Showing posts with label hostile waters. Show all posts
Showing posts with label hostile waters. Show all posts

Tuesday, 23 February 2021

CARRIER COMMAND 2 is surprisingly a thing happening soon

In surprising news - moreso because I completely missed it when it broke in December - a direct sequel to the classic 1988 strategy game Carrier Command is in development by the reconstituted MicroProse for a surprisingly imminent release date.


The original Carrier Command was hugely ahead of its time. An open-world 3D strategy game set in the 22nd Century in a vast archipelago of newly-formed islands, the game saw two robotic carriers dispatched into the archipelago to set up resource-gathering operations and scientific exploration. Unfortunately, one of the two carriers was taken over by a terrorist organisation planning to use the resources for their own ends. The player had to take command of the other carrier, gather resources and conduct combat operations against the enemy. The game was an early example of the real-time strategy genre but also incorporated elements of air and land warfare simulation (the carrier could deploy both aircraft and amphibious tanks), as well as economic simulation. By 1988's standards the game was hugely advanced and it won critical acclaim. It originated on the Amiga and Atari ST platforms (and was something of a selling point for the 16-bit generation of home computers) before being ported to PC, Amstrad, Spectrum, Commodore 64 and the Apple Mac.

The game inspired the 2001 cult classic, Hostile Waters (aka Antaeus Rising in the USA), although that was a linear, mission-based game rather than being set in an open world. In 2012 the game had a remake by Bohemia Interactive, named Carrier Command: Gaea Mission, which relocated the action to an alien planet. The game had a fairly mediocre reception, with criticism of the story, AI and pathfinding.

Carrier Command 2 features much of the same gameplay and structure of the 1988 original game, with somewhat retro-stylised graphics. The game will be controlled by an interface set on the bridge of the carrier, from which the player can access information ranging from satellite maps to logistics and supply chains, vehicle manufacture and weapons loadout. They can also plot the course of the carrier and fire weapons such as howitzers and cruiser missiles.

MicroProse, founded by Bill Stealey and Sid Meier, is a name from the golden age of strategy games in the 1980s and 1990s, during which time it publisher games including Civilization and Civilization II from Sid Meier; F-15 Strike Eagle, Geoff Crammond's four Formula One Grand Prix games, Master of Orion, Midwinter, Railraod Tycoon and UFO: Enemy Unknown (better-known these days under its alternate title, X-COM: UFO Defense). The MicroProse name was retired in 2002 by new owners Infogrames. Some of the old MicroProse team followed Meier when he left in the late 1990s to found Firaxis Games, who have since published the Civilization and XCOM revival series.

In 2019, the MicroProse name was revived by former Bohemia Interactive developer David Lagettie (Bill Stealey is on board as an advisor), who is planning to use the name to bring back a number of older IPs as well as new games with a military simulation bent. Other games in development by the publisher include Sea Power, Task Force AdmiralSecond Front, Regiments and Highfleet. Carrier Command 2 is being developed by Geometa Studios and appears to be their first game.

Carrier Command 2 is currently scheduled for release in Q2 2021 (April-June) and Geometa are currently giving in-depth updates on the game's Steam page.

Saturday, 31 March 2018

The Rise and Fall of the Real-Time Strategy Genre


Real-time strategy is the name given to a genre of video games in which the player builds and maintains a large military force which he or she then takes into battle. The genre is differentiated from turn-based games by taking place in real-time, requiring fast reflexes and a good spatial awareness to keep track of multiple areas of the battlefield simultaneously.

The genre was codified in the mid-1990s by games such as WarCraft: Orcs and Humans (1994) and Command and Conquer (1995), although the earliest examples of the genre are generally held to be Carrier Command (1988), Herzog Zwei (1989) and Dune II: The Battle for Arrakis (1992). The genre was massively popular in the late 1990s, arguably reaching an apex with Command and Conquer: Red Alert (1996), Total Annihilation (1997) and StarCraft (1998). The genre subsequently struggled with a move into 3D and a series of commercial failures followed. The genre became significantly less popular in the following decade, although WarCraft III (2002), Dawn of War (2004), Company of Heroes (2006) and Supreme Commander (2007) all proved successful. Which the exception of StarCraft II (2010) and several expansions, the genre has not achieved any major sales successes in recent years. Popular wisdom has suggested that the genre has been supplanted by the MOBA (Multiplayer Online Battle Arena) subgenre, which evolved out of RTS games.

