Hostile Waters: Antaeus Rising
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3)the controll of the earth, if their are no rulers over the world it means that it is not devited into contries. if the land dose not belong to anyone most of the resones for war are defieted.
takeing all that is obove in conclusion world peace seems to be much closer that "one milion years"!!!
i say that someone will take thees ideas seriosly and verry soon we all will be fieting for world peace. than i will know that this message has reached the right hands.
sincerly
shlomo
Details: Mission objectives often change during the mission to reflect newly acquired info. Mission objectives are NOT just the standard "Destroy", "rescue", and "gather resources". It has a strong story line ... explained well with very good sound with GOOD voice acting (Brittish accent) and are NOT cheesy. The only part not narrated with audio is the mission debriefings, which can be ignored if you like. Speaking of sound, the game sound is awesome (I have a "Soundblaster live! X-Gamer 5.1" and "Altec Lansing ADA-880" speakers with subwoofer). The explosions shake the house, the unit sounds are realistic, and the stereo surround effect is excellent and the pitch of other units (other than the current one) changes with location to reflect hills, canyons, and distance. There is a night vision toggle which allows a green-and-white view of everything, and it is NOT unrealistically clear. If it is used during daytime, it is very hard to see anything. The AI does have a few glitches, but is still the best I have seen. The glitches are limited to getting stuck in a few places where the land becomes too steep (perhaps this is realistic?), and when ground units move they tend to move in only one of the four basic directions at a time instead of diagonal. Also attacking cloakable units will not cloak between firing rounds, they will only cloak when specifically ordered to, and cannot fire without decloaking. Everything is beautifully rendered, including clouds and explosions: unit or ordinance. The missiles have smoke trails which quickly fade away. The snow looks real, and vehicles make tracks on it (which quickly fade away). Weapon damage causes black spots on the target, which fade away also. Attacking helocopters do not just sit still and fire, they perform evasive maneuvers while firing. Units can be given up to ten (I think) orders to perform in sucession, and includes a good waypoint system which works well. Some of the cinematics between the missions are a bit wierd, but not cheesy. The only other thing I did not like about the game was the inability to read pilot proficiences and background. This is very briefly outlined in a screen which only shows when the between-mission cinematic are loading, and my computer is very fast, so I only have about five seconds to read several sentences (insufficient time). Other than that, the pilots do speak their minds (actually verbally spoken) when assigned to a unit, which gives you an idea of what they might be good at. Some people (me) might prefer to turn off the swearing (an option is provided, defaults to on), they do use the ... word.
If you've played any of the previously mentioned games, you'll feel right at home with this one. So what exactly sets this one apart from the rest of the pack? The biggest difference is the moderately well-written storyline. Obviously, Warren Ellis put some thought into it, because instead of setting his storyline in an apocalyptic post-nuclear world, he sets his story in a post-21st century utopia. Which is a pleasant surprise...and much needed considering recent tragic events.
The interface is also very well thought out, but does require a bit of time to master. The result however, is probably the best (and easy to use) interface for a first-person-strategy game to date. A few quick keystrokes, and you can command other pilots to act as your wingmen, or command them to attack a target of your choice.
Most of the missions are of the bog-standard "kill everything that moves" variety. That's fine by me, as I never excel very well at defence or espionage missions.
You get some pretty neat units and weapons in the latter half of the game. Some examples include the Rhino and Behemoth tanks, which can be outfitted with devastating artillery cannons. An EMP cannon, which can be used to quickly disable enemy turrets. And a super-flamethrower, which can be used to, quite literally, burn down buildings.
The hardware requirements for this game are quite steep. I played this game on my old Pentium III 550MHz and had to use low details on the final missions. However, I've also played this game on my new Athlon 2000+ XP, and I can play it on the highest detail levels without even slowing down. So anyone with a PC faster than 1GHz won't have a problem running this game.
I've owned this game for almost two years now, and I'm delighted to say that I'm still having fun playing it. It's unfortunate that Hostile Waters wasn't more popular when it was first released, because this game from Rage Software is a definite classic.