I gave the real-time strategy game R.U.S.E. a quick whirl last night. Expect a formal review at some point, but here are some initial impressions:
– From what I’ve played, it already seems somewhat more historically accurate than others in the this genre, at least with regards to the campaign. So far I’ve been operating in a support role in the Battle of Kasserine Pass (the North Africa campaign itself is woefully underused in games), and it seems to have a fairly accurate order of battle, down to the Italian bersaglieri regiments and Free French units you’re operating with.
– The actual “RUSE” system has so far been limited to “spies” and “decryption,” the former of which reveals the identities of units in a given sector, and the latter which reveals movements only. Used in tandem, it is a neat trick to predict enemy attacks and move to ambush. Presumably as the game progresses, more elaborate ruses will become available.
– Selecting and issuing orders to units is less easy than one would expect, and the imprecision with which you move a given unit compares pretty unfavorably with something like Company of Heroes. It’s hard to get, say, an infantry squad exactly where you want it, and the AI does not at all compensate for that.
– The zoom-in/out system is pretty neat. Zoom all the way in and you’re practically at the level of a first-person shooter, with individual units all moving separately. As you zoom out from there, your units gradually change to a stacked-counter view, and at the farthest zoom levels, you see you’re actually moving counters on a map table in some sort of command post. The micro/macro views do help.