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Hands-On: Blow Up Your Friends for Fun and Profit in EndWar's Multiplayer

Here's a quick look at the competitive multiplayer in Ubisoft's unique console strategy game, in advance of the stress-test demo's release next week.

Get some transports in there, stat!
Get some transports in there, stat!
First-person shooters successfully made the transition from the PC to consoles with the first Halo. And that was, oh, about seven years ago now. But real-time strategy makers are still struggling to find an optimal control scheme that successfully maps the genre's keyboard-and-mouse-based gameplay to relatively limited console gamepads. With Tom Clancy's EndWar, Ubisoft is taking a different approach. Instead of trying to make a square game fit in a round hole, the company's Shanghai studio is reinventing the wheel with an entirely new method of camera control and unit selection that eliminates the genre's traditional bird's-eye viewpoint altogether and locks your perspective to the active unit. It's a unique setup that I've been impressed by and optimistic about, the couple of times I've seen the game before.

I got to play a couple of local EndWar skirmish matches last week to see how this style of gameplay maps to a multiplayer scenario. In multiplayer (as in many of the campaign missions), unit resupplies and ultimate victory depend on your acquisition of control nodes scattered around the map. These are labeled with military designations, so you get to feel extra awesome when you're using the built-in voice controls and yelling out "Unit 5, move to Foxtrot!" Sub in other cool names like Alpha, Whiskey, and Tango as necessary. The more of these nodes you control, the more special abilities you unlock and the more reinforcements you can call in. So the multiplayer becomes a straight-up war of attrition, as you first move to grab as many nodes as you can early on and then assail the other guy's captured points, trying to tip the balance in your favor.

EndWar's balance revolves around a specific paper-rock-scissors setup that I managed to use effectively against a less experienced opponent. Your tanks will beat transports, but transports have anti-air guns that will beat helicopters, and then those choppers' aerial bombardment will beat tanks. Rightly assuming that my novice adversary would mass helicopters--because helicopters are awesome, I mean, come on--I doubled up on transports and obliterated his air units, laughing all the while. There are more units than these three, of course--different types of infantry for taking nodes, and a command vehicle with lots of support powers, for instance--but you have to master this three-way balance to stand a chance in a competitive match.

The more territory you hold, the cooler your toys will be.
The more territory you hold, the cooler your toys will be.
With such limited camera controls, line of sight is a fundamental concept in EndWar. You can only attack things you can see, and you can only see what your units can see. Well, not quite true in multiplayer; there you can also see what any of your allies' units can see, too. That's simply because you can sling your camera view over to any of their units in addition to your own. Working with units of limited attack range, that's not such a big deal, but when you get access to major weapons like orbital strikes late in the match, it can make a huge difference for you to jump to one of your friendly allied units and zero in on a nearby target that they can see but that you otherwise couldn't have.

The voice controls work surprisingly well in multiplayer--other than the fact that I was sitting next to my opponents and they could hear me verbalizing everything I was doing. The game missed a random command here and there, but it picked up the vast majority of them and put them into immediate practice. Tentatively, I think I'd be comfortable playing through the entire game via headset, but we'll see how that works out once the game is final and I can sit down with it properly.

Ubisoft is planning a "stress test" for EndWar that will be available to people who preorder the game. I'd hoped to show you some video running down a sample mission and the voice controls along with this preview, but the release of the demo version was just pushed back to next Tuesday, October 7. So if you preordered EndWar, hold your horses till next week. Everyone else, look for some new video sometime after TGS. In the meantime, here's a video Ubisoft released detailing the various ultra-destructive, match-ending weapons that tend to become available as you approach victory (or defeat) in a multiplayer skirmish.

