Total Annihilation - Gameplay (PC, 1997)[HD]
90s Video Games, Episode 251
Total Annihilation - Gameplay (PC, 1997)[HD]
The 1997 release of Total Annihilation, developed by Cavedog Entertainment and designed by Chris Taylor, marked a watershed moment in the history of real-time strategy (RTS) games. Its innovations and standout features set it apart from its contemporaries, such as Command & Conquer and Warcraft II, and helped establish it as a landmark title in the genre. Here are some of the key elements:
Innovations
1. 3D Terrain and Units
Total Annihilation was one of the first RTS games to feature fully 3D models for its units, setting it apart from the 2D sprites used by most games at the time. While the terrain itself was rendered in 2D, it was designed to simulate depth and elevation, allowing for line-of-sight mechanics and height advantages during combat. The 3D units enabled smoother animations and more detailed destruction sequences.
2. Dynamic Physics System
Unlike most RTS games of the era, which used simple hit-and-miss mechanics, Total Annihilation employed a true physics-based system for projectiles. Artillery shells and rockets followed realistic trajectories, requiring players to consider unit positioning and movement carefully.
Missed shots could still hit nearby units or structures, adding a layer of unpredictability to battles.
3. Resource System
The game's resource system was groundbreaking. Players harvested two resources: metal and energy. Unlike the finite resources in many RTS games, these could be generated continuously through mines and solar collectors, encouraging long-term strategic planning. Resource management in Total Annihilation involved balancing supply and demand. Excess resources could be stored, while shortages could cripple production lines.
4. Unit Variety and Scale
The game featured over 150 different units at launch, ranging from infantry bots to massive war machines and naval fleets. The vast unit variety allowed for diverse strategies and a sense of grand scale. This scale extended to gameplay, with sprawling maps that could accommodate hundreds of units at once. Battles felt epic in scope, especially with the introduction of enormous "experimental units" like the Krogoth.
5. Mod Support
Cavedog actively encouraged the creation of user-generated content. The game shipped with modding tools that allowed players to create new units, maps, and scenarios. This approach fostered a thriving community and extended the game's lifespan. Custom content was a novelty in RTS games at the time, making Total Annihilation a precursor to modern gaming ecosystems built around mods.
6. Music and Sound Design
The game featured a dynamic orchestral score by composer Jeremy Soule, which adjusted to the intensity of the gameplay. This cinematic approach to music was rare in games of the era and added an emotional weight to the battles. Sound effects were richly detailed, with different weapon types producing distinct and realistic audio cues.
Standout Features
1. Artificial Intelligence (AI)
The game's AI was ahead of its time, capable of adapting to player strategies and coordinating large-scale attacks. This made the single-player experience challenging and rewarding. Units could be automated to perform tasks like patrolling, repairing, or resource collection, reducing micromanagement and allowing players to focus on strategy.
2. Strategic Depth
Terrain elevation, unit range, and radar systems added layers of strategic complexity. For instance, radar jammers could hide units from enemy sensors, and long-range artillery could be used to bombard hidden enemy bases. The variety of units allowed players to specialize in land, air, or naval combat—or a combination thereof—depending on their chosen strategy.
3. Real-Time Updates
Cavedog's release model was unique. They provided free, regular updates that included new units and maps, keeping the game fresh and engaging even after its release.
4. Multiplayer Experience
The multiplayer mode allowed for large-scale battles between players, leveraging the game's unit variety and map scale. This, combined with the modding community, made Total Annihilation a staple of LAN parties and early online gaming.
5. Campaign and Story
While the narrative was minimalist, the campaign featured two distinct factions—the Arm and the Core—locked in a futuristic war over differing visions of humanity's future. The story served as a backdrop for varied mission designs that tested players' strategic thinking.
Legacy
Total Annihilation is remembered as a trailblazer that influenced many future RTS titles, including Supreme Commander (also designed by Chris Taylor) and Planetary Annihilation. Its commitment to large-scale warfare, innovative mechanics, and community engagement ensured its place as one of the most significant and beloved RTS games in history. Even decades later, the game maintains a loyal fanbase and is frequently cited as a benchmark in the genre.