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World War Alpha
















Early Previews

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As any reader of the History section knows, I'm acutely aware of the way my work has evolved over the years - and I've got no qualms about excavating the past to build the future. Popscene, Sure Shot 3D, Wrecked, Grass Roots (and arguably every single wrestling game!) were all the ultimate incarnations of ideas that dated back as far as 2000. But no concept has sat on the shelf longer than World War Alpha. The product of a brainstorming session in a long forgotten filmmaking class, this cinematic saga told of a warmongering army travelling back in time to conquer the world thousands of years in advance! As both a movie and a game, it was as ambitious as it was farcical - but the passage of time has made it more feasible than ever, so it's finally time to give it a shot...


The Saga Continues

Despite their conceptual differences, World War Alpha actually ties into both Sure Shot 3D and Wrecked to complete a trilogy of games. The treacherous ending of Sure Shot (whereby Major Merc Paramount abandons his partner on the island) sent our 2 heroes down separate paths. While Wrecked concerned itself with the island that was left behind, World War Alpha proceeds to tell the story of what happened to the army that flew away. The details are fleshed out in the game via a series of episodic cut-scenes, but the basic gist is that their maniacal appetite for world domination takes them deep into the past - where they expect to brutalize their primitive ancestors with their superior knowledge and technology! Fortunately for us, they get much more than they bargained for from our resourceful forefathers...


New World Order

The many detractors of the Sure Shot series needn't fear - that inherent narrative aside, this game takes things in an entirely new direction. It's a curious blend of Risk-style territory management and real-time battlefield action. You join the fight once the invaders have spread throughout half of the world, and it's down to you to spearhead the backlash! Each territory is occupied by a certain number of ancient warriors or invading soldiers, and you simply move units from one area to another to initiate an action - whether it's an offensive attack or a defensive fortification. The attacks are settled on the battlefield right before your eyes, and the victors set up camp in the disputed territory. These skirmishes are traded until one side dominates the entire world - but the thinner an empire is spread, the more likely it is to fall apart! Fortunately, a handy timeline adorns the top of the screen and provides a running commentary of these developments...


Strength In Numbers

The potential scale of this project forced me to re-evaluate the way I develop games. I had never created a 3D game that required dozens of characters on screen as standard (the wrestling games only veered into that territory as a luxurious novelty), so my much criticized graphics had to get even more basic! Although it's not noticeable to the untrained eye, the models in this game are a staggering 3 times LESS detailed than anything we've seen previously. That may not sound like the direction that a "new" project should heading in, but the results are up there to see on screen. Raw mathematics state that this game can handle 3 times as many characters as the wrestling games, so the standard is now a screen-filling 30 men (and even more should your computer be powerful enough!). That said, the game is still by far the most demanding yet and isn't designed for middle of the road PC's. A powerful 3.0gHz processor is recommended, and those that fall below may have to make do with merely 20 characters on screen and other features similarly trimmed. There are countless options to help you squeeze the best out of your system though...


High Resolution Revolution

The irony is that, despite the lightweight models, the visuals in this game are better than any other thanks to a healthy coating of high resolution textures! Following the detailed scenery of Grass Roots, this game rolls out the same treatment for the characters themselves - and dresses them from head to toe in higher quality images that look great close up. They've obviously had to be redrawn from scratch too, so they're more detailed into the bargain - with better shading on the muscles and clothing. The heads seem to have benefited most though. Not only do the faces hold up to closer scrutiny during headshots, but they also boast more detail around the skull - ensuring that even bald characters get to look good for once! That's not to say that the hair has been any less modified though. That too features larger and more detailed textures, and even introduces a little transparency to create realistically jagged strands... 


The Land Before Time

The more detailed characters are accompanied by equally detailed landscapes. This game finally makes use of Blitz's inbuilt terrain system, which automatically generates smooth landscapes without the need for painstaking modelling. It maps them out from the contours of an image file too, so you can even draw up your own! You can load in your own colour schemes too. I've adopted a great technique whereby the colour and the texture of the land are separate entities - so you can churn out the blended colours of a painting and rest assured that a separate bump texture will make it look like ground! There are plenty of alternatives on offer too. Not only are there 20 default maps, but there are also just as many colour schemes - ranging from icy tundra and green grasslands to dusty plains and sandy beaches. And, as ever, even the same old location can be experienced at different times of day thanks to the atmospheric variations - which span from dusk 'til dawn...


Temple Of Doom

The terrain variations come in handy for the campaign mode, because it means each part of the world can pick out the most relevant options. As a result, you can usually tell where you are at the blink of an eye. And should there be any doubt, there's even some architecture to make it crystal clear! In addition to the terrain, each part of the world has its own selection of structures to pick from - ranging from temples and pyramids in the Middle East to the castles and statues of Europe (and everything else in between!). Even the modern-day invaders are represented by a shuttle that seems to have crashed into the ground. However, the structures are largely there for aesthetics and can't be interacted with beyond clambering around them. Anything more would have been an unwelcome complication for the simple battlefield premise...


