War World (video game)

War World (video game)

Infobox VG| title = War World


developer = Third Wave Games
publisher = Third Wave Games,
Flashman Studios
(Xbox 360),
Lighthouse Interactive
(Windows, Europe)
released = Windows:
August 2, 2005
Xbox 360:
October 1, 2008
version = 1.9.02
genre = Action,
First-person Shooter
modes = Single player, Multiplayer
ratings = ESRB: T
PEGI: 12+
platforms = Windows, Xbox 360
media = Downloaded Content,
CD (Europe and Australia Only)
requirements =Windows Based PC with graphics card capable of pixel and vertex shaders 1.1 or Xbox 360 with Live access, Internet Connection (to download or multiplayer)
input =PC: Mouse, Keyboard
Xbox 360: Gamepad

War World is a 3D mech combat simulator game developed and published by Australian company Third Wave Games (who are made up of former Rare alumni who have been involved in the development of such games as Banjo Kazooie, Donkey Kong 64, and others). It was released on Microsoft Windows platforms in 2005, and released on October 1, 2008 on the Xbox Live Arcade service, where it is be co-published by Ubisoft on that platform.

tory And Gameplay

The story revolves around a planet within the Milky Way galaxy known as WarWorld. This planet has been under perpetual conflict throughout its known history over various different reasons (ranging from religious differences to territorial disputes to blood feuds between different sects of the inhabitants). However, eventually the largest groups of these people would form into corporate entities and would establish several neutral cities on the planet in the hopes of establishing commerce with the outside galaxy. When the game first starts, 7 of these city-states will have already been formed exporting all sorts of variants of their warlike nature from mercenaries to military hardware to gladiatorial arena games using mechs. The player assumes the role of one of these arena competitors as they fight their way thru various different battles with competing clans or mech pilots in the game.

Gameplay is similar to the Tribes first-person shooter games even though the game is classified as a Mech sim much like the MechAssault series of games. Despite this, some commonalities can be found between the two sims such as collecting powerups and some interface design choices. The gameplay focuses on Teamwork and Squad based FPS tactics throughout the entire experience. Mechs are designed in a garage interface at different intervals depending on what type of game you're playing at the time. Within this interface, players can purchase mechs and spare parts using currency earned called "credits". Credits can be earned over the course of a single player game or dictated based on the requirements set up ahead of time on a multiplayer game. War World has the following game modes:

*Single Player:Story Mode: Consists of 100 levels and 6 different difficulty levels.:Battle Mode: Allows you to set up specific conditions, AI opponent(s), and the associated details around one match.:Death Match: Allows you to fight a quick random match against an AI opponent(s).:Team Death Match: As the normal Death Match game but the game gives you AI partners to fight alongside.

*Multi Player:Capture The Flag: A traditional FPS style match where your goal is to acquire a marker of sorts.:Death Match: As like the single player version but instead of AIs you can also fight against other players.:Team Death Match: Also like the single player version but now you can have real players help help or hinder you:Bomb Assault: A game where the goal is to set a bomb in your opponent's ring and prevent others from doing the same to yours.

Mech Units

All mech units in War World share certain commonalities that can be termed as a unit's stats. These stats include Armor (or the amount of health a unit has before dying), Jump (how high a unit can jump without the assistance of a thruster), the speed of a unit, a multiplier to how much ammo each weapon on the unit has (based on the weapon's baseline stats), and the cost of a unit in terms of credits (the currency in the game). All mechs come with a radar stealth function that allows them to disappear off an opponent's radar screens. However, this does not make a unit invisible to sight and can be spotted normally even with the stealth option turned on. In addition, a unit can be altered in terms of paint or color scheme in order to change its appearance. There are 5 different mech units in the game (as of Version 1.9.02) that a player can choose from.

Panther 770: The unit that is only available in the demo version of the game amongst the 5 choices overall. Has the overall best mobility and movement speed in the game but the lowest ammo supply. Designed for hit and run attacks and (with the aid of the radar stealth function) sneak attacks.
"Cost: 80000 credits - Armor: 150 pts - Jump: 30 - Speed: 4 m/s - Ammo: x1.0"

Python KX5: A light unit that has some extra survivability built in at the trade off a little less mobility overall. Still designed as a hit and run or sneak attack unit.
"Cost: 85000 credits - Armor: 200 pts - Jump: 28 - Speed: 3 m/s - Ammo: x1.2"

