
Published by Sierra Studios
Reviewed by iceVic
on 8/30/00
Article
Discussion Forum
First
Impressions:
Ground
Control is a 3D real time tactical strategy game unlike any others.
In today's Real Time Strategy (RTS) crowd, basic "arrive, build,
mine (crystals, Tiberium, gas, gold, lumber, you name it), then
go in and destroy enemies," rule is loyally followed. RTS games
are also called C&C clones because of this concept set by the famous
Command & Conquer series. In the C&C world, most units are expandable
as they can be built on the battlefield to make up for the losses.
Due to the expandability, infamous tactics such as infantry wave,
tank wave, and aircraft wave are popular among RTS players. Ground
Control changed the entire concept of Real Time Strategy by eliminating
the unit/base building and resource-gathering element. At the beginning
of each campaign, player is assigned with a few inexperienced squads
that can rise in rank and increase their combat efficiency by actively
participating during the missions. The higher rank they become,
the more deadly and efficient they are. Also gone are the old flat
terrains. Different units can take advantage of terrain features
such as ground depression, tall trees, swamp bushes or high hills
(and the shadows they cast). Infantries can climb places no vehicles
can go. On high ground, units become more perceptive (more on that
later) and shoot with more accuracy. Units firing from below suffer
accuracy penalty on attacking the ones with elevated position
The Story: In the not-so-distant future, Earth is devastated
after sixteen minutes of WWIII. Mega Corporations that existed before
the war soon assume the role of government with little effort. After
the introduction of inter-galaxy FTL (faster than light) travel,
the corporations propelled themselves into a race, colonizing distant
star systems for resources and profit. Amidst the colonization efforts,
conflicts exist in the form of open warfare between hostile corporations'
private security forces. This is when the story of Ground Control
takes place, on a distant remote planet code name Krig 7-B, a barren
world with vast desert and polar region. It was under extensive
protection and research by the Order of the New Dawn, a powerful
religious group with the resource and personnel that few corporations
can rival, until the equally mighty Crayven Corporation discovered
their secret operations and decided to crash the party. Soon the
well-trained Crayven Security Force is sent to gain control of planet
Krig. Few people understand the reason why the two powerful entities
are battling over this barren world, and the conflict thrusts the
two main protagonists into a series of ground control missions.
The story unfolds through 30 missions, 15 for the Crayven Corporation
and 15 for the Order of the New Dawn. The story is a heroic tale
of the two commander's, Major Sarah Parker for the Crayven Corporation
and Deacon Jarred Stone for the Order, internal struggle between
doing what is "right" versus obeying duty. Similar to StarCraft,
Ground Control's two campaigns share the same storyline, as the
player gets to view the ongoing conflict from both Major Parker
and Deacon Stone's perspectives. The upside of the story telling
is by letting the protagonists narrate the after-mission journal/battle
report, the player gets to know how they feel; knowing their pain,
their joy, their agony and fear can make the player become emotionally
attached to them. Furthermore, it does quite nicely on letting the
player know overall how the mission affects the plot. The downside
of the storyline is the lack of powerful plot twists during the
Crayven campaign. Many missions are issued in the form of need-to-know
basics. This leaves the player and Major Parker wondering through
the 15 Crayven campaigns. At least, the missions themselves offer
interesting encounters to make up for the lack of plot development.
The story's "flatness" in the Crayven missions are only understandable
once you finish the game; too bad many players with less patience
will stop playing the game long before they can find out why.
Graphics:
Ground
Control's graphic engine is very powerful. It renders all of its
in game 3D terrain realistically. Mountains have both soft, round
slopes and shape ridges. Tall trees can cast dark shadows for
units to hide below. Thread vehicles yank snow dust as they roam
across the game's polar region. The most impressive visual in
GC is the artillery fire. Shells and hot plasmas are lobbed high
into the sky and drawn huge arcs before pointing down and devastate
all things below. By fully utilizing the visual information, a
player can make some tactical decisions unique to Ground Control
only (more on that in Gameplay section). Units in GC are also
rendered down to the very detail. Tanks' muzzle flashes are very
realistic; spent shell casing ejects from the ejecting mechanisms
that rise from the hull after each shot; gun barrels recoil after
shooting. Heavy Artillery shells yank dirt and dust from the impact
zone. All installations and buildings are true to its (supposed)
real world scale, and the development team put some nice touches
on most of the buildings. Zooming down to the ground level and
peeking into the underground access tunnels can reveal moving
trucks busy ferrying cargo; some heavy cannons even have real
time smoke trails dissipating after the high velocity shells.