Command and Conquer: Red Alert II (2001, Electronic Arts/Westwood)

MORE AFTER THE JUMP

Saturday, 10 February 2018

Sailing back into HOSTILE WATERS

In 2001 Rage Software released a strategy game called Hostile Waters. Due to a copyright issue, it was given the slightly less-wieldy title of Hostile Waters: Antaeus Rising in the United States. The game was released to a rapturous reception, with universal critical acclaim and high review scores. However, these did not translate into high sales. The game sunk pretty quickly and Rage Studios had to close its doors a couple of years later.


The appeal of Hostile Waters has never really gone away though. Retrospectives (like this one) surface every couple of years and the game has gained a new lease of life through re-releases on GoG and Steam. And it's both easy to see why the game is so beloved and why it also didn't resonate with a mass audience.

Hostile Waters is a strategy game inspired by the 1988 video game Carrier Command. It has an all-new story written by comic writer and novelist Warren Ellis (Transmetropolitan, The Authority, Crooked Little Vein). Set in the year 2032, it depicts a world utterly at peace. In an alternate-timeline 2012 humanity created the "Creation Engine", a nanotech reassembler which can take garbage, pollutants and other materials and recreate them as anything: food, clothing, electronics. The Creation Engine resulted in the collapse of the old order of capitalism and warmongering, as the abrupt arrival of a post-scarcity society made such things obsolete. Some of the old order did not like this and tried to ban Creation Engines, even going to war to obliterate them and all knowledge of how to build them. They were defeated in a brief, brutal and bloody conflict.


Hostile Waters opens with the peaceful, semi-utopian society that resulted from the Creation Engine coming under attack: missiles fired from a remote island chicane in the South Pacific are striking the major cities. An "adaptive cruiser" - a warship fitted with Creation Engines so it can build a complement of strike craft on the fly - named Antaeus is sent to the chicane to investigate. Sure enough, it turns out that the "old guard" of dictators, generals and now-redundant business tycoons are behind the attacks, using Creation Engines and genetic engineering to unleash a new threat, a biological WMD that they can use to blackmail the world. The early part of the game sees you - playing the commander of the Antaeus - investigating the threat, taking on Cabal military forces (who start off using traditional vehicles like Apache helicopters and Abrams battle tanks) and becoming aware of the more devastating weapons the Cabal is working on. Later on in the game the Cabal launches their bioweapon, which promptly turns on them and becomes a much greater threat than anyone was expecting.

What is interesting about Hostile Waters is the control scheme. It's real-time tactics game which anchors the in-game camera to one of your military units. There is no gods eye view of the battlefield like in, say, StarCraft or Command and Conquer. There is a strategic map (accessed via the F1 key) but this pauses the game. You can issue orders to your units in this mode, but you have to come out of the map to see them unfold. This makes for an engrossing variety of gameplay: at one moment your units are engaged in a furious real-time battle and then you pause the action for a leisurely appreciation of the battlefield and what orders you can give. You can also take direct control of a unit and fly/drive it around the battlefield like an action game before allowing the AI to take over again. This allows Hostile Waters to be both incredibly intense and also extremely relaxed at the same time.


Adding to the complexity here is the fact that you can't create infinite numbers of units. Instead you have a set number of "AI chips". Like in the novel and TV show Altered Carbon, people have their personalities captured on a chip at the moment of death (in this game the chip is called a Soulcatcher). You can assign one chip to one vehicle. You can't use copies as this causes the AIs to have massive existential crises mid-battle. Without a chip, the vehicle cannot operate autonomously and needs to be directly controlled by yourself. Even more brilliantly, the AI chips all have different specialities: Ransom likes to be in an attack helicopter, Patton in a tank with a big gun, Borden in a hovercraft and Korolev in a utility vehicle, either scavenging or repairing other units. Put them in other vehicles or give them weapons they don't like and they do not perform as well. The AI chips also have an amusing amount of banter they engage in during the game. Although their catchphrases do get a little repetitive, this eerily reinforces the fact these aren't people but electronic copies of their personalities at the moment of death.

The game's presentation is exceptional. As a seventeen-year-old game the graphics are obviously dated, but still eminently playable. The story, written brilliantly by Ellis with dialogue and narration far beyond the quality of video games even today, is narrated with gravitas by the mighty Tom Baker (Doctor Who, Little Britain). Church and Walker, your two advisors, are played by Glynis Barber and Paul Darrow from Blake's 7, and both do a fantastic job (especially Darrow). The voice actors for your units are also very good, packing a lot of personality into their audio barks and occasional commentary on what's going on. The minimalist musical score is also very enjoyable.