Thunder B-2: A balanced medium sized unit that sits between smaller, faster units and units designed to dish out and absorb damage. Fits into a front line infantry role.
"Cost: 90000 credits - Armor: 250 pts - Jump: 25 - Speed: 2 m/s - Ammo: x1.5"

Assault T1000: An assault mech designed to bring as many weapons to bear on the enemy as possible. It is tied for being one of the slowest mechs with the Leviathan, but doesn't suffer as bad in the turning radius problem as the other unit. Benefits from having support units to assist it due to its speed and as a result leads itself well to team battles and group tactics then one-on-one fights (though it can do a passable job in a solo match).
"Cost: 95000 credits - Armor: 400 pts - Jump: 23 - Speed: 1 m/s - Ammo: x1.8"

Leviathan: An assault mech that is designed for siege attacks, artillery and indirect combat, and as a tanking front line unit. Has 4 times the health and twice the amount of ammo as the Panther 770 but has the lowest jump stat and tied as the lowest speed stat in the game (alongside the Assault T1000). Additionally, its turning radius is half that of a smaller mech, making it more suited for team battles and group tactics then for one on one confrontations.
"Cost: 100000 credits - Armor: 600 pts - Jump: 20 - Speed: 1 m/s - Ammo: x2.0"

Dropships

Dropships are combat cargo planes that can deliver new mech units to the battlefield over the course of a match. Typically in single player mode, they will be seen flying over the entire arena attacking the player and dropping in new units. A dropship has multiple minigun like turrets all around the vessel that fire low damage rounds at various intervals (depending on the difficulty level) and has twice as much armor as the Leviathan mech. Mechs are unloaded from the rear of the plane thru the use of a drop down ramp that folds out. As of version 1.9 these are only controllable by the AI and not by players.

Weapons And Subsystems

Miniguns

Miniguns at ballistic weapons known for their lower damage potentials but high rates of fire. They typically take up less space than other weapon systems and require less credits to equip. On average, a minigun will have a fire rate of about 10 rounds a second. Note that damage refers to per bullet that hits the target. Miniguns are typically weapons held in either hand of a unit.

Surefire 2: Entry level minigun. Average fire rates but lower stats overall, it's greatest strength is that it's the cheapest minigun in the game. Made by ARX Industries.
"Cost: 2500 credits - Fire Rate: 10.0 rds/sec - Base Ammo Supply: 150 rds - Da

MG-111 Minigun: Another entry level minigun. Has higher damage potential and more ammo than the Surefire 2 but at almost twice the cost. Made by F-Tek.
"Cost: 4500 credits - Fire Rate: 10.0 rds/sec - Base Ammo Supply: 180 rds - Da

Slaughter 5 MG: Mid-Grade minigun a significant increase to both fire rate and ammo capacity. Made by Slaughter Technologies.
"Cost: 7000 credits - Fire Rate: 12.5 rds/sec - Base Ammo Supply: 220 rds - Da

Shredder Cannon: Boasts being one of the two fastest miniguns available (the other being the Talon). Also gives an ammo increase above previous miniguns. Made by the BCT Protectorate.
"Cost: 9000 credits - Fire Rate: 14.3 rds/sec - Base Ammo Supply: 260 rds - Da

Clearcut 3: Less ammo, slower fire rates, and a significant cost hike over the Shredder Cannon for a 1 pt damage per hit increase. Made by ARX Industries.
"Cost: 12500 credits - Fire Rate: 11.1 rds/sec - Base Ammo Supply: 220 rds - Da

Shredder Mark 2: Said in game to be an upgraded version of the original Shredder. Boasts a large increase in Ammo capacity and a strong per bullet damage potential but only an average fire rate. Made by the BCT Protectorate.
"Cost: 15000 credits - Fire Rate: 10.0 rds/sec - Base Ammo Supply: 300 rds - Da

Thrill-Kill: The slowest minigun in the game and the second lowest ammo supply (tied with the MG-111 and higher than the Surefire 2). Significant cost increase as well. However, it has a hit damage boost making it the second strongest minigun in the game (tied with the HMG and slightly behind the Talon). Made by Nordlund-Alden.
"Cost: 20000 credits - Fire Rate: 9.1 rds/sec - Base Ammo Supply: 180 rds - Da

HMG-747: Large ammo capacity and significant damage potential but also a significant cost increase. Made by F-Tek.
"Cost: 25000 credits - Fire Rate: 11.1 rds/sec - Base Ammo Supply: 380 rds - Da

Xenotech Talon: Strongest stats of all miniguns in the game. The greatest weakness is that it's 10000 credits more than the nearest competing minigun. Made by Xenotech.
"Cost: 35000 credits - Fire Rate: 14.3 rds/sec - Base Ammo Supply: 450 rds - Da

Lasers

Laser Guns/Cannons are energy based weapons that fire a steady stream of damage at a target. These tend to do more damage than ballistic damage sources but expose your unit's position to other observers as well as higher credit costs and slower fire rates than their ballistic counterparts. Laser weapons are held in either hand of a unit.

