Game Classification

State of War Cypron Studios, Crystal Interactive, 2001  

Informations Analyses Serious Gaming
 

Classification

VIDEO GAME

Keywords

Market

This title is used by the following domains:
  • Entertainment

Audience

This title targets the following audience:
Age : 12 to 16 years old / 17 to 25 years old
General Public

Gameplay

The gameplay of this title is Game-based
(designed with stated goals)

The core of gameplay is defined by the rules below:

Similar games


State of War In the future, after many wars and struggles, it is decided to set up the U.F.S.C., a federation formed by the seven continents, each providing military units, to protect the earth and settle military conflicts. The pact is supported by the construction of Overmind, a mainframe computer controlling 22 military bases, to quickly analyze situations and intervene when conflicts emerge. Certain groups rose up against this computer-controlled peace, and the most powerful and influencial opposition organized itself as the Beho-Sunns cult. They researched Overmind and attempted to hack the system. The Beho-Sunns leaders failed to take control but managed to disrupt the processes and the bases were left unguarded. As the Beho-Sunns started to occupy the military complexes, the U.F.S.C. declared a state of war.

State of War is a 2D real-time strategy game set on a future earth. The player takes control of the U.F.S.C. army in 22 missions, introduced by cut-scenes, set all over the world, to reclaim the lost territory captured by the Beho-Sunns and reconnect the bases to Overmind. Missions consists of resource-based management scenarios, requiring the player to build up a base and wipe out the enemy army or capture specific buildings, but missions with a set amount of resources and no initial buildings or reinforcements. These usually require the player to escort a type of unit or to capture or destroy a building or base, sometimes with a time limit.

Like similar strategy games, credits are gathered by capturing gold mines to construct new buildings and units. There are also various tech trees, accessed through the accumulation of research points in research labs. Next to the buildings, there are offensive units, such as tanks, artillery, panzers, flamers, and a range of mechs (Kodiak, Cougar and Gatling). Defensive structures can also be set up, including turrets, futuristic cannons and A.A. defence. Through research, various air attacks are made available to bomb enemy structures, carry units around the map, or unleash a meteor storm.

There are a few unique elements too. The player controls a flying Advancer, the most important unit in the game. It is able to construct, repair and capture buildings. It is very weak however, so most scenarios require the player to protect it at all times while trying to capture enemy structures. Buildings can be protected against enemy Advancers with sattelite protection. Unlike similar games, the player does not control the unit flow. New units are constantly produced without the interference of the player - only the unit type can be decided on.

Multiplayer is supported for up to two players over TCP/IP or IPX. Prior to each game, the units and resources can be defined. In the singleplayer mode, the game can be paused with the F10 key to enter the tactical mode. In heated battles, different commands can then be assigned to micromanage units before continuing. [source:mobygames]

Distribution : Retail - Commercial
Platform(s) : PC (Windows)

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