The Carnage Continues

The title Total Annihilation: Kingdoms suggests that this computer game's developer, Cavedog Entertainment, has been little affected by the debate raging over computer game violence. Kingdoms is not Cavedog's first entrant into the field of real-time strategy games either-the company's first attempt several years ago, the original Total Annihilation, attracted a huge fan base and heralded a litany of awards from the gaming press.

Kingdoms takes the basic game mechanics that lay behind the original Total Annihilation-one in which man and machine fought each other to preserve their respective ways of life in a distant future-and transposes it into a medieval environment. Ancient monarchies representing the four elements alternately ally and battle each other for rule of their world. Players act as generals for the sides, deciding how to raise armies and defensive structures in real-time scenarios in order to achieve predetermined objectives.

Even though Kingdoms shares so many of its qualities with its predecessor, there are many features that set it apart, for better or worse, from the classic Total Annihilation.

Kingdoms has switched its emphasis from actual game play to the game's narrative. In many respects, it is more like watching the PBS series, Liberty!, than playing a computer game. The cut-scenes were visual manipulations of still medieval pictures that leave the viewer forgetting that he or she is not watching The History Channel.

Unfortunately for Kingdoms, the other elements of the game do not compare nearly as favorably to the original, and cut-scenes alone do not make for a great game.

The trademark of the original game was intense, emotion-driven combat punctuated by impressive sound effects and a dramatic, inspiring score of orchestral music.

The music for Kingdoms, however, resembles the consummate elevator music. It fits in exceptionally well, setting and enhancing the atmosphere in which you play, but is nonetheless emotionless and unnoticeable. Although the latter form of music has its advantages, for this type of fast paced and chaotic environment, having the audio more directly complement the action on the screen leaves the gamer with a much more memorable and exciting experience.

Like the music, the action is a lot less intense and engaging than the original-the battles feel sterile and almost lifeless.

The graphics of the new game are rather blocky-better suited to the old game for which the PC game engine was originally created. Robots are expected to have some flat edges and surfaces, but the soldiers and creatures of Kingdoms appear entirely too inorganic. The units certainly did not look bad, however, and the lush environments were highly detailed, colorful and aesthetically pleasing.

Single player missions are varied and, by and large, entertaining, ranging in scope from spurious and silly to epic, with their difficulty levels having a similar range.

Kingdoms is an entertaining diversion, but left me without the same sense of awe and captivation as did its predecessor. When an enemy was destroyed in the original game, the player was left with a sense of utter accomplishment. Kingdoms seems to be void of that same kind of satisfaction, leaving a feeling of a more ephemeral, insignificant victory. The games themselves represent a similar distinction-Kingdoms is hardly destined to achieve the same level of success enjoyed by the original Total Annihilation.

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