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R.U.S.E. Hands On

Xbox 360 PC PlayStation 3 Hands On by Tom Bramwell

6 August, 2009

Page 1 of 3. Page 2 ->

Let's get down to it then: it's a real-time strategy game which, while it may be leading on PC, is due out at the same time on PS3 and Xbox 360. And when it comes to real-time strategy on consoles, all anyone ever wants to debate is compromises and dumbing down. Want to know why RTS games usually don't work on consoles? The fact we operate from the assumption that they won't work probably has something to do with it.

What's more, Eugen Systems' RUSE is doubly damned, because it's also set in World War II. So if we get bored patronising the console controls in previews, we can always move on to the line about how there's plenty of World War II to go around, and pretend Relic hasn't beaten everyone to the critical Berlin with Company of Heroes.

RUSE project coordinator Mathieu Girard, however, seems quite relaxed on both fronts. Controls? Well, he says, RUSE doesn't have the same problems as other games, for several reasons. It excises a lot of micromanagement, for one. You don't have to tell your tanks to run away when they're being shot, or that they should engage when the enemy's nearly within range; they know what they're doing. And thanks to the impressive Iriszoom engine, you don't need a mini-map, because there are three main zoom levels, which you can move quickly between with the right stick (mousewheel on PC).

'R.U.S.E.' Screenshot 1

RUSE offers 200 units across six factions, according to Girard.

And World War II? We need World War II, says Girard. "It's the last historical war on a world scale with all the units we know nowadays," he notes. "When you do a modern war game, you have to understand about electronics, radar jamming and stuff like that, which is a bit complex." The point being that even a console dullard can tell which end of a tank does what, and that flamethrower attacks probably don't work out well for artillery unit hiding in the forest.

Still, simplicity and familiarity aren't the typical answers you get when someone's asked to justify their game design decisions. In RUSE's case though, it seems to make sense: you need to be at ease, because battles are won or lost not just on the strength of your reflexes and unit selection, but perhaps even primarily because of the tricks you use to deceive the opposition, the eponymous ruses.

'R.U.S.E.' Screenshot 2

Selecting enemy units to target indicates their relative strength - another sign of Eugen's focus on high strategy rather than micro-awareness.

The idea with these, as you may know, is to deploy them to give yourself an unfair advantage, albeit temporarily. You can send a decoy army down one flank - in reality it's a couple of guys and some cardboard cut-out tanks - and as the enemy rushes to defend you can drive your main force right into their base from the opposite direction. Or you can use a decryption plan ruse to observe enemy movements within a certain sector. Spy plane identifies units and bases within a set area, while the camouflage ruse shields them from sight, and radio silence allows you to move around without being noticed. Coupled with Eugen's clever use of fog-of-war - showing you enemy positions but only identifying the specific units when you're within line-of-sight - it makes for a broad range of tactical possibilities.

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Comments: 1-23 of 23 in total

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beastmaster
06/08/09 @ 16:18
#1
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Remember seeing the trailer for this with the two pretty boys facing each other off. Shit trailer. But the way they were 'swooshing' around on that tabletop thing kind of makes me think it may be more suitable for the new Apple Tablet Thingy.
TSYNDMonkfish
06/08/09 @ 16:26
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A decent strategy title on consoles? Sweet baby Jesus & the orphans, whatever next???

About time to be fair. The game sounds good.
Empedocles
06/08/09 @ 16:50
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And your point is?
monkeywithnoeyes
06/08/09 @ 18:00
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The snazzy wheel-spinning zoom function isn't RUSE's only novelty either: Ubisoft has also been showing the game off on giant multi-touch screens - in this case an IntuiSense table - upon which it plays out like a massive iPhone game

Perfect game for Natal
Davemanz
06/08/09 @ 18:19
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"Girard's point about the controls is immediately proven. You move a central cursor around with the left stick and the camera follows. When you hover over a unit, you can click A to select it, hold right trigger to drag select, or hit X to select every unit of that type. B deselects. Then you move your cursor to where you want to go and send your men on their way. It's so simple that I barely need my Eugen chaperone to explain it."

PRAISE THE LORD, THE CONSOLE RTS MESSIAH HAS ARRIVED. No really though, what is this supposed to tell me? Every console strategy title has these same controls. Suddenly I should feel that the fundamental limitations of using a controller for this kind of game evaporate because they have a button for select, a button for deselect, and a button for group select? Video game journalism is a joke.
gohda
06/08/09 @ 19:29
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8th!!!
Edited 1 times, most recently on 06/08/09 @ 20:29
Fixxxer
06/08/09 @ 21:07
#9
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Is that a picture of Luke Young on the front page?
promba
07/08/09 @ 06:14
#10
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Can somebody explain my why this game could work on natal?
shamblemonkee
07/08/09 @ 07:03
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"where the fuck is Monte Cassino anyway?!"
FWB
07/08/09 @ 07:03
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Pushing units across the board, I guess. Like chess.
FWB
07/08/09 @ 07:05
#13
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Italy. Monastery overlooking the valley and thus guarding passage north. Took bloody ages to take. Was bombed to crap, stormed several times, but was eventually taken by Poles.
shamblemonkee
07/08/09 @ 07:11
#14
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I put quote marks around it and everything yet you still missed my obvious Band of Brothers quip, *cry*
Edited 1 times, most recently on 07/08/09 @ 08:27
Petulant_Radish
07/08/09 @ 08:22
#15
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"World War 2 ended over 60 years ago."

And never, ever, should it be forgotten.
neems
07/08/09 @ 08:34
#16
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Not likely to forget about it, as long as the RTS and FPS genres are around.
kangarootoo
07/08/09 @ 09:38
#17
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@ps3owner

I think in future you should just stick to looking at the pictures.
FWB
07/08/09 @ 12:13
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Did notice the quotes. Did a search of the article and posts to see if it was a pisstake, but couldn't find it. Do love BoB but don't know the script THAT well enough. My bad. :)
riz23
07/08/09 @ 12:24
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I'm excited. This is what I call a proper videogame The casualcore need not apply. Geeks line up in an orderly fashion please.
Ergates_Antius
07/08/09 @ 12:29
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Not sure I agree with:
"so it can divert some forces towards it even though they're your decoys. The AI would actually be able to know that, because it has access to all the memories in the computer, but you have to teach it how to be fooled by the enemy's doing."

The AI only has access to all the memories in the computer if you give it that access - it would only know your units were decoys the programmers intentionally passed it that bit of info
robg
07/08/09 @ 13:22
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@Ergates
Exactly - I was about to comment on that! What a load of rubbish he's spouting! Even if you don't know anything about programming, you can certainly appreciate that in countless RTS games the enemy AI can't see units inside fog of war, even though technically* they can access the "computer's memories".

* technically of course the phrase "computer's memories" is a hilarious joke.
hiddenranbir
07/08/09 @ 14:46
#22
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RTS based on a gimmick?

Can't I lure enemies in every other RTS?


Although the multi touch screen interface does show another potential of what Natal could do. Although even in a Minority Report style thing, doesn't their need to be some projection so you know how far your motions have to go in pressing/selecting crap?
Edited 1 times, most recently on 07/08/09 @ 15:47
Luckz
23/08/09 @ 22:04
#23
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Now if it was fun to play. But it isn't.

Comments: 1-23 of 23 in total

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