War Of The Worlds Game

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War of the Worlds: The New Wave is an asymmetrical deck-building game with a playing board for two players. The game events unfold several years after the original 'War of the Worlds' story by H.G. The extraterrestrial invasion is occurring once again, but this time the Martians have arrived on a giant spaceship that lands in one of the backwater districts in Scotland. More information about this game-if the information is true-is highly desired. If you know of other games or availability of games, or are developing new games related to the War of the Worlds, please contact me so that the information can be added to this site or links made to others about such games. War of the Worlds was a monochrome vector arcade game created by Tim Skelly of Cinematronics in 1982. It is based on the H. Wells novel The War of the Worlds.There were two versions of this game, identical in gameplay but differing in graphics. The first version was released by Cinematronics in 1979, and featured black and white vector graphics.A color version was later made in 1982.

Jeff Wayne's The War of the Worlds
Developer(s)Rage Software
Publisher(s)GT Interactive
Producer(s)Steven B. Sargent
Programmer(s)David Johnston
Writer(s)Doreen Wayne
Composer(s)Jeff Wayne
Platform(s)Microsoft Windows
Release
  • EU: 10 February 1998[citation needed]
  • NA: 22 December 1998[citation needed]
Genre(s)Real-time strategy
Mode(s)Single player

Jeff Wayne's The War of the Worlds is a real-time strategy video game developed by Rage Software Limited and released for Windows-based PCs in 1998. It is based on Jeff Wayne's Musical Version of The War of the Worlds — which is itself based on H. G. Wells' novelThe War of the Worlds.

In 1999, another game of the same name was released for the Sony PlayStation. The 1999 game reuses the 1998 game's graphics and music, but features entirely different gameplay: it is a third-person shooter with a focus on vehicular combat.

The game includes remixed instrumental versions of some songs from the 1978 album. It also re-uses Richard Burton's voice recordings during the Human campaign intro and ending scenes.

Gameplay[edit]

The player chooses to play as either the defending Humans or the invading Martians. It was unusual at the time, as instead of having pre-set missions, battles only take place when one sides' forces are sent to a sector occupied by the other. Unit building and the inter-sector movement of forces are done between battles, similar to North & South or the later Total War franchise.

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The game is set in Great Britain and starts in the late 19th century. The map of Britain (the 'War map') is divided into approximately 30 sectors. On the war map, the player can move units from sector to sector, invade enemy territory, construct units and examine each sectors' resources. Research tasks are set on the war map as well. All of these are done within a pausable real-time system. The player can pause it any time to set up new orders.

When the player is invading (or invaded by) an enemy territory, the game switches to the 'Battle map'. At this point the game works quite similarly to Command & Conquer. The player must control each of their units to destroy the opponent within the sector and not lose all their units (and buildings if defending). The battle map is also used if the player wishes to set up unit and structure building tasks and queues in one of their sectors, but they cannot examine an enemy-held sector without attacking. Time spent on the battle map does not affect time on the war map.

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The most important building in the game is the Command Post/Communications Centre. It allows construction of other facilities within that sector and also allows units to move into adjacent neutral and enemy sectors. If the Command Centre is destroyed in a battle, all other facilities within that sector are wiped out regardless of their condition.

Unlike most RTS computer games, units typically consist of multiple vehicles in squadrons of three or five, except for highly specialised or utility units which consist of only one vehicle. Neither side uses infantry units. The Martians use large vehicles with powerful weapons, which can take a lot of damage but begin the campaign with only one sector under their control and limited resources. The Humans have smaller, much weaker vehicles, but are capable of larger groups of units, quicker build times and more territory and resources at the start of the campaign. The humans rely mostly on mobile artillery, WWI-style tanks and ironclad warships. Some of the Human vehicles seem advanced for the game's time setting (1898), such as submarines, blimps, and tank drills. When playing on the Martian side, the player should expect to be attacked by more than a hundred human vehicles in a single battle, on some occasions. The Humans can build water units, such as Ironclads, which can greatly damage Martian defenses, while requiring the Martian ground forces to wade out into the ocean to retaliate. The Martians can build a number of extremely specialised vehicles, varying from the mind reading and manipulating Xeno-Telepath, to the Tempest, an extremely powerful machine that carries two heavy Heat-Rays and black smoke canister launcher.

