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Home Discussions Workshop Market Broadcasts. Change language. Install Steam. World in Conflict. Most popular community and official content for the past week. View artwork. View screenshots. View videos. Online Offline. Dein Warenkorb ist leer. Versuche es mit einer anderen Suchanfrage. Du kannst nach Spieltiteln, Entwicklern und Publishern suchen. Einloggen Konto erstellen Einloggen. World in Conflict: Complete Edition in der Bibliothek.

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World in Conflict: Complete Edition. Details zum Produkt. Mit der Erweiterung kannst du in die Offensive gehen und mit der sowjetischen Armee versuchen, die freie Welt zu beherrschen.

Empfohlene Systemanforderungen:. Strategie - Echtzeit - Modern. Forum zum Spiel. World in Conflict is an action and shooting PC game. It was developed under the banner of Massive Entertainment.

It was released on September and was published by Sierra Entertainment. You can also download Wargame Red Dragon. You can also download Red Faction 2 Free Download. It was the time of fall down for Soviet Union socially, economically and politically.

But in this game you will see a fictional history where Soviet Union starts a war all around the world to linger in the power. Should you qet bored with your role, you can always chanqe it mid-qame, a la Battlefield once aqain. With a decent team, the multiplayer side of World In Conflict could offer amazinq potential, with an emphasis on teamwork that's never been seen before in the RTS realm. Put in the hands of an orqanised bunch of mates or a capable clan, the limits for tactical play are almost endless.

Considering that World In Conflict is still only at pro-alpha stage, things are looking mighty impressive. With one of, if not the most stunning RTS engine we've seen to date, a solid single-player experience and multiplayer th.

With plenty of love and care over the rest of the year, Massive could well have a contender for the RTS of on their hands. I Cant Lie; the notion of sitting in a room having a conference call with some men from Sweden to discuss their new military-themed RTS doesn't ignite the fires of enthusiasm deep inside my belly.

Sure, it sparks a flicker of excitement - just look at these proud guns lined up, with little men running hither and thither and beautifully realistic trees around them - that's glorious attention to detail. Despite this though, my froth glands are distinctly inactive. Of course, at this point all we know about World In Conflict is that it's a strategy title being developed by Massive Entertainment, the same guys who made Ground Control. We also know it's set in a fictional Cold War conflict based partly in US suburbia.

Armed with these two flaccid pieces of knowledge, I approach a phone with Martin Walfisz, CEO and founder of Massive, on the other end and speak my questions into it. The answers I receive are set to change my life, forever. Alright, so maybe that's a bit dramatic, but coming from something as far-out as the sci-fi strategy Ground Control to the semi-realistic setting of World In Conflict is quite a leap. Not only that, but I'd soon come to learn that the crux of World In Conflict comes not in its Cold War setting, nor in its highly-detailed graphics engine.

Imagine the multiplayer rules of say, Counter-Strike or Battlefield, apply them to a strategy game and you'll begin to understand where Massive is trying to go with this. If you're waiting for the proverbial twist or perhaps a metaphorical hook, or maybe a mixture of the two in the form of some intangible, twistable hook thing, you can relax now.

When you choose a team, you choose a role such as commanding heavy armour, leading infantry or perhaps focusing on air power.

Once you've picked your role you then buy units, your weapons of warfare basically. And once they're deployed in your deployment zone, let's say five tank units and three infantry units, they're yours to command and move around the map. That'll be the Counter-Strike aspect Just like in Valve's shooter, World In Conflict's multiplayer consists of connecting to a server, choosing a team, choosing a role and then buying your equipment before you actually play.

What this means is that teamplay will be paramount to having an enjoyable game, as just like in real war, a divided army will fall. Of course, for hermit types who'd rather wage their own wars and not have to depend on other players to co-operate effectively, Massive plans to include standard lvl and 2v2 games, but when it's possible to crank the player count up to frenetic 8v8 games, something no modern strategy game has offered before, we don't see why you'd want it any other way.

Massive is also promising multiplayer gameplay which allows people to drop in and out without being at a disadvantage, again mimicking the online shooter ethos, as well as foregoing the usual RTS grinds of resource gathering and base-building. Here, the focus is on always being in the heat of the battle. It has the accessibility that a lot of first-person shooters have. So without resources and bases, what are we left to play with? Hie team who controls the most command points will have domination of the map, and will influence a domination bar which moves in favour of the team controlling the map currently.

Once the domination bar is fully moved to the left or to the right, one of the teams will win. World In Conflict's setting is also in stark contrast to the kind of themes Massive has worked with previously. Massive's previous title, Ground Control II, had a great sense of style, with its sci-fi setting and some highly atmospheric locations.

It was also a great game to boot, landing a PC award and 84 per cent - another reason to look forward to World In Conflict. That's why we chose the contemporary suburban setting. I nod at the speakerphone in a pointless gesture of agreement - the sprawling neighbourhoods and parklands of America really are an original location for an RTS game.

But why the Cold War? And what's going on? Walfisz continues: "We looked at all these other historic games and then looked at what our interests and the team's interests are. We felt the Cold War era really hadn't been explored in strategy games before.

Also, we're dealing with modern-day units but not today's units, so we have some historical elements. The more we thought about it, the more we realised it's a very interesting, untapped era.

Even though it's a fictional scenario, it's not an outrageous scenario, there's no humour or irony in the setting. Besides its radical new approach to online strategy, Massive is also touting its entirely destructible environments.

Lead designer Magnus 'Soundboy' Jansen explains: "Everything is dynamic and destructible - if you blow up building blocks, houses and forests, it actually updates the path-finding for the units.

So you can napalm a strip of forest and go through there with your tanks. You can blow up a bridge and cut the enemy off, it's very dynamic and everything's destructible. It's not just for show, it actually affects gameplay. When all the forests are burned down, it's charred and black, the clouds turn dark and everything's gloomy. So it can turn from happy suburbia to post-apocalyptic nightmare in just a few minutes. Already, it's becoming apparent that World In Conflict will be a title to look out for, a guinea pig for a new mode of multiplayer strategy gaming.

And while it certainly is original, it remains to be seen how well it works in practice. Sixteen players on a single RTS map? There's potential for mindless bedlam here if Massive doesn't get it right. Jansen intervenes: "You can play a normal deathmatch and treat it like Counter-Strike where people don't really work as a team. But the game really shines when you start co-operating, communicating and working together.

That's the main feature, we're aiming for bigger teamplay games and teamplay is at the core - it's been there from the very beginning. We have other features which are unique and amazing like the cool destruction, but the teamplay is definitely the most profound thing about World In Conflict.

Consider our belly-enthusiasm kindled, stoked and blazing then. It's a bit like that episode of the A-Team where BA Baracus promised Murdoch he wouldn't call him a fool any more, and then right at the end of the episode, BA Baracus called Murdoch a fool. Except we're Murdoch and BA Baracus is Massive and the word 'fool' is the concept of a strongly team-based and action-orientated multiplayer strategy game.



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