Aurora 1: The entry level laser weapon made by Arx Industries.
"Cost: 4500 credits - Fire Rate: 1.0 rds/sec - Ammo Supply: 15 rds - Da

Slaughterbeam: Offers a modest gain in ammo capacity and fire rate (for a laser weapon). Made by Slaughter Technologies.
"Cost: 7000 credits - Fire Rate: 1.1 rds/sec - Ammo Supply: 18 rds - Da

Photon-Sabre: Despite the name, this is an energy projectile weapon much like all other lasers. Boosts damage potential but actually less ammo and at almost twice the price of the Slaughterbeam. Made by the BCT Protectorate.
"Cost: 13000 credits - Fire Rate: 1.1 rds/sec - Ammo Supply: 15 rds - Da

X-1 Arch Laser: Faster fire rates than previous lasers. Mid level Laser weapon made by Nordlund-Alden.
"Cost: 17500 credits - Fire Rate: 1.3 rds/sec - Ammo Supply: 18 rds - Da

57 Laser: A noticeable boost to ammo supply and a modest boost to fire rates over previous. Made by F-Tek.
"Cost: 20000 credits - Fire Rate: 1.4 rds/sec - Ammo Supply: 22 rds - Da

Aurora 2: An "upgraded" version of the Aurora 1 that actually has the lowest ammo capacity of lasers in the game. However, it's per hit damage output has been bumped up to compensate. Made by Arx Industries.
"Cost: 28000 credits - Fire Rate: 1.4 rds/sec - Ammo Supply: 12 rds - Da

77 Laser: Another upgraded laser, this time over the 57 laser. Much like the Aurora 1 & 2, it has less ammo than its earlier cousin but significant increases in fire rates then the Aurora 2 and overall damage comparable to the Aurora 2 as well. Made by F-Tek.
"Cost: 32000 credits - Fire Rate: 1.7 rds/sec - Ammo Supply: 18 rds - Da

Xenotech Blade: Again, not a melee weapon but a projectile one like all lasers. This laser (and it's upgraded version) have the highest ammo capacities in the game. Additionally, this particular weapon has stronger fire rates and damage potential than all previous lasers. Made by Xenotech.
"Cost: 40000 credits - Fire Rate: 2.0 rds/sec - Ammo Supply: 30 rds - Da

Xenotech Blade 2: Once again, not a melee weapon but a projectile one. Upgraded version of the first Blade laser, it boasts the best stats for a laser in the game (with the matching high price tag). Made by Xenotech.
"Cost: 50000 credits - Fire Rate: 2.5 rds/sec - Ammo Supply: 30 rds - Da

Mortars

Typically, these launch energy projectiles and will do splash damage upon impact with a solid object (the ground, a wall, a target, etc.). By their nature, these weapons can reveal your position to careful observers. Mortars typically are mounted on the shoulder of a unit in the Back 2 slot and cannot be concurrently used with Mine Launchers.
Thumper Mark I: An entry level launcher system. Made by F-Tek.
"Cost: 5000 credits - Fire Rate: 2.5 rds/sec - Ammo Supply: 20 rds - Da

Bombardier 1: Significant increases in firing speed and ammo for a small cost increase. Made by the BCT Protectorate.
"Cost: 7000 credits - Fire Rate: 2.9 rds/sec - Ammo Supply: 35 rds - Da

Thumper Mark IV: An upgraded version of the Thumper I. Less ammo than the Bombardier but higher damage and fire rate scores. Made by F-Tek.
"Cost: 10000 credits - Fire Rate: 3.3 rds/sec - Ammo Supply: 25 rds - Da

Armageddon Gun: Called the "Crown Jewel" of the ARX Industries weapons development. Still has less ammo than the Bombardier but faster firing rates and damage potential than all previous mortar launchers.
"Cost: 20000 credits - Fire Rate: 4.0 rds/sec - Ammo Supply: 30 rds - Da

Metalbomber: Nordlund-Alden's entry into the Mortar business. Same ammo supply as the Bombardier and same damage score as the Armageddon, but a full round per second increase in speed.
"Cost: 30000 credits - Fire Rate: 5.0 rds/sec - Ammo Supply: 35 rds - Da

