Ground Control II Title Screen
I must preface this article by stating that the majority of my current real-time strategy game knowledge comes from games that came out prior to the year 2000. Starcraft was a LAN party favorite, though we were known to crack out Warcraft II, Command & Conquer, Total Annihilation, and Age of Empires II. I briefly played Supreme Commander with friends when it came out. When the first Ground Control came out, I had a friend who continually badgered me to play it. He talked like it would change my paradigm with regard to strategy games. It’s possible it may have, had I played it. My friend and I were both in high school at the time with limited money. He wanted me to play his game and I wanted him to play Starcraft instead.
Years later I purchased Ground Control II: Operation Exodus at a used bookstore. I’m not really sure what kept me from playing it until now. Perhaps life just got in the way. I know I picked it up and played it a couple of times but couldn’t really get into it for some reason. Seeing that it works in Windows 10, it’s time to give it another chance.
Ground Control II: Operation Exodus is a real-time strategy game developed by Massive Entertainment and released by Sierra in 2004. As I stated earlier, it is the sequel to Ground Control that was released in 2000. The thing I noticed at first glance when playing that makes this game unique is its emphasis on tactics and the elimination of base building.
Ground Control II Pro Tip
In Starcraft, Command & Conquer, etc., a certain quantity of a needed resource is provided on the game’s playfield. When that resource is extracted, it can be used to build buildings in the player’s base and from those buildings construct various unit types to be used in combat. Ground Control II gets rid of this by giving you a starting number of units and then giving the player what are called acquisition points. Acquisition points are granted whenever a player overtakes another player’s capture point or drop ship base. When enough acquisition points are accumulated, the player may use them to purchase units that are delivered via drop ship to their own drop ship base. If a player has no drop ship base, there is no way for them to spend acquisition points. This makes Ground Control II more of a hybrid between games like Starcraft which is truly a real-time strategy title and something like Myth where starting number of units in battle is finite, which falls squarely into the real-time tactics genre.
Drop Ship Location
There are some interesting concepts introduced in Ground Control II that I have not seen in other real-time strategy games. Infantry units, while weak like in many real-time strategy titles, can be sandwiched in all sorts of places you wouldn’t expect on the map. They can be hidden inside buildings, or hide out in forests. Directing a tank can be unwieldy. Blindly right-clicking in a direction may or may not work, depending on what the unit thinks your direct orders to it were. Whenever I tell an infantry unit to move, however, it always seems to move. Infantry can just go anywhere and squeeze into any place. They are easily underestimated, and a delight to use to come up with improvised strategies. The player may also use acquisition points to call in air strikes on enemy base locations. The air strike takes a certain amount of time to occur after it has been ordered. Be careful you don’t blow up your own units when you use it.
The tutorial is fairly boring to play through – it actually put me to sleep the first time I played through it – but it is quite informative. I would recommend starting there if you are new to the Ground Control series. Some of the things discussed apply across all real-time strategy games, but others do not. I recall jumping in without the tutorial one of the times I tried to pick Ground Control II up and being a little confused.
Capturing Their Drop Ship Location
Of course, if you like playing games with the sound turned on, you may be confused anyway. The units under the player’s command will talk like they are completely out-numbered, surrounded and about to be slaughtered when they first witness an enemy unit a hundred yards away. It gets frustrating microing units on one side of the map, feeling like you are doing pretty good as the enemy is on the run, and then hearing chatter like you are losing the entire game due to one little unit from the enemy making its way across enemy lines on the other side of the map. At least I learned to ignore those sounds once I had played the tutorial.
And Their Main Base
In my gameplay thus far, the Empire has come back from Earth to reestablish control on their former fringe colonies that have since flourished in their freedom from the Empire’s oppressive rule. In the first campaign, the player plays as the resistance forces of the Northern Star Alliance working to remove the Empire from their worlds. In the second level of this campaign, a UFO crashes into the capital city of the Northern Star Alliance, Morningstar Prime. As the game progresses it appears the player may also play a campaign as an alien race. I’ll need to play through Ground Control II, and Ground Control for that matter, and then review further to know more about what happens.
Ground Control II game disc
Ground Control II: Operation Exodus has mostly been a forgettable and largely uninspiring experience for me thus far. Its plot and gameplay mechanics are interesting. Its cutscenes are well made. The graphics and sound are alright. As far as science fiction real-time strategy games released by Sierra go, this one blows Outpost 2: Divided Destiny out of the water. But Ground Control II is missing that spark for me. When the infantrymen die in the unmoving cutscenes, I feel like I am watching clay figures or toy soldiers; I don’t have any emotional feelings for these polygonal people. The character’s chatter feels canned. I have yet to receive satisfaction from the game telling me I did a job well done. The only satisfaction received from this game is beating the level and flanking the enemy. It could be for this reason that playing the multiplayer mode would be far better than the single-player campaigns. If I can find someone to play with me, I’ll give that a try. Until then I would only recommend Ground Control II to collector’s who must have every game, and strategy buffs who feel they must beat every real-time strategy title.