The camera position of Ground Control is also worth mentioning.
Player uses the keyboard's arrow key to adjust camera location,
and use mouse to "tilt" the viewing angle up and down, left and
right. Since Ground Control features varied terrain elevations
in most of the missions, players can also use the mouse wheel
(or the page up/down key) to adjust the camera's height. All Crayven
units change seasonal camouflage according to the different theaters
of deployment.
One down side, Ground Control is a resource hog. Systems with
older generation video cards and pre-Pentium II processors will
have a hard time keeping up with the sheer amount of environmental
rendering along. There are reports of GE Force 2 users getting
overheated by increasing the detail level to the max. According
to Massive, GC's detail tab is set to be "ready for the next generation
hardware" and current users are susceptible of overheating their
video card if they try to increase the detail level too high.
I tested the game once with only software rendering, and found
it very slow even on 640x480 with many features turned off. My
PIII 500 just can't chunk out enough polygons to fill the screen.
I found a few slowdowns with my TNT2 on 1024x768 when more than
30 units combine with explosions appeared on my screen at the
same time. Other than the steep system requirement, GC is a graphically
impressive game that has a great camera system that helps the
gameplay.
Sound/Music:
Ground
Controls' soundtrack is nicely recorded. Most of the characters'
voices are true to their personality and believable. Crayven troops
fight for combat bonus and military ranking, thus they tend to
sound like professional soldiers mixed with a "mercenary" attitude.
On the Order's side, the "faithfuls" do and die because of their
ideology and the sheer amount of will to fight. Deacon Stone's
voice is a great example of this, as the player can truly feel
the reason behind his every tone change and the sheer will for
things with "spiritually correctness" behind his every word. Major
Parker's voice is also good, as she is a battle-hardened commander
who truly cares about her troops. Some of the voices are a little
over the top, as the order units' responses for attack are usually
like "cleansing the area," and "attacking the unworthy." Funny
as it seems, most of the voice acting still manages to fit the
theme quite appropriately. On the weapon and unit engine noises,
they are nicely done and quite realistic. Most of the weapons
have their unique sound of fire. By just listening most experienced
players can tell what kind of unit is attacking them.
The music department is another area where GC shines.Ground Control
has some of the best music tracks in RTS games. Unlike the techno
music found in Star Craft and Earth 2150, GC uses its array of
military-style music to accompany players to their final objectives.
The tones of most missions are inspiring with the feeling of doing
something really grand, but they also radiate the feeling of loneliness
on the vast land.
Gameplay:
Single
player games in GC involve lots of tact. Charging or rushing with
all units always leads to destruction. Some missions involve bringing
mass destruction to enemy bases, and as almost always is the case,
the enemy base is heavily defended. Stealthy players can use their
commando units (there are only two types of infantry for each
side, but they remain very useful throughout the game) to sneak
into the base in the shadows and blow up the base's power generator.
Once the base is out of power, all automatic defense cease to
function. If players prefer to blow up anything that is not part
of terrain, they can bring in their artillery squads and destroy
the emplacements in a few volleys.
In many missions, intelligence is the key. Mission briefings only
provide basic information and prediction for an operation. To
gather intelligence on the battlefield, players have to issue
recon vehicles for their assault squads or assign infantry groups
as commando units, during the "equipping squad" stage before mission
(In the game, you will have five basic squad-types range from
infantry, assault armor, support armor, and last the aerodynes;
in each group, two to four types of units are available for selection),
so they can use their superior range and perception to spot and
locate enemy forces and installations once they arrived on the
battlefield. After the squad selection and equipment screen, the
player's command vehicle (can repair and heal friendly units)
and the rest of the units are deployed on the tactical map via
dropships. Each unit has a set amount of view range, stealth,
and perception. Generally perception is used to spot enemy units.
The higher the perception a unit has, the easier it is for that
unit to acquire targets. On the other hand, if a unit has very
high stealth, such as the Order Templar infantry, then a unit
with low perception and medium view range, such as the Crayven
double-barreled Heavy Terradyne Grizzy would have a hard time
spotting the Templars unless they are extremely close and firing.
With these things in mind, tactics like positioning a commando
unit on top of an elevated position and using its superior view
range/perception to direct artillery fire becomes an essential
part of many missions.
