Battlezone (1998 video game)

Building and directing units is done via interface either by selecting onscreen object with the mouse or by using number keys on the keyboard.

Both sides have used scraps of extraterrestrial "bio-metal", which have fallen to Earth as meteors, to build vehicles with amazing properties such as hover capability.

The player must steal a Soviet fighter craft and tap into the communications network, which reveals the CCA relocation to their main base on Saturn's moon Titan.

The Americans clear nearby Europa of CCA units to prevent early warning to those on Titan, but the main assault is annihilated, as the Soviets have begun to manufacture Fury vehicles.

The NSDF and CCA ally against the new threat, and after destroying the production factory on Titan, travel to the fictional moon of Achilles, orbiting Uranus.

They travel to Io to capture one of the Fury relics, but after the Black Dogs destroy their main base, are forced to regroup and reestablish a foothold.

However, the CCA missions are meant to be more difficult, and the player must manage the full technology tree from the beginning, instead of being gradually introduced over the course of the campaign.

The American campaign follows an NSDF unit, also called the "Black Dogs", during scrap-gathering operations on Jupiter's moon Ganymede.

[6] To solve the display issue which makes combining the action and strategy genres difficult, the development team created an interface which combined a first-person, in-the-field viewpoint with a 3D topological radar and transparent drop down menus which allow the player to monitor and control the battle situation at all times.

[1] In 1998, Macmillan Publishing released Battlegrounds, an authorized level pack for Battlezone, after conducting a contest in which players submitted their own creations.

This expansion contains a new single-player story arc pitting the Chinese Red Army forces against both their allies, the CCA, and their enemies the "Black Dogs".

The Chinese forces introduced both Portal technology that allowed travel outside the Solar System and a 'Cloak', which hid their ships while disabling weapons.

Compared to the PC version released a year earlier the game includes an additional Black Dog campaign distinct from that of The Red Odyssey, but the multiplayer is very limited.

[18] The American market research firm PC Data reported that Battlezone sold 48,000 copies between March and November 1998.

[22] Pandemic head Andrew Goldman said that the game "did not do as well as we would have liked at retail",[23] which the company's Josh Resnick blamed on its branding, marketing and unusual design.

[4] GameSpot said that "what really makes Battlezone so special is the way it blends the adrenaline rush of first-person action games with the strategy and resource management of Red Alert".

[4] Ted Smith from Allgame was disappointed with introductory voiceovers,[27] while Stephen Poole from GameSpot noted that "the AI for friendly units can be a little dicey and that Control can be a bit of a problem for mousers" but concluded that Ninety percent of the reason he mentioned any game flaws in his review is because that is his job not because they bothered him much when he was playing.

The editors called Battlezone "a who-would-have-thought-it-possible melding of first-person action and real-time strategy that also boasted some of the year's best presentation and interface design".

[33] Activision released a sequel late in December 1999, Battlezone II: Combat Commander, which involved a war resulting from the incursion of a new faction known as the Scions.

Battlezone II introduced a split single-player campaign, allowing the player to switch sides at one point and join the enemy.

Nintendo 64 version cover art