You know when you ask somebody what kind of music they like and they say "all kinds" (as if that's at all informative)? Well there aren't people like that in gaming. Oh, some may be reluctant to pin down favorite genres, but, without exception, everybody's got one facet of gaming that they just don't get.
Me, I've got a few. Tactical games, flight simulators, most Japanese RPGs, none have ever really gelled for me. Real-time strategy games though, those I can go two ways on. Sometimes they leave my absolutely cold, and sometimes I find them really engaging. This week and next I'll be examining two new console RTSs to see which side of the divide they fall on.
This week, I'm discussing "Command and Conquer: Kane's Wrath," a sequel to "Command and Conquer 3," brought to you by EA. If you're not familiar, Command and Conquer is one of the titans of the RTS genre, and, by that virtue alone I expected it to leave a non-RTS player like myself in the dust.
Imagine my surprise. "Kane's Wrath" is more than just a really deep strategy game, it's also completely accessible for newcomers.
Part of the strength is the game's training mode, which walks you from station to station, teaching about each facet of the game from troop movement and how to create forces to how to battle enemies and take control of their buildings. It's all layered on at a completely reasonable pace that never feels overwhelming.
What also works really nicely is the way the controls have been laid out on the 360s pad. EA has been iterating on this play style with "Lord of the Rings" and "Command and Conquer" games, but I really feel like they nailed it this time out.
Most of the actions and commands have been laid out in tiered radial menus, which are detailed enough that you can play most of the game directly through them but simple enough so that you don't have to spend time trying to remember what all of them are for.
The game's presentation also really appeals to me, what with its reliance on campy full-motion video cut scenes to relate the story. I know that may not work for everyone, but I'm a sucker for it.
I think what impressed me most about the game is how much I found myself wanting to come back to it between play sessions. It's accessible and deep, but, most importantly, a lot of fun.
Next week I'll be playing, "Supreme Commander," here's hoping it lives up to this.
Justin McElroy is a freelance writer living in Huntington. His writing appears on video game sites like Gamezebo.com and Joystiq.com.