Foreword: this is not a true game, but a mod based on the graphic engine of C&C Generals: Zero Hour. But the work done by the developers is so impressive, and the modifications so definitive, that, at least personally, I prefer to consider it a complete game in every respect.

For those who have played C&C Generals, you would have noticed that it wasn't much worth it: typical game patterns (resource collection, unit construction, etc etc...), not particularly original setting, lack of realism, simple gameplay fitting a mainstream title. However, the game engine wasn't useless, and moreover, it's relatively flexible and open to modifications.

From the ashes of mediocrity of Generals, the Cold War Crisis Team has created what I believe is one of the best RTS games (at least from a gameplay perspective) to date. In fact, Cold War Crisis represents the perfect compromise between realism and playability.

Set during the Cold War, the game features the two historically dominant factions, the USA, with its technological and aerial superiority, and the USSR, relying more heavily on artillery and heavy armored vehicles. The Generals campaign has been replaced with a selection of missions where we will lead both sides in realistic (and sensible) war scenarios.

From a graphic point of view, an excellent job has been done: there's no trace left of the original Generals, not even a unit or a menu. The game offers us dozens of weapons actually used during the Cold War belonging to the two factions, from the most classic (F-117, A-10, Mi-24) to each army's specialties (Blackbird, Delta Forces, B-1B Lancer). All these models have been perfectly recreated by the team, with indescribable accuracy. The textures are excellent, animations too, and the models are more than satisfactory. Another merit goes to the spectacularly rendered graphic effects, without excess (e.g., the flares changed from two white dots dropped by the plane in the original Generals to cascades formed by the smoke from the flares, truly spectacular). The eye was indeed pleased.

Notably, all units now respect real proportions among themselves and within the landscape (except aircraft, for space reasons, which are proportionally smaller), so say goodbye to taller men than tanks from the original Generals. Furthermore, almost all ground units are camouflaged, making them harder to spot on the screen.

The audio has also been completely revised, with weapon sounds very close to their real counterparts, and each unit has received new voices (in Russian for the Russians, naturally).

But the best part comes with the management aspect. The resource collection system has been revised, favoring a gameplay scheme that forces the player to control the territory; our money will come from (aside from a small portion periodically airdropped) controlling flags located at critical points in the territory, which, depending on the area's importance (small or large), generate income for our coffers. Because of this, maps have been specifically created for CWC, and it's not possible to use vanilla Generals maps. Additionally, the original Generals energy has been replaced by gasoline, necessary to move all motorized troops and recoverable within the map by conquering tanks, gas stations, or silos.

From a strategic point of view, we have several faithfully recreated vehicles with realistic weaponry (listed for each vehicle). Infantry is no longer just cannon fodder but plays a tactical role in battles (still remaining infantry, and as such "fragile"); we have a variety of units at our disposal, from the simplest soldier to the officer, anti-tank, anti-air, Spec Ops, engineers, and so on. Nothing is senselessly unrealistic in this game in terms of gameplay and confrontations; of course, there are "refinements," necessary because we start by accepting the limits of a video game, but it’s a more-than-good simulator of real clashes. From these characteristics obviously arise numerous tactical and strategic possibilities in which the player can engage. Both armies are very well differentiated and characterized, possessing unique intrinsic abilities that keep the game interesting (one can even reach electronic warfare between planes and radars). Notably, not all vehicles are available at the start of a match, but must be unlocked through merits earned in battle (and it's not possible to have them all: a choice regarding the doctrines intended for use during the game is necessary).

The AI has also been completely reworked and very accurately, and it will manage to give you a hard time.

One last merit mention: the CWC Team is very active and frequently releases updates and fixes for game bugs (which are actually very few, considering it's a mod) that are automatically installed at the start of the game.

The mod is available for free; the issue is that having Generals: Zero Hour is required (which, in turn, is an expansion of Generals). A real shame in terms of the mod's diffusion. Moreover, it is only in English, but I believe expecting translations into other languages from a team of modders is a bit excessive. For the rest, what can I say... I reiterate the concept: the perfect balance between realism and playability. In my opinion, an outstanding RTS; I'd place it third on the podium, after Rome Total Realism and Hearts Of Iron 2. Highly recommended to RTS purists, modern warfare enthusiasts, and, of course, to those who already own Generals.

Loading comments  slowly