The game is also remarkable for how dark it gets, moving from a military wargame to, later on, The Thing-style body horror. There are hard moral questions asked in almost every mission and the game's morality gets pretty murky later on when you are asked to commit genocide.

The reasons for the game's failure are also unfortunately clear. As a PC-only game self-published by a small British company, it didn't have the marketing clout to get much advertising out, particularly in the United States. More damningly, the game did not ship with multiplayer. The pause-action-pause dynamic did not seemingly allow for any kind of multiplayer at all, and in the age of StarCraft, Total Annihilation and (a few months later) WarCraft III, this did not fly. Frustratingly, the creators did complete a multiplayer patch but the company collapsed on the very day it was finished, so they never issued it.


The game's cross-genre appeal also did not allow it to be categorised easily. It's a frantic action game and a slow-paced strategy game at the same time. It's a very cerebral, thoughtful science fiction story and also a pulpy, schlock military horror story simultaneously. For those who love their genres blended together, tonal variation done well and things to be unpredictable, Hostile Waters is one of the best games ever made. For those who like their games to fit into snug, well-delineated boxes with no flexibility, the game does not work as well.

Hostile Waters was released at the same time as several other strategy games which rejected the Command and Conquer/StarCraft paradigm in favour of doing something more interesting and original, such as Homeworld, Battlezone and Ground Control (and, although a lot less successfully, Star Wars: Force Commander). Ultimately, the middling sales of all these games and the outright failure of Hostile Waters seems to have led to the conclusion that all people wanted in the strategy space was more C&C clones, even today, which is a shame.

Hostile Waters is a fantastic game, if you can get into its headspace and how it does things. It's a remarkable, never-likely-to-be-repeated mash-up of transhumanist, post-Singularity hard SF, biological horror, military fiction and frantic action. It's influences are Vernor Vinge, Greg Bear, Command and Conquer and The Thing but it generates an atmosphere all of its own. It's a game screaming out for a modern remake, or even a HD remaster. It remains strongly recommended.



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Sunday, 7 July 2013

The SF of Gaming

Where would computer games be without science fiction? Alien bad guys, stonking great railguns, cyborg protagonists and post-apocalyptic landscapes are ten-a-penny in games. The number of games out there without any SF or fantasy elements is tiny; even the historical simulation Civilization games allows Gandhi to build an army of death-dealing laser tanks and then fly to Alpha Centauri, whilst the Crusader Kings series postulates fantastical alternate timelines where Wales is a European superpower.

Scientifically inexplicable.

That said, SF in games is usually scenery rather than the focus of the setting. The socio-economic basis of why the alien Lord Mental, with access to vast resources and commanding a star-spanning empire, needs to invade Earth in the Serious Sam series remains resolutely unexplored. And how do those suicide bomber guys scream when they don't have a head anyway? The science in science fiction is often questionable in books (and almost non-existent on TV and in film), and even moreso in games.

Still, exceptions exist. Here's a look at some games which attempt to use real science as more than just wallpaper.



Frontier: Elite 2 - Real Astronomy & Newtonian Physics



Released in 1993, Frontier was David Braben's ambitious follow-up to the classic, medium-defining 1984 space sim Elite. Frontier allows you to take on the role of the captain of a spacecraft. You can indulge in trading goods between star systems, fighting pirates (or turning pirate yourself) or undertaking missions for one of several interstellar powers (the Federation, the Empire or numerous independent worlds, as well as various corporations). You can switch between spacecraft and upgrade them.

Where the game was truly stunning was that it simulated the entire Milky Way Galaxy on just a single floppy disk. 100 billion stars were located in the galaxy, and the several hundred closest to Earth were placed in their (more or less) correct astronomical positions, along with a few hundred other major stars. You could fly to the Pleiades (though it'd take a while), check out Polaris or skim the surface of Arcturus. The game also used real Newtonian physics, complete with effectively infinite inertia once you had fired your engines in a particular direction, and space stations simulating gravity through centrifugal force. You could even fly over planetary surfaces and land at starports.

