The genre of real time strategy (RTS) is very well
established in the gaming world. There probably isn't
a gamer alive who isn't at least familiar with RTS game
aspects: resource gathering, unit and building
construction, base fortification, and going forth and
smiting thine enemies. I'll admit that battling with
enemy hoards while trying to establish a toehold base
and resource facilities can be exciting, but sometimes
I'm not interested in the buildup, and would like to get
right to the smiting. I read a review a few years ago
for Warhammer: Dark Omen which called it a 3D
battle game (not as snazzy a name as RTS), and
Ground Control, an offering from Massive published
by Sierra, is at heart an updated version of that game.
In Ground Control you don't resource gather
anything, no gold, no wood, no stone, no Tiberium,
no crystals, no nothing. You also don't build
anything, neither buildings nor units, and there's no
research or construction tree. The game revolves
around moving squads of mixed units in combat to
accomplish some mission goal - its appeal is clearly
focused on those who like the smiting angle so if you
are in the mood for battle, there is a great deal to like
in Ground Control. There are however also some
control, camera, and AI issues (I believe people had
many of those same complaints with this year's earlier
disappointment, Force Commander.) that can be a
source of great frustration.
It's the classic conflict of giant corporation (The
Crayven Corporation) versus cult of religious zealots
(The Order of the New Dawn) over alien artifacts
whose function no one exactly understands. Not
quite the Pulitzer of plotlines, but it's serviceable, and
the cut scenes and passable voice acting throughout
keep the plot grinding along. Crayven units are
heavily armored and slow and are based on
contemporary technologies, while Order units are
lighter armored and faster, and have hovercraft unit
and futuristic energy weapons at their disposal.
Mission briefings (ala Starcraft) are like watching a
conference call between you and your superiors.
Missions range across the usual fare: destroy enemy
base, escort some unit, protect some location, etc.
As near as I can tell, the mission tree does not fork.
During the briefing you can adjust the upcoming
mission difficulty among 4 levels and I must say that I
found this very convenient as, rather than butting my
head against a particularly difficult level for the 5th
time, I could just set the game to easy to get through
it. You are given a number of units to conduct the
mission, but not all the units will fit into the drop
ships you are given to transport them to the planet
surface, so some must be left behind. I found the
strategy necessary to create the drop ship loadouts
kind of thin, and you can just let the computer choose
the units for you. The units under your command are
infantries, scout vehicles, tanks, artillery, rocket
launchers, bombers, fighters, and such. Surviving
units at the end of the mission gain experience (as in
Warhammer: Dark Omen), but I must admit that I
didn't notice higher experience units shooting with
greater accuracy or moving more quickly than lower
experience units, so I'm not sure it means anything.
Once on the planet surface, you maneuver and issue
orders to your squads of infantry and vehicles.
Combat is heavily tactical, as you must plan aircraft
attacks on artillery emplacements, and artillery
shelling to take out anti-aircraft assets, while using
fast scouts to locate ambushes before you're inside
them, etc. Only an effective use of mixed forces will
succeed. The camera flies in a 3D isometric view
controlled by you, but it can be a little tricky moving
the camera to see your units and enemy units, and on
the harder difficulty levels I have lost entire squads
while trying to get a glimpse of them and the enemy
through the trees or in a deep valley. You can define
hotkeys to call up squads or collections of squads,
and assign these squads a level of aggressiveness
and one of three formations (block, line, or column).
Ammunition is unlimited, but units also have a limited
(3 shots) special combat weapon such as a mortar
round or high explosive round that is controlled by a
different hot key or mouse click. The display is fairly
well arranged, letting you know which units are taking
fire and their damage level. There is a mini map in the
corner that displays the entire battlefield (your units
in green, the selected units in flashing green, and the
enemy in red), but it's a little difficult to locate
selected units on the mini map because it is so small.
On the whole, it's a lot of hot keys and mouse clicks
between the camera and unit control, and it can be
quite a handful controlling everything when multiple
enemy units are attacking on multiple fronts.
The path finding of the units isn't the worst I've seen,
but it isn't the best either. Going across rocky
terrain, units would sometimes hang up on rocks or
in crowds of other units. Also judging hills is difficult,
and sometimes infantry will climb a hill that vehicles
have to find a way around, leading to a frustrating
and unpredictable separation of forces. Additionally,
my units would sometimes fire on a mountainside or
into trees, not realizing that the line of fire to the
enemy isn't clear. The minimum unit size is the squad
(usually 8 guys, or 4 vehicles). If one vehicle in a
squad is damaged, you can't just withdraw that unit,
you have to pull the whole squad back, and that is
kind of disappointing. In a close combat situation, the
squad often can't find a clear path out of the combat
quickly enough anyway, and the vehicle is as good as
destroyed. Friendly fire is an enormous problem, and
units under friendly fire make no attempt to get out of
the way, nor do the firing units attempt to find a
clearer field of fire. The final great frustration is that
your Command APC (which apparently has you on
board, and if it is destroyed in combat the mission is a
failure) also serves the dual role of repair vehicle. If
you set it to follow the front line units to issue a
constant stream of repair during combat, it will often
end up in front of them taking both enemy and
friendly fire!
The graphics engine handles multiple resolutions up
to 1024 x 768 with 32-bit rendering, but you better
have some extreme horsepower for that. Running at
1024 x 768 with 32-bit rendering I would find that
there would be significant slowdown during heavy
action. Solar glare looks excellent and actually made
me squint on more than one occasion. There are
clouds in the sky, which travel, and cast realistic
shadows on the ground. Smoke, fire, and exhaust
trails are all done nicely. Colored lighting from
muzzle flashes is reflected from nearby buildings and
trees and looks very good in night combat. Units are
well drawn and animated, but they're pretty much just
vehicles and guys so the art department didn't have
to work too hard to earn its pay, and the camera is
frequently too far away to appreciate it. Otherwise,
there have been some odd graphical choices made
along the way. For instance, units leave tire tracks in
the sand or snow or whatever the ground is made of,
but while blowing up a tank makes a big explosion
and flying debris, it ultimately leaves no mark upon
the ground. Buildings and damaged vehicles hardly
smoke at all before blowing up. As such, it is very
difficult to use smoke as an indicator of which
vehicles are damaged.
The higher up the camera view, the quieter the sound,
but even at low camera heights the sound doesn't
pack as much punch as you hope it would given the
amount of heavy ammunition and vehicles that are
being expended. Music, even during combat, is a sort
of melancholy military tune that doesn't exactly build
excitement. I suspect the designers intended you to
keep the camera pretty high up and build a sort of an
epic battle feeling, and if that was their intent, I'd have
to say that to a certain extent they succeeded.
As a whole, this is a difficult game to control as you
try and keep the camera and all your units going in
the right directions with the mouse and keyboard.
Still, it has an easy setting for those who have
problems, and on the easy setting the game really is
not very difficult. If you are looking for a heavy
combat experience with quite a bit of tactical strategy
mixed in, and can handle the headaches listed above,
Ground Control will definitely entertain. I suspect
that between the fixed units per mission and the fixed
mission tree, that it's replay value is extremely limited.