Is Total War a RTS game?
305596#7
"Total Annihilation" was one of the first RTS games to feature radar that showed enemy units within its radius on the minimap. This added an additional element of electronic warfare to the game: players could construct radar jammers that prevented units in a small radius around them from appearing on radar. Mobile radar jammers could be used to create surprise attacks, necessitating the deployment of scout units on a regular basis to reveal said units visually. In addition, radar jammers could disguise the presence of visually cloaked units, such as the commander or land mines. Radar fields rendered cloaked units detectable; a radar jammer could make said units undetectable until the radar jammer was destroyed. "Total Annihilation" was also one of the first RTS games to point the way towards battlefields with hundreds and thousands of units. Previous games could field a hundred units or so. However, Total Annihilation initially permitted 250 units per side which was later patched to 500. A third party patch allowed up to 5,000 units per side.
Total Annihilation
521360#0
Total War is a series of strategy games developed by The Creative Assembly for personal computers. They combine turn-based strategy and resource management with real-time tactical control of battles. The first of the series, "" was released in June 2000. The most recent major game released was "" on 3 May 2018. The series has sold over 20 million copies.
Total War (series)
21996185#39
"Halo Wars" garnered generally positive reviews. The game has an average of 82/100 on aggregate web site Metacritic. Critics were split on whether "Halo Wars" was a successful console translation of the RTS genre. GameSpy's Allen Rausch argued that, as "" showed that first-person shooters could work on consoles, "Halo Wars" "is an RTS ... on a console ... and it works". Tom Price of TeamXbox said that gamers have been waiting a long time for a console RTS "to get it right", and "Halo Wars" did so; reviewers for "Official Xbox Magazine" credited Ensemble with creating a strategy game that felt "absolutely at home on the console", rather than a "poorly shoehorned ... port" of a PC game with clumsy controls. 1UP's Thierry Nguyen was neutral about whether it was a good RTS game or "Halo" title, but called it a "solid beginning towards what could be a really good console RTS". Digital Trends' Scott Steinberg said that, while not perfect, "Halo Wars" made a strong case for the viability of RTS on consoles; "There's certainly the potential to have PC holdouts seriously reconsidering hoisting the controller." Peter Hartlaub of the "San Francisco Chronicle" offered a dismissive summation of the game as "a remedial game—real-time strategy for dummies", and stated that the game offered relatively little innovation when compared to other "Halo" titles.
Halo Wars
54830137#5
Mark Brown of Pocket Gamer UK rated the game 9/10 and gave it the Gold Award, saying it was a "high-quality production" that "streamlines the RTS genre for mobile play" without sacrificing its depth.
Total War Battles: Shogun
2992760#20
Overall, the opinions of reviewers seem to have been summed up by Pro-G: "One day someone is going to combine the RTS with another genre and pull it off really well; "Rise & Fall" isn't that game. The basic RTS elements are sound, but the hero mode verges on awful, boat control is a nightmare, and the campaigns are dull... There are so many other games out there that offer a better all-round RTS experience, there's really no reason to bother with Midway's effort. Some praise must be given for trying something a little different, but Rise & Fall is another idea that falls a long way short of its potential."
Rise and Fall: Civilizations at War
5596604#14
Many reviewers however felt the RTS gameplay was still too conventional, regardless of the subject matter. IGN found that, "While "War Front" isn’t anything particularly new, it does traditional very solidly and creates a decent action atmosphere." "PC Gamer" similarly agreed by concluding, ""War Front" is a solid and entertaining game, though far less original than it purports to be." Because of the game's traditional RTS formula, "Eurogamer" reviewed the title while at the same time satires reviews in general by outlining the traditional conventions in most reviews, such as concluding, "Lazy conclusion? Wrap things up with a witty line that leaves readers grinning. Or, just stop writing in the middl..."
War Front: Turning Point
2992760#14
"Rise and Fall" was received by critics with both positive and negative scores, with an average rating—according to GameRankings—of 65% (78th PC game of 2006). "PC Gamer UK" called it "Pure 24-carat gaming gold!" Games Radar said "This RTS has its ups and downs...", while Games Radar UK said "The RTS Rubicon has been crossed." GameSpot remarked that "this game doesn't quite know what it wants to be."; IGN stated that "...there's very little reason to recommend this title to fans of the strategy or action genres."
Rise and Fall: Civilizations at War
8979955#0
Total Annihilation: Battle Tactics (abbreviated TA:BT) is the second of two expansion packs for the popular RTS computer game "Total Annihilation", released on June 30, 1998 in the United States. Its features include 100 new missions as either the Arm or the Core, four new units (the Arm Stunner & Phalanx and the Core Neutron & Copperhead) and new keyboard shortcuts. Six new multiplayer maps are included, and, for the first time in the "Total Annihilation" series, some single-player missions are set on acid and crystal worlds.
Total Annihilation: Battle Tactics
1502369#11
"Star Wars: Empire at War" was first mentioned in 2004, by then-president of LucasArts Jim Ward. He discussed the possibility of a RTS video game set in the "Star Wars" universe, stating "...there's a bright future there for games based on these new properties as well as original Star Wars games like a new real-time strategy PC game that Petroglyph is developing for next year". Ward described the game as taking the real-time strategy genre in a new direction and outlined plans to balance the gameplay between hardcore games and audiences familiar with the "Star Wars" franchise. The game was unveiled by LucasArts on January 21, 2005 with an original release date set for the end of 2005. LucasArts said that the newly formed Petroglyph Games would be developing an original 3-D game engine, titled Alamo, for "Star Wars: Empire at War" and that the game would support online battles for up to eight players.
Star Wars: Empire at War
20182484#4
In an interview with MacGamer, an online magazine dedicated to gaming on Mac PCs, game designer Chris Taylor had this to say about "Supreme Commander 2" and its spiritual link to his previous Total Annihilation series: "I think they are indeed the spiritual successors, because of the way I approach RTS Real-time strategy design. I don’t like a lot of rules, and I like big, open worlds. Some might say the economy systems play a role in that, but I think it goes much deeper than that. I think many folks will see our upcoming Kings and Castles game as a continuing extension of those previous RTS titles."
Supreme Commander 2
47429624#27
"PC Gamer" complimented the variety of multiplayer game modes available. This sentiment was shared by other reviewers who thought the multiplayer offering was considerably more diverse than what was typically available in most RTS games. Numerous critics regarded Blitz to be the standout multiplayer mode, however they were still apprehensive about its shortcomings. "GamesRadar" called Blitz the most forward-thinking area of "Halo Wars 2", in contrast to other parts of the game which they thought were formulaic. Other writers agreed the mode was an interesting twist on RTS and enjoyed playing it. While Blitz card packs could be earned through playing the game, critics still expressed disappointment about the inclusion of microtransactions for purchasing card packs. A couple of reviewers suspected that winning games in Blitz may be too reliant on the luck of the draw. Consequently, the randomness and card mechanics in the mode were thought to be unsuitable for competitive multiplayer but fitting for the Firefight variant.
Halo Wars 2