Of course, the game looks pretty primitive by modern standards, 99% of the stars in the game are randomly placed and named and the Newtonian physics make space combat unintuitive and almost ridiculously difficult to pull off (and the fact that few later space games - I-War and Tachyon's nods to it side - use real physics may be down to Frontier's problems). But the ambition and scope are there. It will be interesting to see if Elite: Dangerous, due in 2014, manages to solve the issues whilst retaining the immense scale, scope and ambition of its forebear.


Damocles: Mercenary II - Comets and Time Dilation


Predating Frontier by a few years, Damocles similarly depicts an impressive 3D universe which allows you to land and take off from planets. The setting is much more limited, with just a single solar system on offer. The spacecraft is also merely a way of getting from planet to planet, with the focus being on your character wandering around (in first-person 3D; a stunning achievement in 1990). The premise is that the comet Damocles is about to crash into and destroy the planet Eris and your character has to find a way of stopping it. The game presents several possibilities, from the direct (finding and blowing up the comet with a mega-powerful antimatter bomb) to the sensible (redirecting the comet away from Eris onto a safer orbit by blowing up another, uninhabited body nearby).

One of the more interesting things about the game is that your spacecraft can accelerate to near-lightspeed to get around the system, but this results in time dilation. You can travel right across the system in minutes, but the doomsday clock will tick down at a ridiculous rate. This forces the player to find alternate ways of travelling around (teleporters being the favourite alternative, but their locations are unknown at the start of the game) to avoid the problem.


Syndicate - Cyberpunk Dystopia


Also released in 1993, Syndicate was an action-strategy game set in a dystopian cyberpunk future, where the world is controlled by corporations who influence and pacify citizens via chips in their brains. These chips can be subverted by the player, allowing them to take control of huge crowds of people during missions to be used as cannon fodder or a distraction. This notion of human/computer interfaces is only lightly touched upon in the game due to control limitations, although it does bring in other SF ideas such as robot policemen and massive corporate advertising boards (influenced by Blade Runner). Most sinister is the way the game postulates a future where governments are rump states at best, with the real power held by corporations and their private armies.

A sequel, Syndicate Wars, moved the game into 3D in 1996. Recently, several of the design team for Syndicate and its sequel announced a Kickstarter campaign for a 'spiritual sequel', Satellite Reign, that will expand upon many of the ideas in the original game and allow for things like hacking and more freeform approaches to missions.


Hostile Waters - Nanotech Singularity and Social Revolution



One of the greatest (though also underplayed) strategy games of all time, Hostile Waters (aka Antaeus Rising in the USA) places you in command of an immense aircraft carrier with orders to liberate a chain of newly-risen islands from the control of a hostile power. What at first appears to be a remake of the classic 1987 strategy title Carrier Command (itself given a lacklustre, official remake in 2012) quickly turns into a different beast. Part of this is down to the compelling fiction, created by writer Warren Ellis.

The game postulates a technological singularity (in 2012) which comes to pass due to the invention of Creation Engines, devices which use nanotechnology to break items apart and reassemble them at a molecular level. Anything can be turned into anything else. Rubbish can be transformed into food, sand into diamonds. This immediately removes scarcity - famine, lack of resources - as an issue for everyone on the planet and would seem to herald a golden age. The owners of the means of production, who are effectively out of a job, resist by trying to regulate the introduction of Creation Engines, resulting in a messy, bloody global civil war. At the end of the war the 'old guard' are defeated and everyone lives in a world of plenty. Needless to say, some of these old guard launch a new assault using weaponised Creation Engine technology...technology which gets out of hand very rapidly.

Dealing with SF hot topics like nanotechnology, the Singularity (not exactly in a robust way, though, as the post-2012 society is still pretty comprehensible to us), life-extension via 'saving' consciousness on AI systems, the conflicts of closed systems versus open ones and ideology versus religion, the game's storyline is surprisingly deep though arguably flawed: the world also being a secularist paradise with billions of people abandoning religion seems a bit far-fetched, though there are hints that the new society has a sinister side as well. All the more remarkable is that this background is there purely to explain the game's use of standard strategy tropes, like being able to build vehicles instantly on the battlefield. The fiction is impressive and well-thought-out, complementing the amazing gameplay very well.


Portal - Science as Fun


Released in 2007, Portal was a small game but a hugely influential one. The game is based around the idea that you can create two linked dimensional portals on certain surfaces, allowing for intelligent ways to solve apparently insurmountable puzzles. Jumping across a vast chasm is possible by creating a portal on the wall behind you and another at the bottom of the chasm: falling into the chasm builds up enough momentum to shoot through the portal, over the top of the chasm and landing safely on the other side.

