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   Review : State of War »  
 

 

 State of War - Gameplay
   
 Date  : Feb 9th, 2001
 Genre  : RTS
 Developer   : Cypron Studios
 Author  : Jin-Ning Tioh

The warfare for State of War is relatively simpler than Red Alert II in many ways. First off, there is only one goal in the game - conquer the enemy base. Second, the only units that can be produced are various sorts of tanks. That's right, no spies, no nukes, no psychic troopers and no chemical warheads to look out for. However, the only way to upgrade your factories is through your advancer. Once the process has been completed, your factories will no longer produce light units but instead will only produce medium or heavy units. Also, once a building has been converted or a turret destroyed, a small quake will happen. Don't worry, like the cloud effect, this can be turned of if you find it annoying. Lastly, most of the warfare will take part in mostly non-urban combat zones around the globe, including the Artic and the Colorado Wilderness for the most part.


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If anything, the multiplayer experience for State of War will be quick and furious, since units are produced endlessly. The only way to gain any kind of a solid foothold would be to slowly and painfully take over your opponent's factories and fortify them with turrets. However, if you somehow found a way to quickly takeover most of the neutral factories in the game first, then defeating your opponent should be a piece of cake. In short, the game will either let you lose badly or win a decisive victory.

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