I’ve played a lot of World War II real-time strategy games and unfortunately
most of them have been mediocre at best. Crippled by bugs or questionable design
decisions, these games have all done their part to drag down the WWII RTS
sub-genre on their way to obscurity. It’s because of this that each new WWII RTS
that comes by my desk elicits the same cold, clammy sweat as I imagine would
accompany a notice from the draft board. And now here we have Rush for Berlin, a
game remarkable not for being remarkable, but for actually being enjoyable.
While not without issues of its own, its tactics-focused, war movie style
approach to RTS gaming work well enough to make it worth a look from strategy
fans.
The play in Rush for Berlin is centered on four campaigns: Russian,
American/British, French, and German – the latter campaign being a bit unusual
in that it is set in an alternate timeline in which Hitler was successfully
assassinated in 1944. The missions are set during some of the major conflicts of
World War II, but the game does not try to recreate historic battles or set you
down on a map it calls “Stalingrad” and then leave you to the base-building and
resource-gathering activities of your typical RTS. Instead Rush for Berlin
features large and very detailed maps that are unique to each battle and a wide
variety of mission objectives. You will be tasked with capturing factories and
then defending them from explosives-packing engineers, lighting fires to guide
tanks through swampland, and capturing a lighthouse to use as a beacon for naval
bombardment … and all of these are just some of the things that you’ll need to
in the first few opening missions. These types of objectives really give the
game a strong war movie vibe, making the missions feel more like episodic
adventures than brutal and deadly military clashes.
In addition to the primary objectives, each mission will have one or more
optional objectives and even a secret objective or two. Only the primary
objectives are required to complete a mission, but the rating and medals that
you receive afterwards will depend on your completion of the optional and secret
objectives, as well as standard goals such as killing the enemy leader or taking
minimal casualties. This is designed to give the missions a degree of
replayability – they are heavily scripted so you might not otherwise have any
desire to play through them again. Also, your performance will determine how
many units you can carry over into the next mission and since your units can
gain rank and benefit from experience this is a pretty important bonus. Some
maps feature factories or army camps that will let the owner produce tanks or
infantry using points generated by controlling objectives on the map, but in
other battles you’ll have to make due with your starting forces.
Speaking of units, the game features a nice mix of units for each army
including infantry, armor, and support units such as artillery or supply trucks.
The infantry units are for the most part controlled as squads so you won’t have
to command each individual soldier on the field of battle. Many units also have
special abilities which add some interesting elements to the gameplay but move
things away from reality a bit. Snipers that you can post in buildings are no
surprise, but officers that can boost troop morale by giving them vodka in the
middle of a firefight or dogs that can plant bombs on enemy units are certainly
more fanciful. Even some of the more realistic special abilities such as
infantry’s ability to place magnetic mines on tanks take on a Hollywood feel as
you watch an infantry squad fling a cloud of magnetic frisbees at a tank and see
the tank explode in a spectacular fireball.
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