The portal technology is of course highly speculative, but it's a rare example of a gaming taking its central scientific/technological premise (no matter how ludicrous) and exploring it intelligently. The 'science!' theme, the impressive AI antagonist, the game's remarkable sense of humour and it's bigger, better sequel all help cement the game's reputation as one of the finest first-person action games in existence.


Deus Ex: Human Revolution - Augmentation and Cyborgs


This prequel to 2000's classic Deus Ex deals with a number of important near-future issues. As well as the standard cyberpunk government/corporation tension, the game explores the theme of augmentation and using technology to enhance human abilities in depth and with intelligence. The notion of how much of our bodies we can replace and remain human is also a key theme: does the corporation 'own' protagonist Adam Jensen because they paid for the augmentations that allow him to live? A rich and involving game (let down a little by silly boss fights).


BioShock Infinite - An Infinity of Possibilities



This recent game is set in an alternate timeline in which a huge flying city called Columbia was built in the early 20th Century thanks to the invention of quantum engines, technology that never existed in our world. As the game progresses, the protagonist and the girl he was sent to save find themselves passing through tears in the fabric of reality into other universes, including some similar to our own and others completely different.

The 'many worlds' theory of quantum reality is a common theme in modern SF, but this is the first time a game successfully explores the same theme with some intelligence and uses it to tie together the disjointed narrative in a manner which makes sense.


Wasteland 2 - Post-Apocalyptic Wildlife


The upcoming Wasteland 2, from some of the same team that gave us the Fallout games, is a post-apocalyptic romp which makes few pretences towards scientific realism in its backstory or how anyone survived the nuclear apocalypse. However, the developers have called upon the services of real scientists to help portray environments and creatures, leading to the creation of the fearful giant hermit crab, which hides within the shells of abandoned and burned-out cars and gives the players a nasty surprise when they wander by.

As we can see, there are a few games around which do make more use of science and real SF ideas than as just a cheesy explanation for insane ultraviolence. Hopefully this is something we will see more of in the future.

See also: Polygon has interviews with the scientists who have consulted and advised on games such as Wasteland 2, BioShock Infinite, Deus Ex: Human Revolution and the upcoming Outlast.

Tuesday, 14 June 2011

Carrier Command: Gaea Mission Preview

Rock Paper Shotgun have a detailed preview of the new Carrier Command game, Gaea Mission. Bohemia Interactive (the creators of the Arma franchise and the original Operation Flashpoint) are hoping to release the game next year.


The original Carrier Command was released on the Amiga, Atari ST and PC in 1988, with some ports to less-powerful systems like the Spectrum following soon after. The game cast you as the commander of an immense automated aircraft carrier as it tried to colonise an island chain in the Pacific Ocean in the 22nd Century, building up resources for an attack on an enemy carrier as it did the same thing. The two carriers had to colonise and strip-mine islands for resources, the idea being to keep a steady flow of fresh supplies whilst squeezing the enemy's supplies. The ultimate goal was to immobilise the enemy carrier (which was faster than the player's), corner it and destroy it.

The new version is a faithful remake of the original, but obviously with vastly upgraded graphics and AI, a better user-interface, and two modes of play: a 'campaign' mode which is story-driven and features cut-scenes and specific mission objectives, and a more sandbox 'strategy' mode in which you take complete control of the war effort, like the original game.

In 2001 Rage released a 'homage' called Hostile Waters, which was similar but adopted a linear, mission-based approach. It was also spectacularly awesome.

Hopefully the new game will live up to its heritage. It's due to hit in Q1 2012.

Thursday, 15 October 2009

Wertzone Classics: Hostile Waters

In 2012 the previous era of human history came to an end. But not, as some had feared, in fire and destruction. Instead, the people of the Earth rejected war, tyranny and the rule of the elite over the few. The catalyst for this change was the invention of the creation engine, a nanotech device which could create anything out of anything. Feed in refuse and waste and you could create a fusion reactor, or a television or enough food to last a month. Overnight, most of the human race's problems evaporated. Global warming, cancer, energy and much more. The creation engine eliminated the human race's dependence on oil and ended the ability of dictators to keep their populations under control by rationing the means of production.