Resource usage is different from the trend of the time. There are no gathering units that manually gather resources, and the resources are not used to purchase units. Instead, each sector has three resources in certain levels of abundance. Units and facilities consume these resources at a certain rate depending on the type and the action currently being performed. These resources are drawn from the sector the building or unit is in, and the sectors directly surrounding it. The more tasks assigned, the higher amount of resources required. Resource deficiencies will result in decreased efficiency, and increased time for unit/structure building and repairs. The player can build facilities to extract these resources at a faster rate. The human resources are steel, coal and oil. The Martians use copper, human blood and heavy elements.

The Martian objective is the British capital city of London. If they take the sector, a cutscene will play showing the Martians invading the city and destroying Big Ben. The human objective is the Grampian mountains in Scotland. If they take the sector, a cutscene will play showing the human population celebrating victory. Depending on which side the player has taken, there are slight differences in these cutscenes. If the Martians are victorious as the player’s faction, the Martian leaders are heard discussing their intentions as well as gloating about their victory, while if the player is defeated as the humans, the narrator describes the Martian taking of London during the scene. If the humans are victorious as the player’s faction, the narrator monologues about the victory over the Martians, but questions if Earth is safe or not, stating that “perhaps the future belongs not to us, but to the Martians”. If the player is defeated as the Martians, the Martian leaders note that they underestimated humanity’s capacity for war and that most of their resources are exhausted,though there are other options, “But now, I must face the nation”, as one of the Martian elders points out.

Although it is single player only, a semi-functional form of multiplayer appears to be accessible, with some registry modification.

Music[edit]

The game features an instrumental techno/electronica soundtrack, consisting of eight remixed tracks from Jeff Wayne's Musical Version of The War of the Worlds. These remixes were arranged, engineered, programmed and mixed by the musical group Max Mondo,[1] along with Stephen Murphy. Jeff Wayne himself oversaw the remixing process.[2]

There are four Red Book audio tracks on each disc. Two of them play during the war map screen and the other two play during a battle. A music player is included within the game's menu.

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The music was re-used for the PlayStation game the following year, but Dead London was omitted as it was felt it did not fit with the atmosphere of said game.

Impact[edit]

It was one of the earlier real-time strategy games to use 3D models instead of sprites for units. The game also features 3D terrain, which can be used strategically. The game suffered from significant performance problems on the hardware of the time,[citation needed] mainly due to the sheer number of vehicles on screen (often thanks to the Humans) as well as the fact there is no 3D hardware support.

Some of the introductory animations of the game featuring the scenes on Mars were later recreated for the War of the Worlds live show.[citation needed]

References[edit]

  1. ^'Max Mondo Discography'. Discogs.com. Retrieved 23 March 2012.
  2. ^Blevins, Tal. 'War of the Worlds - PC Preview'. IGN.com. Retrieved 23 March 2012.
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External links[edit]

  • Jeff Wayne's The War of the Worlds at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Jeff_Wayne%27s_The_War_of_the_Worlds_(1998_video_game)&oldid=916248839'

'The chances of life are a million to one... but still, they come.'

Anyone who has listened to Jeff Wayne's historic and mesmerising War Of the Worlds album will appreciate how powerful that collection of music is. This game, brought to you courtesy of Rage Software and GT Interactive, follows the same storyline as the album. Martians have invaded Earth by landing in London, England in 1898. How can they be stopped?

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War Of The Worlds lets you find out in one of two ways: You can take command the numerically superior human forces, or lead the technologically advanced Martian army from its secret Scottish base. Essentially this is a strategy game, full of conventional moves and necessities such as building command posts, sending scout vehicles, and engaging the enemy as much as possible.

What puts this game ahead of the other Command and Conquer clones are its ingenious firepower scenarios. When you fight the humans or Martians, impressive action sequences let you see how effective your attack has been. This, coupled with over an hour of the original music from the Jeff Wayne album, gives the game a great deal of atmosphere and depth.

Like most strategy games, the actual mechanism of the gameplay can be either extremely slow or intensely mesmerising as you plan how best to maximise or utilise your resources. If you like strategy games in general then you will enjoy this game, with its ease of use, ability to fast forward time, and obvious opponents. If you dislike strategy games, you may still consider trying this one because it isn't set in some artificial land in the future.

Either way, give it a try because the Dolby-enhanced sound and music are staggering by anyone's standards. Richard Burton would thank you for it.

Graphics: Clear, colorful, excellent opening sequences

Sound: Sound effects and music from Jeff Wayne's 'War Of The Worlds' album.

Enjoyment: Should appeal to music AND strategy fans.

Replay Value: Campaigns can be selected at random, game can be played as either a Martian or a human !!

