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World War III: Black Gold - Review
System: PC
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In the not too distant future, The US, Russia, and Iraq square-off in a bid to control the oil-fields of the Middle East and Central Asia.  This conflict erupts into World War III and is the situation at the opening of World War III: Black Gold.  World War III is the latest real-time strategy game from the team that created Earth 2150 and The Moon Project, a pair of games which arguably did not receive the level of attention that they deserved.  Players of either one of those games will certainly recognize their influence on World War III, and will be able to get up to speed quickly once they pick up on the new units and structures available in this game.

World War III simplifies the resource gathering aspect of the game by making only a single resource available: oil.  Players place pumps in oilfields and then they steadily convert the oil to cash without the need for further player interaction.  Cash is used for three purposes: to buy new structures, purchase new units, and research new technology.  Structures make it possible to build base defenses and to "call in" new units.  Units are not produced directly in the structures, but are flown in to landing pads when they are completed.  This leads to a slight delay between the time a unit is completed and the time it is available for use.  Units are still queued-up, though, and you must wait for a unit to be completed before the next one is started.  This is a little strange since structures are airlifted in as well and do not suffer the same restriction.  It is not too uncommon for a new base to be a flurry of helicopter activity as multiple structures arrive at about the same time.  This airlift method of building also makes your new units and structures vulnerable to anti-aircraft fire before they are deployed.  To compensate for this, the game allows you to specify the map edge or corner from which new items should be flown in.

The weaponry in World War III is all based on real world arsenals.  You'll have M1s, T-80s, SCUDS, and other modern weapons at your disposal, although the majority of weapons fall into the armor or helicopter class. Some units boast special abilities, such as the ability to build bridges or capture enemy buildings.  While they may be based on real world weapons, the game's units' capabilities only resemble those of their real-world counterparts.  While it is certainly understandable that the designers took certain liberties in the interest of balanced play, gamers should be aware that they are getting a real-time strategy game and not a modern warfare simulator.

One real world touch in World War III that you don't see in most strategy games is the concept of supply.  Units can carry only a limited amount of ammunition and when they run out, they must be resupplied by helicopters from a supply depot structure.  This feature discourages the "build a mass of tanks and then roll over the opposition" strategy prevalent in too many strategy games.  As soon as the mass of units run low on ammunition, they would be easy pickings and leave the player wide open to counterattack.

Each side is provided with a tech tree of upgrades to provide access to new weapons and increase the effectiveness of existing ones.  Players do not need to build various research centers as in most strategy games; instead the research panel is always available and research may be conducted as long as there are available funds.  Unfortunately, each upgrade can only be researched in succession and each step seems to take a long time to complete.  You'll be well into the game long before you have a chance to max out your research upgrades.

World War III excels in the graphics department.  The game takes place in 3D and the fully 3D landscape includes hills, mountains, and valleys.  The maps feature varied terrain and a lot of details such as downed aircraft and small villages (complete with mosques).  The game also models the time of day and weather.  Fog and rainstorms are very convincingly portrayed and have the expected effect on visibility.  As the game progresses, a clock will keep track of the time of day.  At dusk, the lighting becomes slowly subdued until it passes into the darkness of night.  At this point, vehicles use headlights in order to light up the terrain in front of them.  Of course, it would be a good idea for you to turn those lights off if you're planning on ambushing the enemy...


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