Armageddon Gun II: Called the "Crown Jewel New And Improved". Has an impressive fire rate and enough ammo to provide a short term but sustainable saturation attack on an area with an increase in damage potential. However, this weapon is very expensive and as such is sometimes hard to field in limited credit multiplayer battles. Made by ARX Industries.
"Cost: 50000 credits - Fire Rate: 7.7 rds/sec - Ammo Supply: 40 rds - Da

Mine Launchers

Fires mines onto a target location which are sensitive to weight pressure on the ground. Note that damage only occurs when a mine is triggered or has otherwise exploded. This weapon is located on the shoulder of a unit and fits into the Back 2 slot. As such, Mines cannot be used concurrently with Mortars.

Drop Launcher C-90: Entry Level mining system. Created by ARX Industries.
"Cost: 5000 credits - Fire Rate: 2.0 rds/sec - Ammo Supply: 25 rds - Da

Tripwire: Slightly increases the firing rate of the system while keeping all other stats the same. Made by the BCT Protectorate.
"Cost: 9000 credits - Fire Rate: 2.2 rds/sec - Ammo Supply: 25 rds - Da

Drop Launcher D49: An upgraded version of the C-90 delivery system. Provides significant increases across the board statwise. See trivia section for additional details. Made by ARX Industries.
"Cost: 15000 credits - Fire Rate: 2.5 rds/sec - Ammo Supply: 30 rds - Da

The Sweeper: The strongest mine delivery system available. Twice the cost of the D49 but super fast firing rates and high damage scores make up for this. Made by Nordlund-Alden.
"Cost: 30000 credits - Fire Rate: 3.3 rds/sec - Ammo Supply: 30 rds - Da

Missile Launchers

Missile weapons are subsystem weapons that allow for usage on tactical and strategic (homing) missiles. Due to their nature, the act of launching a missile can tip your presence off to any other observers in the area. These weapons are mounted on the back of a unit and fit into the Back 1 slot.

Avenger Launcher: F-Tek attempt to break into the missile system market. Entry level system.
"Cost: 10000 credits - Fire Rate: 0.5 rds/sec - Ammo Supply: 6 rds - Da

Boom Launcher: Provides a significant boost to ammo and damage for only 2000 credits above the base model launchers. Made by Slaughter Technologies.
"Cost: 12000 credits - Fire Rate: 0.5 rds/sec - Ammo Supply: 8 rds - Da

Longbow MM-70: Nordlund-Alden's attempt to break into the launcher market resulted in a strong showing as a mid grade launcher system.
"Cost: 18000 credits - Fire Rate: 0.6 rds/sec - Ammo Supply: 10 rds - Da

Storm Launcher 3: 4 additional shots at almost double the price of the Longbow. Made by Slaughter Technologies.
"Cost: 32000 credits - Fire Rate: 0.6 rds/sec - Ammo Supply: 14 rds - Da

Storm Extreme: An upgraded version of the Storm 3. A missile launcher that's faster than some laser weapons and has almost double the ammo of the nearest missile system. Additionally, it's the single most powerful weapon in the game on a per hit damage basis. However, the prohibitive cost (over 3 times the cost of the Storm 3) also makes it the single most expensive weapon system in the game as well. As such, this makes it somewhat difficult to take in limited credit multiplayer server matches. Made by Slaughter Technologies.
"Cost: 100000 credits - Fire Rate: 1.3 rds/sec - Ammo Supply: 25 rds - Da

Thrusters

All thrusters can be further broken down into three categories. Jump Jets give a unit the ability to hover in air for longer distance jumps or to give a slight bit of an extra push for higher jumps. Sprint Jets allow for a unit to have a sort of "dash" ability, giving the unit a boost of forward momentum to cover distance from one point to another quicker. Strafe Jets gives a similar "dashing" ability but this time its from side to side instead of forward (allowing for quicker strafing style attacks, a common FPS tactic). Thrusters of all types have a maximum energy capacity and an overall power rating for just how strong of an effect activation has. All thruster systems are made by one company (F-Tek). These units fit on the back and take up the Back 0 slot.

