Released in December 2007 by Petroglyph Games, Universe at War: Earth Assault was an ambitious real-time strategy game that sought to carve out its niche amidst heavy competition from other titles such as Supreme Commander and World in Conflict. While these contemporaries were titans in their own right, Universe at War attempted to differentiate itself through its unique approach to faction design and a compelling storyline. However, the game’s reception was a mixed bag, as it struggled to gain the same level of recognition as its competitors.
A Tale of Three Factions
One of the most distinctive features of Universe at War is its asymmetrical faction design. Unlike many RTS games that offer balanced yet similar factions, Universe at War presented three entirely unique factions, each with its own mechanics, units, and strategies. This asymmetry was not merely a gimmick but a fundamental aspect of the game’s design, aiming to provide varied gameplay experiences depending on the player’s choice of faction.
The first faction, the Hierarchy, embodied the classic invader trope with their massive, customizable walkers and emphasis on brute force. Their units and structures could be configured with different hardpoints, allowing players to adapt their strategies on the fly. This flexibility made the Hierarchy a formidable force, but also required a deep understanding of the game’s mechanics to be used effectively.
Contrasting the Hierarchy were the Novus, a technologically advanced race with an emphasis on mobility and rapid deployment. Their ability to network structures allowed for instant transportation of units, making them incredibly agile and hard to pin down. Novus gameplay revolved around hit-and-run tactics and outmanoeuvring opponents, providing a stark contrast to the Hierarchy’s direct approach.
The third faction, the Masari, brought yet another layer of complexity with their dual-mode units and structures, capable of switching between Light and Dark modes. This ability allowed players to adapt to different combat scenarios dynamically. The Masari’s flexibility and powerful late-game units made them a strategic choice for players who enjoyed depth and adaptability.
Story and Campaign
The storyline of Universe at War: Earth Assault is set in the near future, where Earth becomes a battleground for alien factions vying for supremacy. The game begins with the Hierarchy’s invasion, bringing humanity to the brink of extinction. As the campaign progresses, players are introduced to the Novus and the Masari, each with their own motives and backstories.
The campaign is structured in a way that allows players to experience the narrative from multiple perspectives. Initially, players control the Hierarchy, establishing the scale of the invasion and the dire situation on Earth. As the story unfolds, control shifts to the Novus and finally to the Masari, providing a comprehensive view of the conflict. Each faction’s campaign not only advances the overall narrative but also serves as a tutorial for their unique mechanics and strategies.
Despite its engaging premise, the campaign received criticism for its execution. Some players found the story to be disjointed, with pacing issues and repetitive mission objectives. However, the innovative faction design and the varying gameplay experiences kept the campaign engaging for many.
Multiplayer Experience
Multiplayer was a significant aspect of Universe at War, offering players the chance to test their skills against human opponents. The game’s unique faction design shone in multiplayer, as players had to develop distinct strategies and counter-strategies based on their chosen faction. This led to a rich and dynamic multiplayer environment where no two matches were alike.
However, the game’s multiplayer mode was hampered by technical issues and balance problems. The steep learning curve associated with mastering each faction’s unique mechanics also deterred some players. Despite these challenges, Universe at War cultivated a dedicated community of players who appreciated the depth and complexity of its multiplayer battles.
Comparison to Contemporaries
The release of Supreme Commander and World in Conflict in the same year undoubtedly overshadowed Universe at War. Supreme Commander was lauded for its massive scale and strategic depth, offering a sandbox for strategy enthusiasts to experiment with grand tactics. Meanwhile, World in Conflict was praised for its narrative-driven approach and tactical gameplay, capturing the intensity of modern warfare with cinematic flair.
In contrast, Universe at War carved out a niche with its asymmetrical factions and unique mechanics, but it struggled to match the polish and widespread appeal of its competitors. While Supreme Commander and World in Conflict received critical acclaim and solid player bases, Universe at War was often viewed as a curiosity rather than a genre-defining title.
Legacy and Influence
Despite its shortcomings, Universe at War: Earth Assault remains a notable example of innovation within the real-time strategy genre. Its approach to faction design and gameplay diversity continues to inspire developers looking to break away from traditional RTS formulas. The game’s focus on asymmetry, while challenging to balance, demonstrated the potential for varied and dynamic gameplay experiences.
Universe at War may not have achieved the same level of success as its contemporaries, but it left a lasting impression on the RTS landscape. Its ambitious design and unique factions are a testament to the creative risks taken by Petroglyph Games, offering valuable lessons for future titles in the genre. For those who appreciate innovative game design and complex strategy, Universe at War: Earth Assault remains a fascinating chapter in the history of real-time strategy games.