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Emperor: The Battle for Dune

The struggle for total control of Spice production continues to wreak havoc on the desert planet Arrakis

*Emperor: The Battle for Dune
*Windows 95C/98/ME
*DirectX 8.0
*Pentium II 400 MHz
*64 MB RAM
*600 MB hard disk space
*4X CD-ROM
*3D Hardware accelerated video card with 16 MB RAM
*DirectX-compatible sound card
*MSRP: $39.99

Review by Mark H. Walker

D une is one of the better-known universes in science-fiction films and literature. So, too, is it popular with gamers. In 1992, Westwood's Dune 2 exploded the real-time strategy genre; in 2000 Westwood followed up with the limp, we-gotta-get-some-cash-flow-going remake, Dune 2000. Now the company has produced not only a full-fledged sequel, but its first true 3-D game. Titled Emperor: Battle for Dune, the game once again thrusts players into Frank Herbert's creation to do battle for the world's most precious resource--a Game Boy Advance.

Our Pick: C

Seriously, as with all Dune media, Emperor: Battle for Dune focuses on the struggle for Spice on the planet Arrakis. The story revolves around the three great houses of Arrakis: House Atreides, House Harkonnen and House Ordpos. The game may be played through the eyes of each, and a long gaze it is. There are 50 possible missions for each house's campaign. Unlike linear campaigns of past real-time strategy games, players may decide when and where to fight their next battle. Like Electronic Arts' Shogun: Total War, Emperor: Battle for Dune makes use of a strategic map, and how the map is conquered dictates the battles fought.

In battle, the game uses the floating camera popular with most 3-D real-time strategy games. Nevertheless, despite the game's spiffy appearance, this is old-school strategy. Resources must be gathered, units produced and enemy bases waxed. There is a cornucopia of units to do the waxing. Included are numerous infantry types--from engineers to scouts, tanks (assault, flame and missile) and aircraft. Each is made available as the campaign progresses, or may be immediately employed in the game's multiplayer and skirmish modes.

Time moves on, but Westwood doesn't

Give Westwood Studios an "A" for effort. Emperor: The Battle for Dune's production is first-rate. The game makes extensive use of Westwood's patented cutscenes to advance the plot and set the stage for the upcoming battles. Starring are semi-notables such as Michael Dorn (he looks better as Worf) and Michael McShane. Westwood's first venture into the realm of 3-D is also a step in the right graphical direction. It is, however, only a step. Although the game is attractive, the graphics lack the minute detail present in classics such as Massive Entertainment's Ground Control or Topware Interactive's Earth 2150.

Unfortunately, that "A" for effort is the only top score Emperor: Battle for Dune deserves. It's not a bad game, but it is a game whose time has passed. Yes, the game has simplified the resource gathering, added a welcome strategic overlay and included a hefty hunk of different units, but too many missions still boil down to gathering gunk (in this case, Spice), spitting out a horde of units and swamping the enemy.

No doubt, those new to real-time strategy or folks into the whole Frank Herbert thing might well enjoy the game. After all, in addition to the three major houses, gamers can form alliances with minor houses like the Fremen and Tleilaxu. And as if combating enemies wasn't enough, there are always the Wal-Mart-Super-Store-sized Sandworms to deal with. In fact, Fremen warriors can summon the beasts and ride them into battle. But clever units, strategic overlay and Sandworms are little more than icing on a cake that is crumbling with age. Emperor: Battle for Dune is a game whose time has passed.

It's not that Westwood didn't give its all. The game is well put together, but the production-based real-time strategy formula is getting just a wee bit old. -- Mark

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