The dictators did not take this lying down, and a war had to be fought before the new era could begin. Armed with creation engines, the forgers of the new order were unstoppable. They built two immense carriers, the adaptive cruisers, which could forge entire arsenals out of thin air. They were equipped with 'soulcatcher' technology. Skilled pilots and tank drivers no longer feared death, instead being transferred at the moment of death back to the carrier, ready for their 'soul chips' to be plugged back into a new vehicle and able to re-enter the battle within moments of their demise. The war was won, the old order crumbled and a new age of peace began. The adaptive cruisers, no longer needed, were scuttled, but not disassembled. Not all of the old dictators and warmongers had been apprehended, and the fear was that one day the carriers' firepower would be needed again.

Twenty years have passed and a golden age of peaceful coexistence has come. But the warmongers and dictators are now ready for their comeback. Armed with creation engines of their own and basing themselves in an artificial archipelago they have created out of the depths of the ocean in the South Pacific, the 'Cabal' begins the bombardment of the world's major cities. With no army of its own to deploy, the world government reactivates one of the adaptive cruisers, the Antaeus, and sends it into the island chain with orders to find and destroy the Cabal and their leaders at any cost. But in the depths of the island chain something else is going on, and to win back their thrones the Cabal are prepared to take whatever means are necessary, even if it means the utter ruination of the world...

Property values in the island chain were about to plummet rapidly.

Hostile Waters (also called Antaeus Rising in the USA) was released in 2001 to rave reviews, a very well-received demo and lots of attention. It promptly vanished without a trace, and is probably the most obscure computer game I have reviewed on this blog so far. The game was inspired by an earlier game called Carrier Command, which had appeared in 1987. That game had a player take command of an aircraft carrier capable of building units and colonising an island chain to secure its natural resources. An enemy carrier was trying to do the same thing from the opposite end of the chain. The idea was that the player would build up a huge resource network until it was strong enough to take on the enemy carrier in direct combat and destroy it. It was an astonishingly rock-hard game, but its then-revolutionary solid 3D graphics and open-ended gameplay (there was one vast gameworld to explore and how you went about the mission was entirely up to you) was jaw-dropping.

Hostile Waters uses some of the same ideas, such as the notion of an aircraft carrier you use as a mobile base to combat an enemy force. However, the game is much more linear. There is no open world and instead you move from mission to mission. Notably, the carrier cannot move and has no weapons to defend itself, which means deploying units to defend it is sometimes necessary.

Hostile Waters is an SF game which employs some strong SF talent to make it work. You may have noticed the backstory summary is much more detailed than is normal for a game, which is due to it being the brainchild of the excellent writer Warren Ellis (author of the classic Transmetropolitan series of graphic novels, which I need to read properly at some point, amongst many, many other projects). The game also indulges in total British SF fanservice by having the game narrated by Tom Baker (Doctor Who) and the two principal advisers to your character, Church and Walker, are played by Glynis Barber and Paul Darrow (Soolin and Avon from Blake's Seven, respectively). The game's writing is very strong, with between-mission cut scenes varying between philosophical musings on the impact of nanotechnology, profiles of the various 'soulchip' characters who make up the combat crew of the carrier and plot-based exposition. I also liked the use of the increasingly tiresome "OMG! 2012!" idea being deployed for positive change (which is actually a perfectly valid interpretation of the Mayan prophecies) rather than some kind of apocalypse.

The gameplay is excellent. Hostile Waters is one of very few real-time strategy games - Battlezone is the only other one that immediately comes to mind - that has veered away from the overhead, Command and Conquer-style interface and tried to do something different. The game's camera is permanently anchored to one of your units. You can cycle through different units, but there is no omniscient viewpoint. There is a 3D tactical map you can access at any time by hitting F1, but the game pauses in this mode. If you want to see the results of your decisions, you must return to the battlefield. You can also take direct control of one of your units in the main battlefield mode, which is sometimes necessary if they've gotten confused about what to do next.

Most missions end with something blowing up, which is probably not a shocking revelation.

Most of the time you are dependent on the game's AI instead. You have several 'soulchips' and can assign one to each unit you build. You start off with a few and end the game with ten, meaning you're never going to be in command of a vast army that will win by sheer weight of numbers. Each soulchip houses a different personality who is good at certain tasks. Ransom is unhappy unless he's in a helicopter, whilst Patton likes tanks and pretty much nothing else. Soulchips can be assigned to vehicles they are less happy with, but tend to not perform optimally. Since you are reliant on their AI, you have to manage your incorporeal troops and take their preferences into account in a manner that simply does not exist in most other RTS games, and is a brilliant touch, adding a nice tactical nuance to the game. It also means you can scream at a unit by name when he gets a bit trigger-happy and flies into an enemy crossfire without your prompting. Mastering the game requires keeping an eye on the battle data flying into the command centre, switching between unit cameras on the fly, cycling back to the strategic map view regularly and knowing when to micro-manage the battle (by assigning waypoints and targeting preferences) and when to leave your units to it.