  


I dropped that kinetic strike on my opponent in one of the matches I played, and I can confirm that, yes, it does make a pretty darn nice explosion.
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Brad

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Edited By Brad
Get some transports in there, stat!
Get some transports in there, stat!
First-person shooters successfully made the transition from the PC to consoles with the first Halo. And that was, oh, about seven years ago now. But real-time strategy makers are still struggling to find an optimal control scheme that successfully maps the genre's keyboard-and-mouse-based gameplay to relatively limited console gamepads. With Tom Clancy's EndWar, Ubisoft is taking a different approach. Instead of trying to make a square game fit in a round hole, the company's Shanghai studio is reinventing the wheel with an entirely new method of camera control and unit selection that eliminates the genre's traditional bird's-eye viewpoint altogether and locks your perspective to the active unit. It's a unique setup that I've been impressed by and optimistic about, the couple of times I've seen the game before.

I got to play a couple of local EndWar skirmish matches last week to see how this style of gameplay maps to a multiplayer scenario. In multiplayer (as in many of the campaign missions), unit resupplies and ultimate victory depend on your acquisition of control nodes scattered around the map. These are labeled with military designations, so you get to feel extra awesome when you're using the built-in voice controls and yelling out "Unit 5, move to Foxtrot!" Sub in other cool names like Alpha, Whiskey, and Tango as necessary. The more of these nodes you control, the more special abilities you unlock and the more reinforcements you can call in. So the multiplayer becomes a straight-up war of attrition, as you first move to grab as many nodes as you can early on and then assail the other guy's captured points, trying to tip the balance in your favor.

EndWar's balance revolves around a specific paper-rock-scissors setup that I managed to use effectively against a less experienced opponent. Your tanks will beat transports, but transports have anti-air guns that will beat helicopters, and then those choppers' aerial bombardment will beat tanks. Rightly assuming that my novice adversary would mass helicopters--because helicopters are awesome, I mean, come on--I doubled up on transports and obliterated his air units, laughing all the while. There are more units than these three, of course--different types of infantry for taking nodes, and a command vehicle with lots of support powers, for instance--but you have to master this three-way balance to stand a chance in a competitive match.

The more territory you hold, the cooler your toys will be.
The more territory you hold, the cooler your toys will be.
With such limited camera controls, line of sight is a fundamental concept in EndWar. You can only attack things you can see, and you can only see what your units can see. Well, not quite true in multiplayer; there you can also see what any of your allies' units can see, too. That's simply because you can sling your camera view over to any of their units in addition to your own. Working with units of limited attack range, that's not such a big deal, but when you get access to major weapons like orbital strikes late in the match, it can make a huge difference for you to jump to one of your friendly allied units and zero in on a nearby target that they can see but that you otherwise couldn't have.

The voice controls work surprisingly well in multiplayer--other than the fact that I was sitting next to my opponents and they could hear me verbalizing everything I was doing. The game missed a random command here and there, but it picked up the vast majority of them and put them into immediate practice. Tentatively, I think I'd be comfortable playing through the entire game via headset, but we'll see how that works out once the game is final and I can sit down with it properly.

Ubisoft is planning a "stress test" for EndWar that will be available to people who preorder the game. I'd hoped to show you some video running down a sample mission and the voice controls along with this preview, but the release of the demo version was just pushed back to next Tuesday, October 7. So if you preordered EndWar, hold your horses till next week. Everyone else, look for some new video sometime after TGS. In the meantime, here's a video Ubisoft released detailing the various ultra-destructive, match-ending weapons that tend to become available as you approach victory (or defeat) in a multiplayer skirmish.

  


I dropped that kinetic strike on my opponent in one of the matches I played, and I can confirm that, yes, it does make a pretty darn nice explosion.
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sionweeks

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Edited By sionweeks

Looks great! But I'm not sure if I even understand what I'm supposed to do ^^

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zoozilla

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Edited By zoozilla

I'm really looking forward to this game.

I think the voice commands just immerse you so much more than pointing and clicking; somehow, I get the feeling that it's more authentic.

Of course, if there is a demo, and the voice commands don't work in any way, this game will die for it.

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Edited By Serker

Maybe this is the game that gets it right. Command and Conquer 3 was way too fast paced for the menu and unit selections that they designed it with. if the voice commands are responsive enough this could be how rts need to be played on consoles.

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frenchdork

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Edited By frenchdork

reminds me of World in Conflict but it looks good though.

