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Of course there's a degree of nerdy self-satisfaction in being able to go in and tinker with this stuff, but it actually makes a considerable difference to which way the result of individual conflicts will fall. This includes the ability to customise bases to allow better defence of key buildings. The units feel a bit 'miscellaneous', but I like that make-do conquest vibe.įorces Of Corruption has also made a few changes to the overall structure of the game that will please players who got stuck into the original. (B-Wings are an awesome Lego model, incidentally, and far better than the X-Wing.) The Zann meanwhile get all sorts of peculiar stuff, including those rolling-ball security droids from the start of Episode One. Rebels meanwhile have a change to deploy Yoda (oh my God it probably goes against the fiction!) and B-Wings. Imperials get Dark Troopers (from the ancient Dark Forces FPS) for the Imperial ground forces, and TIE Interceptors for the fleets. (It's Star Wars as we know and love/hate it.) And they aren't just additions to the new faction, there's new stuff for both Imperial and Rebel armies too.
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In fact there's a stack of new units that are both intriguing and super-geeky. What it does answer is whether people get to ride Rancor monsters: yes they do, some long as they're 'force witches'. Thieving a bit of technology is all very well, but why not steam-roller in and simply take what you want? It's a question that Forces Of Corruption doesn't answer satisfactorily. It's cool to have options for various types of naughtiness, but this is still a game about battering the hell out enemies with flying tanks and walking death machines. Piratical activities abound, although I do wonder whether that many people will bother to keep the agents running after your military has built up a decent head of steam. It's Zaan's agents who bring in a stream of cash to keep the criminal syndicate ticking over, at least in the early stages of the game. Once successfully corrupted the planets can be sabotaged, bribed and ultimately controlled. You send out agents and perform specific missions to corrupt various planets. The Consortium brings with it various criminal concepts that you can deploy to make trouble on the various planets.
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The Zaan Consortium, lead by cheery crime-lord Tyber Zaan, is the new toy at your disposal. What this means for the overall game is that there's a satisfyingly large new campaign to overcome and another faction to deploy in multiplayer games. Bwahaha! The Star Wars music makes victory even more victorious, or something. And it's refreshing not be ultimate evil or Rebel heroes, and simply a greedy bastard trying to be top dog. The odd bounty hunter here and there, but not at the level of Jabba and chums. Given this general air of independent villainy that pervades the Star Wars universe it's surprising how rarely we get to play with the crime-lord characters. There's always been a huge criminal underworld just beneath the surface veneer of Imperial control and Rebel do-gooding that has been underexposed by Star Wars games.
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It's a splendid idea, and makes full use of the Star Wars background materials. The Forces Of Corruption expansion actually has an entirely new core premise: a third galactic faction that uses intrigue, guerrilla warfare and criminal exploitation to get what it wants. Forces Of Corruption does little to change that fact, even though it has suicide bomb-Ewoks.Īnd no, that idea does not justify an entire game, at least not in this case. They might have been pretty, but they were also utterly unexceptional in a time of demanding, highly accomplished RTS games. If anything it was the real-time combat sequences that really bored me. The tactical campaign maps lacked the nuance and versatility of something like the Total War maps, but it nevertheless provided the kind of challenge that keeps you wanting to push forward, defeating intransigent enemies and spreading your colour all over the galaxy. So the towering sales figures might have been a testament more to the number of satisfaction-starved Star Wars fans than to the quality of the game itself, but I doubt many of the people who bought the game were particularly disappointed. For the rabid few, however, it was a godsend: a Star Wars RTS that wasn't rubbish. Empire At War might not have stunned us with its mild innovation and even milder Star Wars battles, but it was nevertheless an engaging and time-gobbling RTS-with-tactical-campaign-map-management-stuff.