are pretty durable
and they represent excellent base levelers if they get close enough.
With a few exceptions, they are ridiculously slow, serving only as
cannon fodder. Most ranged units fall in the archer class.
Ranging from hunters and crossbowmen to the more powerful mage
archers and musketeers, these units provide excellent support for
melee units. Most of them are also specialized in anti-air
defense. The artillery units are the most varied.
Some of them are fixed, some of them are mobile. Another
division could be done using their firing trajectory: some of them
are ballistic, some of them shoot in line. The impressive
Stone Giants manage to take advantage of their height and shoot over
the lower obstacles, yet having a linear trajectory. All these
variations accentuate the sense of 3Dness.
The fliers include all types of
aerial units such as Gryphons, Drakes, Sky Knights or Sacred
Dragons. Unaffected by terrain, they are most adequate for
hit'n'run attacks. Every other unit's capability is affected
by the 3d landscape. For instance, even a Stone Giant with his
long range rocks will not fare so well when fighting in a forest
where a close-in punch comes in handy. A Cannon or a long
range Firedemon will have difficulties when bombarding units on
a higher elevation level.
Another characteristic I haven't
mentioned yet is the radar coverage. Towers and fliers are
best in detecting units beyond their line of sight. The
best radar range in the game is provided by Dragons and deities but
you won't get them until late in the game, if not at all.
The Sides
Each faction has its own playing style based on a particular element
from nature. Aramon represents the Earth, Taros represents the Fire,
Veruna represents the Water and Zhon represents the Air. However,
this fact only gives them a distinct personality, without limiting
their adaptability.
Aramon: Aramon's army is the most
conventional, ranging from swordsmen and archers to knights and
cannoneers.
Taros: The land of darkness is populated by undead hordes, demons or
powerful spellcasters.
Veruna: Armed with an unrivaled navy and a good selection of ground
fighters, Veruna is probably the most balanced kingdom.
Zhon: Composed primarily of the habitants of the forest, Zhon
deploys a full arsenal of beasts. Their nomadic nature gives them
excellent mobility and an extremely high number of possibilities.
The Interface
Following the tradition, Cavedog has developed a simple, yet
powerful interface. While some of the features already
existed in the original Total Annihilation, the
improvements are noticeable. They implemented rally
points and they enhanced the queuing system allowing differentiated
unit production. The result is an excellent interface that
allows you to spend more time maneuvering your units. A full
screen radar map was also implemented allowing better control when
issuing commands. I haven't had the chance to experiment
with that though.
The AI is not what I would call
decent. The skirmish AI was completely ignored, the
computer opponents keep sending waves of 2-4 units failing to impose
a real threat even in early game. The enemy monarch makes a
few unexpected moves once in a while. In one of my very
first skirmishes, a pathetic zombie scout attempted to scratch the
Aramon monarch, Elsin, who ended up using his megapowerful third
spell (earth shockwave) and killing his local garrison of 10
swordsmen and 2 towers. The individual unit AI is not too
brilliant either but most of the problems are caused by the average
pathfinding.

The experience system allows any unit
(save the Monarch and the deities) to go up in level (10 being the
maximum) and become more efficient in battle. Veteran units
are distinguished through a physical change, usually a gold shield
and later a gold sword. The experience points are proportional
with the victims' cost. Defenseless and expensive, production
buildings give experience too representing the fastest way to reach
veteran status even for the more powerful units. One
less-than-useful aspect is the kill count attached to the unit
thumbnail creating even more confusion.
The spells are indeed the most
attractive part of a fantasy game. The spellcaster have an average
of 3 spells in their arsenal: a weak, a medium and a powerful spell
with different costs in terms of energy. The micromanaging problem
is inexistent. Every mage has a default spell which is being
executed automatically when the enemy is in sight.
The wreckage scavenging present in
the original Total Annihilation is gone but all the corpses
persist on the battlefield for a relatively long period of time
allowing the respective mages to resurrect them (in Aramon's
case) or reanimate them (in Taros's case). I found
resurrecting more useful because it doesn't change the nature of a
unit. It erases their experience though.
The Verdict
Cavedog's website will provide new units and new scenarios
regularly. The game has an endless list of small bugs, balance
issues or minor pathfinding problems but a patch is coming out soon.
The bottom line? If you expected something that would completely
revolutionize the genre you will be disappointed. TA: Kingdoms
is worth a look however.
If you like to comment on this review, please post
a message at the forum.
Reviewed by Gabe
Andreescu
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