We Are The World

Naturally, each territory also has its own native warriors. There are 9 stereotypical civilizations scattered throughout the world - including Oriental Samurai, Medieval knights, Roman soldiers, Nordic Vikings, Persians, Egyptians, Zulus, and Native American tribes. Not only do you find a stronger presence of each unit in its home territory, but you may also notice that each territory has its own dominant race - so the tribes of Africa are largely black, whereas those in America and Australasia are merely tanned. In addition to faces and hairstyles that are similarly influenced by the place of origin, this means you can recognize where somebody is from as surely as you can recognize where you are. Not everybody is part of this international family though! The battlefields can also be plagued by ruthless Barbarians that have no allegiance to either side...


Space Invaders

It's not just the home team that has a diverse range of units either. Despite being one united force, the invading army also has various soldiers at its disposal. Although the standard grunts are the most common, they can be backed up by slick knifemen, bare-chested bruisers, and cowardly officers. Not to mention various super troopers that go beyond the average soldier - such as the durable armoured version and the perfect specimens that make it into the "Special Forces". Every character's potential is governed by a cocktail of speed and stamina, and it'll be clear who makes the grade in the heat of battle! That goes for the ancient units too. Knights in bulky armour tend to be slower but more durable than the average warrior, whereas half-naked tribesmen tend to be quicker but far more vulnerable...


Fancy Footwork

Not only does the game boast some graphical breakthroughs, but it also has plenty to contribute to the evolution of my gameplay. Throughout its production, I couldn't decide whether to use the turn & advance system of Wrecked or the literal movement of the wrestling games. In the end, I resorted to blending the two together to make a perfect compromise! Generally, the game is as easy to control as the wrestling games - where left and right head for the sides of the screen, while up and down move into the distance or towards the camera respectively. However, the camera is gently following your line of sight at all times - allowing you to see the battlefield from any angle whilst still using that natural control method. Fortunately, the focus of each character is automated in this game too - so you don't have to worry about browsing through dozens of targets! Although you can override it for the purposes of shooting, the game automatically picks out the closest logical threat. And there's never any doubt about who that nearest target is either, because a nice new touch in this game is that a character's head always turns to face the opponent...    


One Inch Punch

Rather surprisingly, the game also boasts the best fighting gameplay yet - even when you haven't got a weapon! The sluggish pace of the wrestling games has been dispensed with once and for all, as this game throws out attacks at twice the speed - and with smoother animation to boot. All the usual variations at still at your disposal too - from separate upper and lower attacks to a powerful combination attack. A special combination for this game even allows your character to launch a 180 degree assault on those approaching from behind! The falls of your beaten opponents are more satisfying than ever too - and more closely linked to the impact, so that a knock from behind causes them to fall flat on their face without turning. And, as ever, once they're down there you can continue the onslaught with a few vicious stomps...


Lord Of The Things

That's all a last resort, however. More often than not, you'll be in possession of any one of 20 distinctive weapons! And this is where the game really excels above its sporting predecessors - with dedicated swings and stabs for every occasion. All of the attacking options remain when holding a weapon, so you can still throw quick attacks high and low before launching a big attack (or lashing out behind you!). Dedicated swings to the ground also make it easier to finish off your grounded opponents. And if you fancy yourself as a good shot, the throwing command now has a dedicated button to let you fire at will. In fact, it actually does more to help you acquire new items than get rid of them. Although you can pick up and drop with the usual button at any time, the "Throw" button in this game can be used for snatching your opponent's weapon when you don't have one of your own! Since weapons are so vital to success, it's good to have that option in the heat of battle. You won't often find yourself without a weapon though. Most characters start a battle tooled up with the weapons of their culture - ranging from the Samurai swords of the Orient to Viking battleaxes...


Got Yourself A Gun

Unfortunately for you, the military have some weapons of their own - and they're slightly more "advanced". Swordplay and fisticuffs makes up one half of the gameplay, while the other half is pure shoot 'em-up action with pistols and machine guns! And accuracy is assured by a revolutionary new system that turns a character's body to face their opponent as surely as their head. This is a godsend for human players, because it means you don't have to aim up and down or to the sides to fire off a few quick shots in your enemy's direction. However, in order to stop it being a completely one-sided massacre, the guns are terribly limited. They regularly run out of ammo - forcing the shooter to waste valuable seconds reloading (and even that isn't possible once the firearm is completely dry). Long range warfare isn't exclusive to the military though. The ancients have their own answer in the form of a humble bow & arrow! As you'd expect, it's a lot slower, weaker, and has a shorter range - but it's better than nothing...      