With morale issues in mind, units in GC react to enemy fire realistically.
Armor units under fire travel slower, and infantries tend to keep
their heads down. Giving suppressing fire with artillery or even
infantry can disrupt enemy unit formations and decrease their
efficiency. In Ground Control, once players click a particular
unit, the entire squad is selected, and the player issues command
only to the entire squad from movement to special abilities. Sometimes
it is good to select several units at once and issue different
formations while moving (from box, line, to column), but when
only one unit is badly damaged, it is impossible to use that particular
unit's repair module without letting the rest of the squad using
theirs.
Even though both sides use ground forces the most, air units are
still very deadly and do great damage when there are no anti-aircraft
units or fighter jets around. Too bad the air units cannot land
to be repaired by the command vehicle nor do they carry repair
modules, so they require lots of micromanagements to prevent their
destruction (most of later missions are littered with several
anti air batteries on mountain tops) whenever there is something
that can target air units. Even worse, both sides' anti air units
are deadly efficient in doing their job, so the power of air force
is much neglected by many players during the single mission campaign.
The reason why players do not want to waste their units is due
to GC's innovative unit ranking/experience system. Veteran units
do more damage, shot with more accuracy and gain perception bonus.
It would be extremely frustrating to lose a seasoned "level 5"
blood veteran squad at the end of a two hour assault mission (remember,
no saves allowed!).
Enjoyment:
I thoroughly enjoyed Ground Control. Its great camera angle lets
you watch and direct action from any point of view. Also the tactical
sense it brings to the RTS genre is very refreshing. After some
long mission, I can take pride in not having to save (well, can't)
a single time, and that is some great feelings to have.
Multiplayer:
Strangely,
by taking out the base build/defense in order to discourage rushing,
Massive got exactly the opposite: In most of the "drop in" games,
players can get replacement squads shortly after the original's
destruction, but since there is no need for building, and there
are always replacements, most players select the basic powerful
offensive tanks and start rushing each other's control point.
Even though correct use of artillery can destroy an entire area
of enemy oppositions, their effects are still "too slow" according
to the "tactical deathmatch's standard." The standard Internet
game is more traditional in the sense of GC single player, but
for several days straight there haven't been too many people playing
it. For those who have little time to spare and want some GC action,
multiplayer is where you should look into. On won.net, people
are generally very friendly and helpful to new players. The first
time I played a helpful player coached me through the game, telling
me which units to bring and what to do. The rest of my multiplayer
experience has also been very good, as most players are playing
for fun, not for domination. Also the quality of gaming condition
is worthy of pointing out. Several times I played (drop in games,
third party servers were hosting) there was little lag even on
my 56k modem. My ping is usually at around 150, sufficient for
most RTS games.
Overall
Impression:
One
area where Ground Control may lose its appeal is its difficulty.
There are no game saves. Some may found this option add up the
intensity of the game as it forces player to think before committing
troops to any given command. If the player butchered the attempt,
the only way to turn back is to restart the game. But toward the
end of the game the missions get much longer, and some can even
last for hours. Then the save option would become appealing not
to those who want to save before any major action, but also to
the people who want to save their progress and finish up later.
Many users have complained about the lack of saving feature, but
Ground Control will not be the same if there is one, as its realistic
fundamental concepts will be lost.
Again, nearly all missions are nicely scripted, other than a few
of the "Alamo Situations." And the main problem is still the sheer
length of those missions. Sometimes I just want to go to sleep
after an hour of intense ground controlling, but there is still
one more objective to finish… should I leave or should I continue
to play? This game can be bad for health and definitely not for
those who want to have some 10 minutes fun, unless they look at
the multiplayer games…
Marketing
Efforts Towards Women:
Generally
speaking, Ground Control isn't a major Sierra product, and it
shows in its marketing effort. Most of the advertisements have
not point out the difference between GC and the other RTS games.
Sure, from the screenshots on PC Gamer's two page ad I can conclude
the game look pretty, but it didn't explain about the camera system,
the unit selection and experience system… these are the main potential
selling points that GC has, yet Sierra hadn't mentioned them besides
the proclamation "An Adrenaline Rush of Real-Tim Action and Strategy."
On the positive side, there is at least one strong female character
in GC. I would suggest you check out my Digital Women review of
Major Sarah Parker to
find out more.
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