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Edited By Stealthoneill

I was first introduced to voice commands in SOCOM, it rocked. THe system made everything streamline and easy, the way forward for these RTS games is definately voice commands.

Reinventing the entire control scheme could be risky, but lets be perfectly honest they cant do much worse than previous RTS attempts. I hadnt really thought of this game in a long while, but seeing the video and hearing that the whole system works well with a Unit Eye View and voice commands I may pick this up.

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Player1

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Edited By Player1

Wow, I'm suddenly interested on this game. I'll keep my eye on it. 

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RHCPfan24

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Edited By RHCPfan24

Wow. Glad you enjoyed it Brad. I have been on the fence about this one for awhile but I am glad it looks cool.  However, with the three F's dominating my gaming schedule soon (Far Cry, Fable, Fallout), I might not have time for this one.

Brad, you have been on a roll lately with the blog, haven't you?  Where is Jeff or Ryan?
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DualReaver

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Edited By DualReaver

I will be dropping some WMD on some bitches fo sho.

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TomboDemon

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Edited By TomboDemon

i haz no money!!!!!!

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Gunner

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Edited By Gunner

If i wasnt already getting fallout 3, farcry 2 and brothers in arms, id totally get this game.

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Edited By majnuker

I have been looking at this game ever since the original release video, the first trailer, came out. Unusually enough, i haven't been interested for quite awhile. I figured the game wouldn't be very fun to play, or too simplistic in nature. But i suppose i would play this over Red Alert 3.

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John

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Edited By John

Dammit, I would love for them to start that beta soon. Hell, I should be playn' this now. :_(

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Edited By Crono

I was lucky enough to get randomly chosen for the closed multi-player beta a few months ago.  The voice com does NOT immerse you more than clicking, however, it works better than any other voice-com game before it.  I have very rarely run into any problems with the voice commands. 

This game doesn't do much for me though.  I guess I am a victim of over-play.  I played StarCraft, Red Alert series and WarCraft religiously when I was younger and that is how I like my RTS.  I have tried many others and find them less enjoyable and this game goes in that bin as well.  It is not a bad game by any means, but it doesn't feel all that strategic to me and I feel like a loser sitting in a room shouting commands at my TV; my girlfriend has made fun of me for it so much... I feel like a dork haha.  But if you can get over that, and you like somewhat watered down RTS, then this is great. 

I guess that is the way to look at it... this is a great RTS for console gamers.

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Edited By StaticFalconar

So its like world in conflict but with with voice?

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Edited By Rowr

still wary.

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ArbitraryWater

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Edited By ArbitraryWater

Wow. This is now on my Radar.

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Destroyeron

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Edited By Destroyeron

Not really into the whole talking thing.

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Edited By guttershark

i seriously can't wait for this game either

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Edited By Sharpshooter

I like the idea of retaliatory strikes. Things are going bad, your on the ropes and then you unleash a Kinetic . Best case sinerio, you turn the tide and snatch victory from the jaws of defeat (i don't like using that cliche anymore than you like reading it, but I can't think of anything else). Worst case, you make your opponant pay heavily for the victory.

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Edited By Scooper

Click... and.... 2 seconds of amazing video.... "Duder, it's over!".

Cool.

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Edited By chandlerr_360

WiC, only with a grim near-futuristic setting and voice commands? Count me in, not to mention its a Tom Clancy game. Damn this game is going to be freaking awesome.

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Edited By TheIneffableBob
First!
caption
caption
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krazy_kyle

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Edited By krazy_kyle

Loving the way WMD's can change the tide of the battle, and the fact that the same thing can happen in real life brings it home a little... If one country pushes the button, they just caused the other countrys to do so aswell, so technically everyone will be screwed? ...fab

Seems pretty kool though, gonna keep an eye out for it :)

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Edited By AaronBelfast

On the fence about this, it's looks good but have you saw October?

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Kohe321

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Game looks cool :P

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The limited amount of units is a turn off for me. I want light, medium and heavy tanks. Fighter planes, bomber planes, artillery, rocket artillery, AAA, SAM etc. Seems way to simplistic.

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Europeans have a lazer!