It's a breathless, fun way of controlling a battle, and allows for engagements that are insanely intense, far faster-paced than anything the myriad of Command and Conquer clones have thrown up in the past fourteen-odd years. The ability to pause the game and issue orders at any time means that battles can get much hairier but also more strategically satisfying. It's also - relatively speaking - more realistic, as you are controlling the battle from afar, issuing orders and seeing how your troops manage to carry them out rather than just right-clicking like mad around a NOD base or whatever.

This type of indirect control has some issues, of course. When all hell breaks loose it's easy to concentrate on one vehicle's individual firefight and forget to check all the information coming in, perhaps resulting in losses elsewhere on the battlefield. The AI is extremely robust, far moreso than in many modern RTS games, but sometimes it gets a bit confused. Some maps require your attack force to take cover in ravines or canyons, and the AI has some issues navigating ravines without being micro-managed through them.

Resource gathering is undertaken by a disassembler unit, which trundles around absorbing wreckage, old buildings or some enemy structures and transferring the energy back to the carrier, where it can be used to build new vehicles. As the game continues these 'natural' resource centres disappear and the only way to generate income is to engage the enemy and send in the collector to gather up the wreckage. In fact, on some maps you can only generate resources by having the collector ambling around in the middle of the firefight instantly absorbing enemy wreckage, sometimes as it literally falls out of the sky around it, which can be hairy (luckily the enemy target your armed units first, so as long as you keep the collector covered it should be okay). Your unit selection is also pretty good, with attack helicopters, heavy artillery, tanks and hovercraft all available for construction, along with the resource collector and a field repair unit. You can also build stationary platforms, which are best used bolted to the carrier as AA installations.

Another excellent addition to the game is full unit customisation. When you decide to build a Phoenix attack helicopter, for example, you choose whether to give it more armour (which is tough, but needs a repair unit to fix it), shields (which regenerate on their own), a cloaking device (so it can cloak at will, but cannot attack) or a reloading pod (which prevents the weapons overheating and allows them to fire more often). You also choose what weapon to give it: a minigun, missile launcher, bomb bay (artillery piece on ground units), sniper laser or a flamethrower. These combinations can be used on all vehicles, which opens up a completely different stealth-based side of the game. Rather than go for the massed assault, you can equip a unit with cloaking device and artillery piece (or sniper laser) and have them edge around the outer edges of the enemy defences, picking off the AA towers, enemy production facilities and so on and cloaking and retreating when enemy units come out to investigate. This stealth-based approach becomes less viable on later levels, where the enemy bases are so huge that they'd take five or six hours to destroy with a single stealth unit, but the option is there for extremely patient players.

"Argh! What the hell! Kill it with fi...oh, you are already. Good job."

Hostile Waters has one big problem, and is almost certainly the reason it sank without trace (ahem): it has no multiplayer mode. Due to the F1-pause mode, it would be next to impossible to implement a multiplayer system that recreated the single-player game but was fair to both sides. Rage could have perhaps had a go, maybe some kind of 'arena' mode where you directly controlled opposing vehicles in an equal match, but they chose not to. Hostile Waters is thus a purely single-player based game.

The other issue that probably brought it down is that the non-traditional RTS control system and the need to sometimes charge into battle yourself in direct control of a unit meant that pure strategy fans saw it as too much of an action game (which isn't really the case), whilst the pure action fans saw it as too much of a strategy game (which is definitely true).

This is a shame because Hostile Waters is possibly the most underrated, unsung strategy game in history. It attempted to do something innovative and original in a genre that was even back in 2001 was looking pretty moribund and was roundly ignored for its troubles, a similar fate to some of its contemporaries (Homeworld and Ground Control most notably, although they at least sold enough to warrant sequels) and leaving the unpleasant notion that all the RTS fraternity actually wants is endless Command and Conquer and StarCraft clones, which is rather disheartening.

Luckily, Hostile Waters (*****) is available from the well-recommended Good Old Games website for the princely sum of $6, in a version that is friendly to Vista.