World in Conflict | |
---|---|
Developer(s) | Massive Entertainment |
Publisher(s) | Sierra Entertainment |
Distributor(s) |
Vivendi Games (2007–2008) Activision Blizzard (2008) Ubisoft (2008–present) |
Designer(s) | Magnus Jansén |
Engine | MassTech Game Engine utilising Havok physics |
Platform(s) | Microsoft Windows |
Release |
|
Genre(s) | Real-time tactics, real-time strategy |
Mode(s) | Single-player, multiplayer |
Aggregate scores | |
---|---|
Aggregator | Score |
GameRankings | 89/100 |
Metacritic | 89/100 |
Review scores | |
Publication | Score |
Eurogamer | 9/10 |
Game Informer | 9.25/10 |
GameSpot | 9.5/10 |
IGN | 9.3/10 |
PC Gamer (UK) | 88/100 |
PC Gamer (US) | 93/100 |
PC PowerPlay | 9/10 |
PC Zone | 92/100 |
X-Play | 4/5 |
Games for Windows | 8/10 |
World in Conflict is a 2007 real-time tactical video game developed by the Swedish video game company Massive Entertainment and published by Sierra Entertainment for Microsoft Windows. The game was released in September 2007 and an expansion pack was released in March 2009 under the name World in Conflict: Soviet Assault.
The game is set in 1989 during the social, political, and economic collapse of the Soviet Union. However, the title postulates an alternate history scenario where the Soviet Union pursued a course of war to remain in power. Failing to achieve aid diplomatically, Soviet forces invade Western Europe and the Pacific Northwest region of the United States. The player assumes the role of First Lieutenant Parker, a United States Army officer who serves with the disgraced Captain Bannon, under the command of Colonel Sawyer.
World in Conflict does not offer base-building or resource gathering. Instead, players are given a pre-determined amount of in-game reinforcement points to buy units. When a player buys a unit, the reinforcements points are subtracted from the point bank and the units are airdropped to the field, with a 20-second wait for the units to arrive. When a unit is destroyed, the points that had been used to purchase it are slowly filtered back to the player: thus reinforcements can be summoned back into the fray. Tactical gameplay lacking base and unit building is similar to real-time tactics (RTT) games, some of which feature intermittent reinforcements. Another example of the genre is Ground Control by Massive Entertainment, sometimes considered World in Conflict's spiritual predecessor. The game's designers consider the game to be an RTT, though the game is generally marketed as a real-time strategy (RTS) game.