Tom Clancy's EndWar Review

While the console versions are solid, the PC version of this unique strategy game is too stripped to stand out.

Tom Clancy's EndWar is a real-time strategy game created for consoles that has now found its way to the PC. How's that for a twist? With its innovative voice controls and strong production values, EndWar was an enjoyable experience on the PlayStation 3 and Xbox 360, granting armchair commanders a sense of high-tech supremacy. Yet on a platform overflowing with quality RTS options, its core simplicity is far more obvious. Its three near-future factions all play the same way, the rock-paper-scissors relationships between units are incredibly straightforward, and the single-player campaign doesn't tell any story to speak of, which is a blatant missed opportunity. Nevertheless, a novel multiplayer mode and persistent units that carry from one mission to the next keep things interesting, and on the whole, EndWar is a mildly enjoyable game, even if it never feels like a comfortable fit on the PC.

Scissors beats paper. Or in this case, transports beat gunships.
Scissors beats paper. Or in this case, transports beat gunships.

To get the most out of the experience, you'll need to plug in a headset. To order your units about, you issue a series of preset commands by holding down the space bar and speaking your directive into the microphone. This runs the gamut from attacking enemy squads ("Unit two, attack hostile four") and bringing in reinforcements when they are available ("Deploy gunships") to centering your view on a particular group ("Unit three, camera") and ordering special attacks ("Air strike, hostile six"). There are limited possibilities, so don't expect to plan out multiple waypoints or set up tank patrols. Nor can you rely completely on the microphone--at least, not if you intend to be competitive. Actions like garrisoning infantry in a building or ordering your units to unleash special attacks require some key presses, so there is a bit of light micromanagement in this regard.

If you'd rather take a traditional approach, you can use a mouse and keyboard, but doing so makes EndWar more frustrating than fun. Because the camera must be focused on a particular unit, you can't scroll across the map and issue orders with ease. You can enter a "sitrep" view, assuming your command vehicle hasn't been destroyed, which makes issuing orders with a mouse more feasible but is visually unappealing. Should you decide to use a headset (which you should, if you want to experience EndWar at its best), you may need to mess around with settings in Windows and within the game menus to get your hardware to work properly. A standard Logitech headset recognized most voice commands, while others were less successful (or completely unsuccessful) in consistently recognizing instructions.

The units themselves are products of EndWar's World War III setting. In the game's version of near-future events, The United States, Russia, and a unified Europe have become superpowers, and the US plans to launch a military space station to tip the worldwide balance of power in its favor. Unfortunately, terrorists destroy the station upon liftoff, thereby igniting global conflict. Yet as interesting and far-fetched as the setting is, it's mostly backdrop. The campaign is just a series of battles against the AI that emulates EndWar's main multiplayer mode, so don't expect much exposition, larger-than-life personalities, or political intricacies. You can play as any of the three factions, but while your own commander (and his or her blatant accent) will change, there's no story to involve you, aside from mission updates and news blurbs. Thus, there's no reason to play the campaign with another faction if you've finished it once already. This lack of narrative is a big disappointment, given Tom Clancy's pedigree of political page-turners.

Capturing every uplink leads to the sweetest kind of victory.
Capturing every uplink leads to the sweetest kind of victory.

Nevertheless, EndWar has a way of drawing you in, not just because of the unique control mechanism, but because it lets you closely follow your squads into battle. Regardless of your faction, the basic units are the same: Infantry comprises riflemen and engineers; tanks and artillery have the armored advantage; gunships take to the skies; and transports not only whisk your infantry about the battlefield, but offer necessary antiair support. Most of the time, you'll be switching your view from squad to squad, and the camera's close-up vantage point has quite an impact when you're engaged in combat. Bullets fly, gunships fall from the sky, and artillery fire rains from above, and some visual glitches aside, it's all exciting and cinematic in a way that most other strategy games just can't accomplish. Using sitrep view lets you get a quick overview of the battlefield, which is useful but not particularly dramatic. The rapid zoom of the camera when you move in and out of this mode and from one unit to the next, however, is slick.

While it may be authentic to have so few unit types and no striking difference between factions given the setting, it doesn't make any side worth playing more than another. The relationship between units is always the same--tanks beat transports, gunships beat tanks, and so on--so there's little subtlety to the gameplay. Instead, strategy is delivered on a broader level, starting with the mission objectives. There are four main mission types: assault, conquest, siege, and raid. Assault is the simplest (kill your enemy), while in Raid, you must either destroy or defend certain buildings on the map to achieve victory. Conquest is the most interesting mode, taking its cues from the Battlefield games in addition to EndWar's closest RTS cousin, World in Conflict. Here, you must use infantry to capture control points, called uplinks, scattered across the map while fending off the enemy and sabotaging their attempts to do the same. Siege battles are much less common than other types and involve an assaulting player attempting to capture a critical uplink while the defending player struggles to maintain control of it.

