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Total Annihilation: Kingdoms
Cavedog's Fantasy Free-for-All Offers Tag-Team Excitement
By Johnny L. Wilson

Total Annihilation: Kingdoms
Genre: Real-Time Strategy
Release Date: Q2 '99
Developer: Cavedog Entertainment
Publisher: GT Interactive
www.gtinteractive.com

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Creature Features
As a preadolescent, I had a fascination for "professional wrestling." I may use the term advisedly, but the performers were paid, and some wrestling occasionally took place. I wasn't all that enthusiastic about the one-on-one matches, but I could get really excited over the tag-team matches. Tag-team matches, for those of you who had more refined tastes than the young Johnny Wilson, were those in which a wrestler in trouble could touch the hand of his partner outside the ring and change places with him. This would, of course, shift the balance of the match by bringing fresh blood into the ring to take the place of the beleaguered grappler.

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Wrestling Ring
The atmosphere was further charged by the fact that one of the two-man teams was always the "good guys," the play-by-the-rules guys; the other team was the "bad guys," the cheat-if-you-can guys. It was melodrama. It was adrenaline-pumping excitement to an impressionable 10-year-old. It worked.

Total Annihilation: Kingdoms is a fantasy tag-team match on a global scale. It's melodrama. It's excitement. It works. Like some classic tag-team grudge match, TA: Kingdoms features two good kingdoms (Aramon and Veruna, representing the powers of Earth and Water respectively) against two evil kingdoms (Taros and Zhon, representing Fire and Air). The wrestling ring comprises an entire world called Darien, where ambient magic called "mana" powers everything. The kingdom of Aramon resembles a magical version of the Roman Empire - benevolent imperialists - while Veruna is more cosmopolitan (think Venice during Marco Polo's era). Taros seems a near-demonic depiction of totalitarianism (complete with landscapes from hell), while Zhon has all the chaos of a sorcerous Third World nation set on a primitive continent. All four civilizations use magic, but the good kingdoms escalate warfare with gunpowder, while the evil kingdoms up the ante with sorcery.

In multiplayer terms, it's easy to imagine double crosses and stabs in the back. The global wrestling ring comes to life in a four-player struggle for domination. In single-player terms, the game features one continuous story from beginning to end, but you'll have to change sides (as the gamer, not as a character within the story) from time to time in order to experience the entire story. Designer Clayton Kauzlaric likes to think of the story as a novelized perspective. When you shift sides, your viewpoint changes, complete with differences in interface art and music, as well as different units, spells, and powers at your disposal. Since the mage kings (the commander units) of the four kingdoms are the offspring of the same immortal mage emperor, the storyline in TA: Kingdoms adds the spice of sibling rivalry to the standard good-guys-versus-bad-guys conflict.

For more screens, click here.

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