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BATTLESTATIONS: MIDWAY<br />

PUBLISHER: THQ DEVELOPER: Mithis Entertainment RELEASE DATE: February 2006<br />

OVERVIEW<br />

Battlestations: Midway has flown under the<br />

radar for some time now, so let’s get some<br />

basic intel out of the way. As you can probably<br />

guess from the name, Midway takes place<br />

in the Pacific theater and has you playing as<br />

both the American and Japanese navies (you<br />

unlock the latter). Destroyers, aircraft carriers,<br />

subs, recon planes, bombers—you command<br />

about 70 craft in total (45 at a time in singleplayer<br />

mode). A solo campaign eases you<br />

into the higher ranks, but the basic premise is<br />

this: You direct where your fleet goes, and<br />

then you hop down to the ship/sub/plane<br />

level to do the dirty work.<br />

THE ACTION<br />

Whatever you have in your task force is<br />

instantly accessible, thanks to a simple bar<br />

along the top of the screen. Each craft handles<br />

uniquely with simple controls—this isn’t<br />

a sim, after all. In seconds you’re on a sub,<br />

sneaking behind enemy lines and sinking<br />

supply ships. Next you’re jumping onto the<br />

bridge of a destroyer for a completely different<br />

experience. A simple onscreen indicator<br />

tells you how many of the ship’s deck guns<br />

can be trained on the target in the<br />

crosshairs; as soon as you can “cross the<br />

T,” unload with everything you’ve got and<br />

then go on a bombing run over the airfield.<br />

GHOST WARS<br />

PUBLISHER: Hip Games DEVELOPER: Digital Reality RELEASE DATE: February 2006<br />

OVERVIEW<br />

Digital Reality is setting its sights on modern<br />

warfare with Ghost Wars, which may be the<br />

most ambitious game yet in the burgeoning<br />

action-RTS genre. The best way to sum this<br />

game up in 20 words or less: It’s a squadbased<br />

RTS with a huge focus on action scattered<br />

around the globe in modern combat<br />

operations. On the surface, the game actually<br />

looks a lot like Atari’s Act of War. Great visuals<br />

(each vehicle is composed of about 2,500<br />

polygons, and every character has about<br />

3,700 polygons) are obvious from the screenshots,<br />

but there’s a lot more happening<br />

here—as we witnessed firsthand during a<br />

playtest of a level set in Cuba.<br />

THE ACTION<br />

There’s no micromanagement here—just<br />

asses that need kicking. Squad tactics are<br />

the focus, so you get to select your elite<br />

special-ops forces before embarking on a<br />

mission. After the drop, you’ll direct troop<br />

movement as you would in any other RTS—<br />

the real difference becomes obvious in the<br />

field, where you can leap right into the<br />

action. Jump into the sniper and start targeting<br />

distant foes; move over to the assault<br />

trooper for some FPS action; take a tank for<br />

a spin and the game switches to third person<br />

as you blast your way through the<br />

streets. There are so many options here that<br />

you almost forget you’re playing an RTS.<br />

�<br />

Ship-to-ship combat looks particularly<br />

intense.<br />

BELLS AND WHISTLES<br />

Midway also has a pretty cool multiplayer<br />

mode, with eight players jumping between<br />

available craft in pitched naval battles. In<br />

this mode, controls are split between four<br />

different “classes” in a sense. If you control<br />

the airfield, you’re in charge of ordering and<br />

controlling its aircraft—the same goes for<br />

harbors under your command.<br />

�<br />

ACTION-RTS FEATURE<br />

Looks like it’s time for a little urban renewel,<br />

A10 style.<br />

BELLS AND WHISTLES<br />

Units sport A.I. that intelligently evaluates the<br />

situation. When you aren’t giving orders, your<br />

troops will know well enough to run, crouch,<br />

and take cover. For example, we took control<br />

of a tank and trundled down the street into an<br />

ambush. We switched over to command<br />

mode, leaving the unit high and dry—and<br />

after a few seconds of taking damage, the<br />

tank actually retreated and returned fire!<br />

CGW.1UP.COM < 55

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