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Faces of War


Publisher: Ubisoft
Developer: Best Way
Genre: Historic Real-Time Strategy
Release Date: Sep 12, 2006 (more)
ESRB: MATURE

Offline Modes: Competitive, Cooperative, Team Oriented
Online Modes: Competitive, Cooperative, Team Oriented
Number of Players: 1 Player
Number of Online Players: 16 Online
It's surprising that developers are still finding ways to screw up World War II real-time strategy games. Games like the fantastic Company of Heroes should be the rule by this point, not the exception, seeing as developers have stacks of games to pick apart to see what works and what doesn't. Unfortunately, as Faces of War proves, this isn't the case. Many RTS versions of the noble crusade remain packed with flaws, including dull, derivative missions and control problems, and this game is no exception. Even though developer Best Way has already produced the well-regarded Soldiers: Heroes of WWII, here the company has made a primer on how not to make a WWII RTS. Faces of War hits all of the potholes that have wrecked similar games in the recent past, and it's driven into a few new ones.
By now, you probably know the drill when it comes to World War II-themed strategy games. The solo part of the game features the usual three campaigns (there is no skirmish option), so once more you get to tear up Europe with the Germans, Allies, and Soviets. There are no surprises here, although the developer has thrown something of a curveball by picking up the war after the midway point of 1944. You come on board for the final stages of the conflict, so, for a change, there isn't a focus on the standard WWII-game headline battles like D-Day (which is represented in a bonus mission outside of the formal Allied campaign) and Stalingrad (which isn't featured here at all). Chances are that you've liberated Omaha Beach and blasted that infamous Russian city to rubble a few dozen times in other games already, though, so the (partial) absence of these engagements is refreshing.

That's about all that is refreshing about Faces of War, though. Everything else has been scooped out of the big bag of WWII RTS game clichés with both hands. Gameplay is something of a cross between Commandos and a typical larger-scale WWII RTS. You take charge of a small squad of troops and don't have to deal with resource management or even minor management tasks such as ordering up reinforcements, but you do have to deal with large numbers of enemies. Overall, the designers have sort of hit the sweet spot between solving level puzzles and blowing the hell out of everything that moves.

Still, missions all deal with tired, bog-standard objectives like blowing up radio stations, rescuing generals, detonating bridges, and stealing secret plans. There are lots of vehicles, gun emplacements, and tanks to hop into, plus loads of buildings to enter and use to set up shooting positions, but the end goals are still very, very familiar. You can choose to play assignments by either tactics or arcade rules, but both feel like a Sgt. Rock comic brought to life, with your squad going up against insane odds and stacking bodies like cordwood. Best Way seems to have compensated for the lack of unique settings by swamping every level with foes. Combat is fast and busy in such a never-let-up style that the incessant action soon begins to wear on you.
Levels have also been overdeveloped to the point where you have no real freedom. They aren't as rigid or as puzzle-heavy as those you would find in one of the Commandos games, although there is typically just one way to complete objectives and usually just a single way to get there. You need to do everything in perfect order to activate a trigger spawning backups (like a column of tank reinforcements) or setting up the condition needed to take out the battalion of enemies that attack you at the end of each mission. A lot of levels feature extremely dissatisfying endgames that you don't control, where the cavalry shows up out of the blue like a deus ex machina, for example, or you suddenly win the day just because you managed to stay alive against withering enemy fire for a long-enough period of time. Often, these victory conditions aren't spelled out, so you're left mindlessly killing enemies in the hope that the level will eventually end.

Also, if you don't follow the moves "suggested" in midmission officer voiceovers to the letter, you have no hope of winning battles. You don't even have a choice when it comes to taking on secondary objectives, as you always have to complete them ASAP or get shredded by hidden mortars, blown away by a King Tiger tank, or overwhelmed by enemies who often pour out of buildings like clowns out of a funny car. This is one extremely linear game in which everything feels scripted.
Minimum System Requirements
System: Pentium IV 2.0 GHz or equivalent
RAM: 512 MB
Video Memory: 64 MB
Hard Drive Space: 2500 MB

Recommended System Requirements
System: Pentium IV 3.0 GHz or equivalent
RAM: 1024 MB
Video Memory: 128 MB
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