The Big Bang

The most lethal of all modern technology is the explosive, and it's the one with which the ancients have the most trouble. Not only can the bundles of TNT be thrown as in every other game, but they can now be planted as mines too! Simply pressing the "Drop" command while holding one buries it in the ground, ready to be triggered by the nearest unsuspecting victim. A nice new touch with this game is that the great new terrain system even allows it to be damaged - so explosions cause craters in the ground wherever they occur! And if the difference between ancient weapons and modern technology isn't clear by their devastating effects, it will be by the reaction of the characters. One of the coolest (or most frustrating) touches in the game is that both sides need to acquaint themselves with foreign technology before they can use it! This means that warriors have to stop to examine guns before they even think about pulling the trigger, and soldiers are similarly uncomfortable with ancient weapons that they've never had to use before. It's a great opportunity to turn the tide on a distracted enemy when they're out of their comfort zone...            


The Shield

The improved fighting is entertaining enough, but where this game really excels above all previous efforts is the introduction of defending! By simply hitting the dedicated "Defend" button, your character automatically blocks high or low in response to an incoming attack. The beauty of it is that the system is perfectly smooth, allowing you to weave in and out of various blocks and attacks with seamless animation. Like the attacks, there are even dedicated stances when holding a weapon - which not only looks cool, but also offers better protection! Thankfully, all this blocking isn't foolproof - so you can't do it forever. Even when holding a weapon, it's possible to have it knocked out of your hand. However, one exception is the dedicated shield item! Held on your left arm, they too have a dedicated stance that offers 100% protection for as long as you can hold onto them. They're key to surviving the onslaught of bullets, and you can even run with them (albeit more slowly) as you safely advance on a predictable enemy...


Casualties Of War

Failure to defend can leave you looking like the bloody mess above! All those swords swinging and bullets flying mean that it's easier to have your flesh torn than ever before. And being the first violent game since ears were added to the models, it's finally possible for those to be lopped off too! In fact, the scars that are left behind are more precise than ever in this game. Not only do circular gashes accompany the loss of each ear, but there are also new scars for losing an arm at either shoulder. Although you're more likely to die after losing a major limb, it's by no means a certainty and you can still soldier on in an injured state. In fact, in the unlikely event that a wounded soldier survives until the end, he'll even carry the disfigurement into his next battle! Like wrestlers on a roster, all of the characters in this game are recognizable people that continue to be used until their dying day...


Healing Hands

Death is a very real thing on this battlefield. You may be used to your wrestlers living to fight another day, but the damage in this game is permanent - and it's a fact that half of the people on that field won't get up again. Upon breathing their last breath, a character will become completely motionless - and there are even dedicated death sounds in case their passing wasn't clear enough! If you'd like to turn the battlefield into a morgue, you can even choose to keep the dead bodies there forever - but good performance dictates that the characters be removed after a short time. It's not all about pain and death though. You can bring some love to the battlefield by applying first aid to your fallen brothers! However, you'll rarely have time to do so in the heat of a frantic battle. Fortunately, the CPU's are perfectly capable of doing it too - so you don't have to supervise every patient...


Command & Conquer

Once you're comfortable with your own controls, one of your biggest responsibilities is directing those around you. By holding a special "Tactics" command and pressing any other action button, you can trigger one of 4 different orders. Pressing "Attack" causes all nearby units to pursue their closest enemy, pressing "Defend" causes them to disperse (and effectively flee from a current situation), pressing "Throw" causes them to simply follow you, and pressing "Pick Up" can even command them to find a weapon! That may sound rather basic, but by mixing and matching the various commands you can execute any tactic - and doing so is key to success. Another tool in your quest for tactical perfection is that you can once again switch characters at any time. At the touch of a button, you'll automatically assume control of the next available warrior on your team - complete with the same old "Control" indicator should there be any doubt. That means you can steer any wayward soldiers back into the action, or simply take control of a unit that better suits your fighting style...


War Of Words

It's not just your team-mates that you need to have words with either. There's just as much to say to your enemies! My eponymous "promo" system from the wrestling games even manages to find a role in this game, as all manner of bickering on the battlefield adds a little context to the bloodshed. Some storylines concern themselves with communicating the time-travelling plot, while others are general arguments about power and territory. This can even be true within your own side - as civil wars break out between different cultures! Mutiny can also take the form of just one man, such as a gullible warrior that deserts you or a conscientious soldier that helps. These in-game exchanges are accompanied by dedicated cut-scenes that occasionally follow each battle and help to explain the convoluted plot. The military mastermind Major Merc (now promoted to General) has been captured and you get to see various warriors trying to understand his modern way of thinking...


Field Of Dreams

All of the above is just the main campaign mode! As ever, there's also a pressure-free "Deathmatch" mode where you can construct your own battles. It even goes beyond the main game by allowing you to load in 4 separate armies instead of the usual 2. You also get to specify exactly which units make up those armies, and how many men are used. Or you can choose to do away with armies completely and try your luck in an every-man-for-himself scenario! Whatever you choose to do, you can then specify the role of weapons and the level of human involvement - which extends to split-screen co-operative and versus modes. You even get to tinker with the battlefield by fine-tuning everything from the map and terrain to the scenery and atmosphere. Then all that remains is perfect your skills in a contest where the only rule is to survive!

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