IMMA FIRIN' MAH LAZAR!
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I was on the BETA test for this game on Xbox 360.

Was a lot of fun ;)
The online mode is great, you get your own personal battalion which you take into every battle,
Which you can upgrade and modify as you choose.

Just the feel of the game is something completely different,
It's like a combination of RTS and Ghost Recon.
I would definatly recommend it to anyone who likes Stradegy games, and Tom Clancey's games.
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First-person shooters successfully made the transition from the PC to consoles with the first Halo. And that was, oh, about seven years ago now. But real-time strategy makers are still struggling to find an optimal control scheme that successfully maps the genre's keyboard-and-mouse-based gameplay to relatively limited console gamepads. With Tom Clancy's EndWar, Ubisoft is taking a different approach. Instead of trying to make a square game fit in a round hole, the company's Shanghai studio is reinventing the wheel with an entirely new method of camera control and unit selection that eliminates the genre's traditional bird's-eye viewpoint altogether and locks your perspective to the active unit. It's a unique setup that I've been impressed by and optimistic about, the couple of times I've seen the game before.


I got to play a couple of local EndWar skirmish matches last week to see how this style of gameplay maps to a multiplayer scenario. In multiplayer (as in many of the campaign missions), unit resupplies and ultimate victory depend on your acquisition of control nodes scattered around the map. These are labeled with military designations, so you get to feel extra awesome when you're using the built-in voice controls and yelling out "Unit 5, move to Foxtrot!" Sub in other cool names like Alpha, Whiskey, and Tango as necessary. The more of these nodes you control, the more special abilities you unlock and the more reinforcements you can call in. So the multiplayer becomes a straight-up war of attrition, as you first move to grab as many nodes as you can early on and then assail the other guy's captured points, trying to tip the balance in your favor.

EndWar's balance revolves around a specific paper-rock-scissors setup that I managed to use effectively against a less experienced opponent. Your tanks will beat transports, but transports have anti-air guns that will beat helicopters, and then those choppers' aerial bombardment will beat tanks. Rightly assuming that my novice adversary would mass helicopters--because helicopters are awesome, I mean, come on--I doubled up on transports and obliterated his air units, laughing all the while. There are more units than these three, of course--different types of infantry for taking nodes, and a command vehicle with lots of support powers, for instance--but you have to master this three-way balance to stand a chance in a competitive match.

The more territory you hold, the cooler your toys will be.
The more territory you hold, the cooler your toys will be.
With such limited camera controls, line of sight is a fundamental concept in EndWar. You can only attack things you can see, and you can only see what your units can see. Well, not quite true in multiplayer; there you can also see what any of your allies' units can see, too. That's simply because you can sling your camera view over to any of their units in addition to your own. Working with units of limited attack range, that's not such a big deal, but when you get access to major weapons like orbital strikes late in the match, it can make a huge difference for you to jump to one of your friendly allied units and zero in on a nearby target that they can see but that you otherwise couldn't have.

The voice controls work surprisingly well in multiplayer--other than the fact that I was sitting next to my opponents and they could hear me verbalizing everything I was doing. The game missed a random command here and there, but it picked up the vast majority of them and put them into immediate practice. Tentatively, I think I'd be comfortable playing through the entire game via headset, but we'll see how that works out once the game is final and I can sit down with it properly.

Ubisoft is planning a "stress test" for EndWar that will be available to people who preorder the game. I'd hoped to show you some video running down a sample mission and the voice controls along with this preview, but the release of the demo version was just pushed back to next Tuesday, October 7. So if you preordered EndWar, hold your horses till next week. Everyone else, look for some new video sometime after TGS. In the meantime, here's a video Ubisoft released detailing the various ultra-destructive, match-ending weapons that tend to become available as you approach victory (or defeat) in a multiplayer skirmish.

  


I dropped that kinetic strike on my opponent in one of the matches I played, and I can confirm that, yes, it does make a pretty darn nice explosion.
Filed under : Tom Clancy's EndWar
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Gen_Warbuff

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Edited By Chummy8

Yeah, I'm definitely getting this.  Just what I've been looking for, a cool easy to play RTS for the consoles.