So you're trying to come up with a game idea. After running through several ideas you decide on a RTS retelling of HG Wells' classic sci-fi tale, War of the Worlds. I mean after all, it's a universally known story with lots of aliens, action and gripping suspense. Better still, why not base it on the War of the Worlds album released by Jeff Wayne? Who could forget that rousing musical re-telling of the otherworldly yarn? Just about everyone... that's who. Based entirely on an album that was apparently big in the U.K. but summons up nothing but blank looks on the faces of U.S. gamers, Jeff Wayne's The War of the Worlds is high on sound and concept but short on just about everything else.

The story should be familiar to just about every person who reads. Martians head to the Earth and start kicking the crap out of Britain. Although faced with the superior intelligence and technology of the aliens, the English forces make a valiant attempt at holding off the invaders who are (in the book) eventually wiped out in the nick of time by the common cold. In the PC retelling of the tale unfortunately, the Humans aren't armed with so much as a sniffle and will have to rely on the standard RTS devices of research and resource mining to fight off the unwelcome visitors. The story is opened with a series of laughable video sequences that feature CG characters who move so stiffly that they look like Playmobile characters brought to 'life.' Playing as the alien side offers up a slightly better intro which kindly explains why the bastards feel the need to screw around with our planet in the first place (it turns out that they're running a bit short on Miracle Grow). While I found the intro animations a bit annoying at first (they're REALLY ugly and use that damn interlacing that makes everything so hard to see), as soon as I realized that there were no plot animations during the course of the game I started to wish I had paid more attention.

Once you're actually in the game, things get a little bit better. You start out on a map of Britain (just the big part, apparently the vegetation starved Martians didn't think that Ireland was all that important in the 1800's) with several production centers and a handful of combat units. In the other corner are the Martians who land in Northern Scotland and rapidly start heading south (as anyone in their right mind would ¿ it's cold and wet up there). You move your units around on the Risk style map one province at a time until eventually a fight breaks out (usually somewhere in Wales). Combat takes place on a zoomed in map of the province and here proceeds much as a standard RTS game would ¿ you select units and tell them where you want them to go or who you want them to attack and they do so. Once all of the aliens are killed, you get control of that province. Unfortunately that's just not going to happen. For the first couple of months of game time, the aliens will kick your ass all over the screen. In order to win a battle you're going to need to conduct some research and set up some mining facilities.

When you start the game (as the Humans) you'll only have access to a couple of different unit types, the Armored Lorry and the Sapper. The Armored Lorry (aw hell, we might as well call it a tank...who cares if it's only 1890-something) which you'll receive in groups of five have about as much chance of taking out an alien invader as Tal has of getting a raise. To improve this situation (not Tal's, he's indentured) you'll need to conduct research on the research screen. This particular view is pretty sparse and doesn't really offer too much in the way of details on what the new technologies might actually do for you. Early examples include unit add-ons like exploding ammunition, new unit types like the creatively named Armored Lorry Mark II and new buildings like the Munitions Factory. The whole effect of the research tree is somewhat understated and there's no real sense of excitement involved with gaining new technologies.

In order to actual build any of the buildings you have access to in the game, you'll have to drop down to the close up view and order your individual units to build them. It takes a few seconds (fifteen or so on my system) for this screen to load up and this is one of the biggest hang-ups I had with the game. Every time you want a unit to construct a building or a defensive structure on each of the different provinces, you have to wait while the screen loads up and wait while the main screen loads up when you're ready to leave. What this means in the end is that you'll spend a large majority of your time waiting for your game to be playable instead of actually playing it. Also frustrating is the fact that resource levels are all measured by an abstract set of bars that make it very hard to figure out exactly where you stand on things like oil, steel and coal.

So the game's short on gameplay, but what's really surprising is that's it's pretty short on graphics quality as well. It's pretty obvious that while Wayne was putting together a bunch of very talented pals to update the game's soundtrack (which is excellent by the way) no one was really concerned with how the game looked or how well it played. Don't get me wrong, all of the unit design is excellent (the Martian units are particularly brilliant), but the actual graphics quality is pretty bad. Combine this with those ridiculous intro animations and you have a lady whose probably not going to get asked out on a second date.

Jeff Wayne's The War of the Worlds (man, that's a long title) has a host of other quirky problems other than those mentioned here (the pathing is REALLY bad just to name one) but I think you probably get the idea by now. Unless you're a die-hard fan of the original album, you're probably going to want to leave this one.

War Of The Worlds Game

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