FT1 Jump Jets: "Cost: 3000 credits - Energy Capacity: 45 - Power: 2.0"

FT1 Sprint Jets: "Cost: 3000 credits - Energy Capacity: 40 - Power: 2.0"

FT1 Strafe Jets: "Cost: 3000 credits - Energy Capacity: 40 - Power: 2.0"

FT2 Jump Jets: "Cost: 6000 credits - Energy Capacity: 55 - Power: 2.5"

FT2 Sprint Jets: "Cost: 6000 credits - Energy Capacity: 50 - Power: 2.5"

FT2 Strafe Jets: "Cost: 6000 credits - Energy Capacity: 50 - Power: 2.2"

FT3 Jump Jets: "Cost: 10000 credits - Energy Capacity: 60 - Power: 2.8"

FT3 Sprint Jets: "Cost: 10000 credits - Energy Capacity: 50 - Power: 2.8"

FT3 Strafe Jets: "Cost: 10000 credits - Energy Capacity: 50 - Power: 2.4"

FTX Sprint Jets: "Cost: 15000 credits - Energy Capacity: 40 - Power: 3.2"

hields

Shields fit into the System slot of a unit and have no visible component on your unit when equipped. The shields are command activated and thus require a user to be aware of his or her surroundings for these to be effective. Shields allow for a unit to absorb damage that would otherwise physically hit you. However, the tradeoff is that shields prevent the user from firing back while active. Note that a shield does have a recharge timer so additional usage before it's fully charged will result in it being active for shorter periods of time. Energy Capacity refers to the maximum battery power that the shield has. Drain time refers to how long a shield will take once activated from a full charge to an empty charge. Recharge time is how long it will take to recharge to full battery from an empty one. Note that when a shield is about to turn off, a beeping noice will sound that all player controlled units around you as well as the user of the shield will hear.

Flux-Ring Shield Kinetic energy field that extends roughly 3 meters around a unit. Looks like a glowing ring. Made by ARX Industries.
"Cost: 3000 credits - Energy Capacity: 50 - Drain Time: 5.0 secs - Recharge Time: 50.0 secs"

B1 Plasma Armor Competing product from Slaughter Technologies. Appears as a spherical globe around a target. Recharges in half the time as the Flux for a modest increase in cost.
"Cost: 5000 credits - Energy Capacity: 50 - Drain Time: 5.0 secs - Recharge Time: 25.0 secs"

Adv. Flux-Ring Upgraded version of the original Flux Ring Shield by ARX Industries.

K2 Plasma Armor Upgraded version of the original B1 Plasma Armor by Slaughter Technologies.

Critical Review

Reviews for this game have been mostly positive. Critics have cited the hybrid nature of the game, making comparisons of this being a combination of a Mech sim and a First-Person Shooter. Positive points mentioned have included the fast paced gameplay (which isn't common for Mech sim games), vibrant graphics, appropriate sound effects, and solid multiplayer gameplay all of which fitting on a 148 MB download. Negative issues mentioned have typically focused on the repetitive nature of gameplay and balancing issues with some of the different mechs and weapons. Fact|date=April 2008

Trivia

* When looking at the description for the D49 Mine Launcher, the in-game description refers to the D49 as being called the "z220". The description also continues on to describe the C90 (the unupgraded version of the same company's launcher) as the "z90". This is as of version 1.9 of the main game.

References

External links

* [http://www.warworld.net War World Homepage]
* [http://www.thirdwavegames.com Third Wave Game's Company Homepage]
* [http://www.flashmanstudios.com/ Flashman Studios Corporate Homepage]
* [http://www.xbox.com/en-US/games/w/warworldxboxlivearcade/ Game page on Xbox.com]


Wikimedia Foundation. 2010.

Игры ⚽ Нужно сделать НИР?

Look at other dictionaries:

  • Dogs of War (1989 video game) — Dogs of War is a run and gun game developed and published in 1989 by Elite Systems for the Amiga and Atari ST. The name Dogs of War is probably taken from the 1981 movie The Dogs of War. The acclaimed game music was made by David Whittaker. Plot… …   Wikipedia

  • Video game genres — Part of a series on …   Wikipedia

  • Video game controversy — Part of a series on …   Wikipedia

  • Video game music — Part of a series on …   Wikipedia

  • Video game culture — Part of a series on …   Wikipedia

  • Video game industry — …   Wikipedia

  • Video game journalism — Journalism News · Writing style Ethics · Objectivity Values · …   Wikipedia

  • Video game console — Part of a series on …   Wikipedia

  • Video game music — Musique de jeu vidéo ██████████ …   Wikipédia en Français

  • Video game clone — A video game clone is a video game or game series which is very similar to or heavily inspired by a previous popular game or game series. Some video game genres are founded by such archetypal games that all subsequent similar games are thought of …   Wikipedia

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”