World of Warships – Preview
World of Warships is the latest offering from Wargaming, the mad geniuses behind the free to play successes World of Tanks and World of Warplanes. This time they’ve taken to the water and while we were at Gamescom, we managed to get hands on with the game and was guided through it by producer Mike Fedorov. The BigWorld engine has created some wonderful graphics. Aside from the ship detail, the world around it is just as good looking. The water, whilst not yet complete, looks amazingly fluid and responsive to everything around it. Apparently it’s going to get better and more transparent come beta release so that’s even better. The sky is just as good. Apparently members of the public were asked to tell the difference between real world skies and skies in game. Some people pointed out what they thought was the real sky. They were actually all in game, so if it can fool people then you know it looks good. The atmosphere that the engine provides is vital to World of Warships given the lack of land based battle. If you don’t feel immersed in the areas then you won’t get as in to the game and if you’ve played World of Tanks, you know that authenticity is one of the things they pride themselves on. That is no different with the warships either. This time you’ll have two nations to start, Japan and the USA, expanding to include the British, Soviet and French if not more in future. The game will run ships from the turn of the 20th century as far forward as they can. Meaning that you’ll have effectively 120 years worth of naval military history to play with. Although it’s not going to be a complete recollection of this, you won’t have whole lines of ships, but you’ll have enough ships of historical relevance to be completely lost in.
The ships fall in to four basic classes. The biggest ones being the airplane carrier and Battleship, both of which suffer from low manoeuvrability but have ridiculously big guns for flak and shelling everything in your path. The middle class is the cruiser. They are also armed with flak cannons but has a weaker defence. It also have more precise gunnery so you can sharpshoot any weak points of your enemy, if you so happen to know them. The final class, the one we played with, was the Destroyer. A small, snappy vessel with small guns but armed enough to do damage and with quick manoeuvrability. What’s so good about the detail in these? Everything. They look fantastic and each ship has around 500,000 polygons. Even a gun turret contains more polygons than a single tank did in World of Tanks. They also evolve, being historic and subject to changing design and accompaniment over the years. So if a ship had some new guns installed between World War One and World War Two then that will be reflected in the ship in game as well. The team of historical advisors, as with anyone with a passing interest in military history, are meticulous. The blueprints for the ships have been used along with archive material and pictures from all throughout history to get everything just right. There are even “paper ships”. These are ships that were never actually constructed but their blueprints were drawn up. Consider it history plus. Just like World of Tanks, World of Warships is very easy to control. A simple WASD format will speed the ship up or down whilst turning port or starboard. The mouse controls the direction of your fire as well as shooting. You will also have additional buttons to change your gun rounds from normal to armour piercing and when it comes to torpedoes, you have a secondary sight guide. The guiding of you shot is trickier than a lot of games like this. You will have to accommodate that not only are you moving at a rate of knots but so is your enemy. You effectively have to judge how far ahead your shot needs to be. This gets even trickier when you’re firing torpedoes as ships can alter course and you’ll miss. This is made even MORE tricker by the fact that you are moving and you need to pay attention to where you’re going at the same time, or else collide with some land or another ship. Thankfully there is a navigational map where you can plot your courses if you want to take that particular element out of the equation. As long as you don’t blow your allies up. Friendly fire is always on and might land you in a bit of trouble if you’re not careful.
At the moment the game is in Alpha and the Beta is expected before the end of the year. As opposed to World of Tanks, Warships adds a bit more of a tactical dimension given the nature of the warfare arena you’re playing in. Everything from missing a jut of rock to working out where that sonar beep is coming from telling you of your impending doom. Finally you have to be very mindful of your allies and enemies given how the area is not as closed compared to World of Tanks. It will be a lot easier to make a mistake and blow up one of your friendly escorts. But that challenge is one I suspect regular players will rise to and champion, along with drawing other new players to it as well. Just before we played the game, I remarked that the last naval warfare game I had played was the Sega Mega Drive (Genesis) game 688 Attack Sub. A game that whilst frustrating was also very tactically nuanced and reminded me a lot of Crimson Tide and The Hunt for Red October. Since then, I haven’t really found a naval game that really gripped me or that I found myself playing. Even the Battlefield naval missions didn’t really hit that level of challenge enough for me to be truly gripped. I get the feeling that World of Warships may well solve that missing whole in my gaming experience. [divider] [divider] [author]














































Each enemy, from the Uruk grunt you hit to the to the commander of the troop, has a levelling system that remembers your battles. If you die, you are not reset to a point but placed further down the line in time so those individual soldiers gain more skill points and move up the pecking order of rank. They’ll also remember what you did that they didn’t like, especially if they have fears. Some are scared of fire and they will flee if that comes near them, or some might hate wild animals and do the same.
You will level up and develop as well of course and your characters have traits, such as Talion’s ranger skills allowing him to climb up big walls and our wraith being able to control others. There is a puzzle element to it too, when presented with the wild landscape of Mordor and how animals and monsters can be manipulated to let you pass whilst avoiding costly combat.
When playing co-op, he is so much fun with random buffs that sometimes work. If he gives you a thumbs up and you return it, buffs for all. If not, he’ll get selfish and give more buffs for himself. There’s lots of these random events with funny animations around them to show the horrible clash of poor programming that prevents him from doing some things and allows for hilarious mistakes. All of these are available on the three skill tress that every character has. Claptraps though really are much funnier than everyone else’s.
The Batmobile itself is very easy to drive. Although it does feel as if the brake/reverse controls aren’t where they naturally should be. Once you use the new click wheel selection to get to it, you have two options: drive it like a car complete with afterburner, or into a warthog-esque bumper car with guns and missiles, which require charging up. You also have a very cool tow cable which adds a brand new element to the game. Pulling down walls and doors to make way for your incoming pain arrival which also allows for some cool driving and, my favourite, being able to exit the Batmobile and mid-flight start unleashing fury and then jump back in as the car is moving away. It makes for some excellent cinematic crazy set pieces like jumping a ramp as you’re re entering the car and hitting the after burner. You can even dodge the incoming volley of attacks with a quick retro thruster burst.
Graphically the Arkham series has always nailed lighting and this edition to the franchise is no exception. The shine of water both on the the ground and on the characters reflects beautifully in the light in stark contrast the the dour gothic colours of Gotham and the neon lights of the factories. The water reflects the lights in office buildings as well surrounding the further playable three islands. It might be the first game where, thanks to the Batmobile, you might just want to cruise around and soak it up, rather than fly around.




It also promises a seamless 8 person multiplayer and developers like to describe this as the “worlds smallest MMO.” We got to play with the four-player version which does indeed work very seamlessly even though the game is in pre-alpha state. The idea is, although it isn’t ready yet, that you can co-op with anyone on your server… If you want to that is. You can compete with each other (whether that means PvP or not was unclear) or you can just choose to co-exist.
The game itself hasn’t actually changed too much in its modus operandum. You traverse the open world, guided to objectives whilst scrounging supplies, upgrading your tools and surviving your zombie dodging butt off. After upgrading our tools, we went to defend the fortifications of the ‘Movie Bar’ after they decided to kick out some loud zombie attracting jams including a Peter Fonda quote of “We wanna get wasted…etc” over a radio or PA system. Maybe a ‘Worlds End’ homage or just an homage to California, who knows? At this point, the game being in pre alpha showed a little but was very impressive despite this. If you’re worried about this scrimping on the graphics, it isn’t. The visuals never lose any resolution and the only thing that scares you is the oncoming onslaught hidden by motion blur.



