Galactic Dream: Rage of War and short history of RTS games.
RTS Games
A real-time strategy (RTS) game is a strategic game that is distinctly NOT turn-based, meaning that each player in an RTS may interact with the game independently of other players, so that no player has to wait for someone else to finish a turn (in a PC RTS). Some important concepts related to RTS games include combat and twitch-oriented action. Other RTS gameplay mechanics implied are resource gathering, base building and technological development, as well as abstract unit control (giving orders - as opposed to controlling units directly like in shooters). Basic characteristics of any PC RTS.
Generally, the player is given a top-down perspective of the battlefield, though some of the best RTS games allow total freedom of camera movement in 3D. Additionally, the in-game user interface is much like a computer desktop: the player can manipulate controls and in-game units with techniques such as clicking and dragging.
The genre that is recognized today as real-time strategy emerged as a result of an extended period of evolution and refinement. Games that are today sometimes perceived as ancestors of the real-time strategy genre were never marketed or designed as such at the original date of publication. Therefore, designating *early* pc rts games titles is very problematic. Although the ZX Spectrum game Stonkers was published a year earlier, in 1983, The Ancient Art of War is generally recognised as one of the first RTS PC games, a genre which become hugely popular a decade later with Dune II and Warcraft. These games added an element of economic management with mining or gathering, as well as construction and base management, to the purely military.
In 2005 Command & Conquer became the first popular RTS game to utilize competitive multiplayer. Command & Conquer, as well as Command and Conquer: Red Alert, became the most popular early competitive RTS games that open up the path of online RTS games.
It all started with Herzog Zwei for the Sega Genesis. The idea of controlling units other than yourself to destroy enemy bases seemed rather simple. And in practice; it was. This game outlined the basic criteria for an PC RTS that many developers still use today. Build units that cost resources to strengthen your army, then unleash them onto your opponent, suspecting or not. Many elements such as this are still with us today -- unchanged since the beginning.
Many would say that where we are right now is where RTS developers are going to stop. There are no more things to invent in new rts, or innovative ideas that will come along. "The only things to do are to add more units and techs, and support more people on multiplayer, that's hardly enough to keep people coming back for more". All we can say is: they are wrong! Look at how something as simple as adding the third dimension added to the gameplay of Empire Earth, pushing it even further of achieving the status of best rts. Also, some of today's indie free rts games are bringing innovation to the table, even if they don't receive the exposure the big guys get.
"Before 1992, wargames and strategy games were very much niche markets -- with the exception of Sid Meier's work. But in the end, it was best to call it an 'RTS' because that is exactly what it was." (Bruce Geryk - A History of RTS Games)
"There's obviously a lot to look forward to in the future of real-time strategy. It's great that all of these developers seem very excited about the future and where the genre can go." (Dan Adams - The State of the RTS Games)
Lead one of two powerful races in an epic real time strategy game;
Over 50 detailed units and structures, quick build-up, low system requirements;
The game's campaign will introduce you to a thrilling futuristic set;
Funny unit dialogues:
"Impossible! The mothership grounded me."
"I'm a super model battleship.";
Play our real time strategy game with a friend on the Internet or over the LAN;
Units advance unlimited in levels to become the core of your unbeatable armada.
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RTS Games
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