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Tom Clancy's EndWar

Chris F

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Ubi announces Tom Clancy's EndWar.


SAN FRANCISCO — April 24, 2007 — Today Ubisoft, one of the world’s largest video game publishers, announced that it is creating Tom Clancy’s EndWarTM, a new brand in the Tom Clancy series of video games. Led by strategy veteran and Ubisoft creative director Michael de Plater, Tom Clancy’s EndWar is being developed by a world-class team at Ubisoft’s Shanghai studio whose members have experience developing Ubisoft’s hit franchises including Tom Clancy’s Ghost Recon?, Tom Clancy’s Rainbow Six? and Tom Clancy’s Splinter Cell?. Tom Clancy’s EndWar is scheduled for release on next-generation consoles in fiscal year 2007/2008.


Set on the battlefields of World War III, Tom Clancy’s EndWar will push the envelope of technology, showcasing artificial intelligence, graphics, physics and animations that were not possible prior to the launch of the new hardware systems. Tom Clancy’s EndWar has been built from the ground up as a revolutionary war strategy game solely for next-generation consoles.


I'm guessing this was that "viral' site that was pertaining to when it was put up a few weeks ago. It's very interesting that it will be a "strategy" game.

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From 1up:


Ubisoft says their Ubisoft Shanghai studio, who last worked on the Xbox 360 version of Tom Clancy's Splinter Cell: Double Agent, is completely handling EndWar. "A strategy game like no other, EndWar will allow gamers to lead their own armies against hundreds of others online in real global locations on the massive battlefields of World War III," said Serge Hascoet, chief creative officer at Ubisoft, in the press release.
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So an MMO-style strategy game then? Possibly RTS? Interesting.


I'm not sure how thrilled I am to see yet another (no doubt yearly) Tom Clancy game hit the scene. I suppose that's being a bit cynical but there's nothing in the description of the setting that couldn't have been served by new iterations of Ghost Recon/Rainbow Six (which are coming regardless). Nonetheless, I'm keeping an open mind and hoping the gameplay is not just another take on the "tactical" FPS.

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Taken from the June issue of EGM:



-Directed by Michael de Plater (formerly of Creative Assembly, where he worked on Total War)

-Inspired by... Madden

-No explicit multiplayer or single-player modes. 1 global campaign map for both game types

-Three factions: U.S. Joint Strike Force, European Enforcers, and Russian Spetsnaz

-Persistent Risk-like online campaign map. Everyone plays in this single, global campaign. The war ends when one faction conquers the majority of territories and then a new campaign starts.

-Each campaign can be different. They give the example that if America is conquered in one campaign, they can start the next campaign "to liberate U.S. soil with a massive new 'D-Day' landing on the East coast."

-"[The Battle for Middle-earth II] was a test case for exactly what we didn't want to do" (Referring to them taking a traditional PC RTS and re-mapping the controls"

-"The first thing we did was ban any reference to the PC. We were determined to design it from the ground up for console."

-Camera is always attached to a unit. The idea is to remove the god-like vision found in RTS games by having a more realistic line of sight.

-You can, however, toggle a full battlefield map where you can give your orders.

-Voice-command system that can control every aspect of the game

-7 unit types: Riflemen, Engineers, Tanks, Transports, Helicopters, Artillery, and Command Vehicles

-Limit of 12 units/squads in battle

-Unit costs are all equal

-No "magic", meaning for something to get to the battlefield it needs to be delivered, etc.

-"Everything is destructible"

-On units: "It's a battalion that you own. You can personalize it. You can customize it. You can choose its motto and its heraldry. You can change its compositions and abilities.

-If your soldiers die, they are gone for good along with their upgrades. If they live they gain experience & medals.

-"Nothing in EndWar seems more detailed and obsessed over than the surprisingly varied way soldiers act (and react) on the battlefield."

-For example: "Squadrons of heavily armed soldiers, when ordered to a cluster of firebombed cars, will automatically take cover in different ways, periodically taking potshots at the enemy through windows and over hoods. If a soldier gets shot, one of his squad mates will drag him back to safety"

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-Persistent Risk-like online campaign map. Everyone plays in this single, global campaign. The war ends when one faction conquers the majority of territories and then a new campaign starts.

Someone was playing Chromehounds.:tu Sounds pretty decent thus far. I'm definitely curious to see what kind of changes they can bring to the genre. (I'd be far more excited if it was just outright turn based but then that's just the kind of strategy game that appeals to me)

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  • 7 months later...

Eurogamer's got a positive hands-on preview. The key take away? The voice control works & works well.


So it's still much too early to make a judgment. But we can say at this stage with absolute confidence that the implementation of the voice command system is fantastic, and recognition is already high - your correspondent's faded Midlands drawl worked the vast majority of the time, although James the Cameraman's White Van Man Mockney encountered a few problems. We're assured this is being constantly improved upon.
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