A damn good RTS
As hokey, simple, and racist as it is, Command and Conquer Generals: Zero Hour is my favorite RTS.
Probably because of its simplicity. As a genre develops over time (or a game, as MMOGs are now developing after they’re released) it [Image removed]usually gets more complex as more features are added. Warcraft II had more options than Wacraft, and Wacraft III offers Heroes, and other weird and confusing things that I’d just as soon not bother with.
More often than not, at least for me, the nuances should be in the gameplay itself, not the control scheme. If I have to pick up a game in an established genre, and really spend some time learning things that are new and cool in their own ways, but generally not groundbreaking and therefore not really worth the time it takes to learn them, I’m probably just not going to play it.
Zero Hour (the expansion to Generals, technically) offers a good, solid [Image removed]set of basic units, specialized generals, and creative units, but it trims the fat. There are no sea units (let’s be honest—who liked ferrying troops across rivers, anyway?), there are no real “heroes,” and most of the units say what they do (I wonder what a ROCKET SOLDIER does?).
But the game is still complex. The different Generals have a well-balanced (not merely opposite) selection of troops at their disposal, and sometimes units cost more if they’re not in your specialization. There’s room during battles to actualy use tactics. Stealth buildings, fake buildings, even timing can be important. You can lure enemies into different areas or operate three attacks at once. The point is, there’s plenty of variablility, replayability, and just options to gameplay without making it too confusing.
The more I think about it, the more I like it. More RPGs should be made this way.