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Old 02-02-2010, 12:54 PM  
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Rscom Dune 2000 Gold


Dune 2000 GOLD
For perhaps the first time in my life, I have to admit that I absolutely loved the FMV footage in this game. All of the game's characters look as if they crawled straight off the set of Lynch's film, and the acting is superb throughout. As the game continues, you'll be treated to movies that help push along the plot, which in the case of the Atreides and Harkonnen pretty much follows that of the books and movie, but with the Ordos actually offers up an entirely new race and story. All of the graphics within the game are similarly entertaining ¿ each of the different buildings and units looks exactly like you'd imagine it would. In fact, the entire feel of the game is excellent.
For the most part, Dune 2000 seems to be frozen in time somewhere around the release of Red Alert, which makes sense, seeing as that's the basic engine that the company used. Players have all the basic options that you'd expect from that era, from unit grouping and map location hot keys to a scatter hot key and a guard building option. Like any other game, players receive a briefing at the beginning of the game, most of which involve mining a certain amount of spice or utterly eliminating an opponent, and then they go to the play screen to actually tackle it. These single player missions are fairly well designed, and once completed offer gamers a couple of choices over which mission they're going to take on next. The whole structure is very simple and even the most basic strategy gamer should have no trouble at all sorting out what they're supposed to be doing. Does all of this sound familiar? It should. It's almost exactly the same game Westwood released as their original Dune II.
If you play a lot of real-time games in a multi-player mode, you've probably already realized that there are a lot of features missing from the above list. To keep things simple, I'm going to pick on just three areas ¿ the lack of waypoints, the lack of any sort of escort option, and the horrible, horrible AI. Okay, the first area is easy. There is no option for players to set or use waypoints. Want to try and sneak around to a back entrance? Want to try and cross the sands on several different rocks instead of over open sand where you can be eaten by a giant worm? Then you'll have to hover over your units and guide them every step of the way. Welcome back to the golden age of gaming. Let's move on to the escort option. In a world where every person the player meets offers conversational tidbits like, "the Spice is life," and "the Spice must flow," you'd think that some one would have worked out a way for units to patrol alongside a harvester. Instead players can expect to hear, "your harvester is under attack," and scroll back up to find his nearly destroyed spice miners fleeing the scene of attack while a group of combat units sits idly by presumably talking about the charms of Freman women and the fact that while it may be hot, at least it's a dry heat. Which brings us to the last of my big issues, the game's AI. Here's how it works. If a player has a group of seven units clumped together, and an enemy unit comes within range of one of them, those two units will get into a firefight while the rest of the units sit there. This one simple problem keeps popping up again and again and makes guarding the main base very difficult to say the least. There is a guard option that will make sitting units converge on an attacker, but the fact that protecting your own isn't a default setting just seems ridiculous to me. The problem doesn't make the game unplayable, but it does make the whole exercise seem a lot more like work than play. Having to tell each one of your units to enter a battle separately is a real pain in the ass. Period.



     
 
http://rapidshare.com/files/344485493/Dune.2000.Gold.part1.rar
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