Tactics are generally obvious in all of these situations, but they can still generate a tense tug-of-war between players as each jockeys for position. Uplinks are present in all modes, and they are a critical part of the gameplay. Most importantly, they help you earn command points, which you need in order to call in reinforcements and perform other actions. However, uplinks can be taken only by infantry, so even if you aren't playing a conquest map, you'll still want some riflemen or engineers in the field. Uplinks also hold a second key to victory: upgrades that allow you to engage support powers like air strikes and electronic attacks. These powers are invaluable in a sticky situation but also cost command points, so you'll need to weigh the advantage of bringing in another transport to defeat your gunship-heavy opponent against a quick strike that could do immediate damage. There are even short-range nukes to deploy in certain circumstances that can immediately turn the tide of battle and produce a spectacular explosion.

Why is Russia always the bad guy?
Why is Russia always the bad guy?

All of these battles are given context within a larger turn-based map called the Theater of War. The offline theater is good for practice, but it's the online theater that provides the meat of the experience. This semiglobal map is persistent, so as opposing players engage one another, the results of an entire day's matches represent a single turn within the theater. Once the day's turn is complete, new battles open up as each faction spreads its dominion. This is a great idea that may remind you of a similar mode in the mech action game Chromehounds. But while the sameness of each faction makes it hard to feel particularly loyal, it's involving to watch your faction's color spread across the map, whether that means establishing your presence in Florida or burning Paris to the ground. A few days after the game's release, however, relatively few players seem to be participating in the theater, making EndWar's long-term viability unclear.

Your battle prowess has global consequences, but success brings more than a victory for your faction. You'll also earn a supply of credits after each battle that you can then spend on upgrades for your units. Surviving units gain levels, which gives them access to purchased enhancements, which could mean faster movement speed, new support powers (being able to designate a new drop point for reinforcements is ever so helpful), or additional attacks that can be triggered when you are following the unit that can perform them. Like the Theater of War, this feature seems like it's supposed to make you feel emotionally attached to your faction's success, and it works to an extent, giving you an incentive that functions on a more personal level. While new attacks open up some minor micromanagement options, they don't bring drastic changes, because most battles are still won or lost with quick uplink securing and a basic understanding of rock-beats-scissors dynamics.

While EndWar's tactics were designed on a broader scale, its presentation attempts to throw you into the midst of battle. When firefights get heavy, the screen fills with units and explosions, and it's fun to watch the destruction on the ground from the vantage point of a gunship squad firing at tanks or engineers from above. Some smaller touches make an impact, such as the authentic-looking behavior of engineer squads as they enter a building or a transport. However, the PC version looks much less impressive than its console counterparts. Textures are bland, while lighting, shadows, and other aspects are simply average, so even with all settings turned up, the quality of the visuals doesn't seem to justify the relatively high system requirements. EndWar also suffers from occasional performance problems, which affect not only the frame rate, but the speed of the entire game, which can suddenly start chugging for no obvious reason.

EndWar looks like your prom backup date: pleasing, if not quite beautiful.
EndWar looks like your prom backup date: pleasing, if not quite beautiful.

The sound design does a better job of immersing you in battle. This is partially due to the din of combat--perfectly appropriate for World War III. However, it's the constant radio chatter and responses of your units that have the greatest impact, making you feel as though you really are in the role of a military commander. The sound effects aren't just cosmetic, however: EndWar's constant feedback is an important tactical tool, letting you make split-second decisions that could mean life or death for your squad. Unfortunately, there are too many times when crucial feedback ("Check unit nine") comes far too late for it to do any good.

EndWar's voice command mechanic makes it unique among strategy games, and it's this innovation that stands out above all of its other features. Strip it away, and you'll find an RTS game that can be fun but is ultimately too simple to stand out in a crowded genre. But even if strategy veterans won't find all the complexities they'd expect, there's something to be said for EndWar's smart match types and persistent campaign. Hopefully as its community grows, so too will the game's long-term possibilities.

The Good

  • Innovative voice command mechanic makes you feel powerful
  • Persistent online campaign makes matches meaningful
  • Different match types make good use of uplink capture mechanic

The Bad

  • Single-player campaign has no story to speak of
  • All three factions play the same way
  • Limited unit types make for simple rock-paper-scissors skirmishes
  • Success of voice recognition varies depending on player's headset

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About the Author

Kevin VanOrd has a cat named Ollie who refuses to play bass in Rock Band.

Tom Clancy's EndWar

First Released Nov 4, 2008
  • DS
  • PC
  • PlayStation 3
  • PSP
  • Xbox 360

Set on the battlefields of WWIII, EndWar will have you battling in real locations around the globe as you pit your army against others online.


Average Rating

3237 Rating(s)

Content is generally suitable for ages 13 and up. May contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language.
Alcohol and Tobacco Reference, Blood, Language, Suggestive Themes, Violence