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Total Annihilation is a game that bucked a lot of trends in the RTS genre, and came away far far better for doing it. Let's break it down:
The soundtrack is an excellent place to start, as it will be among the first parts of the game you experience. Simply put, this is some of Jeremy Soule's finest work. Search around for the game's intro on the streaming video site of your choice, and enjoy. Even better, the soundtrack is used dynamically in-game, switching to more energetic tracks when battles swing into high gear and mellowing when things are calm.
But how about gameplay mechanics? This is among the first games that found the older "resources and the peons/workers/units that harvest them" mechanic tiresome. You do not build drones or engineers and sic them on a pile of slowly decreasing resources. Instead, you set up structures that gather or produce resources at certain rates. The idea is that the structure will not run out of the resource, it just collects it at a certain speed. For people who have only ever sent harvesters out to collect, this might seem dangerously unbalanced, but I assure you it isn't. You might have infinite resources to collect, but you're gathering them at a slow, automatic rate. There's also a number of ways to gather resources. For energy, you can build solar collectors, or if water is available, tidal generators, or fusion plants can be built. For metal, there are different sized mining structures, and an interesting set of buildings that make metal from extremely large amounts of energy. And of course you can scavenge both from the battlefield, if things are especially tight.
For unit behaviors, you have several options readily available in the hud, dictating how aggressive or indifferent to enemies they are, allowing you to avoid the issue of a patrol that foolishly chases an enemy all the way back to their base. Also, when units fire and attack, they use different arcs and trajectories for their shots. Some units fire in high arcs, able to go over hills and obstacles, while others fire in straight lines. Nearly every unit can miss when it fires, as well, which adds a welcome bit of realism. In addition, there's often a real sense of scope to unit ranges. This isn't a game that has artillery that fires a third of the way across your screen; you'll be firing that stuff across the map.
There are a number of different maps available: worlds made entirely of metal, or fully submerged water worlds. Island maps or dense jungles. Fights among toxic explosive plants. All different maps, and many requiring a fully different set of tactics and units.
Bringing me to perhaps the biggest positive, the units themselves. Speaking plainly, there's a crap load. The Core Contingency expansion adds even more. Fully fleshed out navies (not just one or two ship types), a host of infantry mechs and vehicles, radar jammers, amphibious units ("are those tanks coming out of the water?!), aircraft, hovercraft, and a collection of advanced structures that really add flavor. And the developers, in a very unique idea that I have yet to see replicated in modern games, made it relatively easy to add custom units made by users freely to the game. While some games were allowing the creation of maps, this game did that and more. Users can create their own models and behaviors for units and add them into the game. Search around, and you will find enormous quantities of units and packs of units if you're a fan of customizing your game.
To be fair, if the game had a weak spot, it would be story. The story is fairly simple, and acts mostly as an excuse to blow things to bits. You won't be seeing a cutscene every mission. Briefings are simply delivered, with a small bit of flavor text, an objective, a little narration, and then you go. There are no hero units (other than your nameless Commander unit) to rally around. I usually miss heavy story elements in games, but this game delivers heavily enough on the gameplay side of things you'll be hard-pressed to notice.
In the end, this is a great example of what the RTS genre needed, rather than pumping out clones of other games with slightly different skins.
Excellent review!
Its such a shame that the entire RTS genre seemed to just ignore the immense step forward that total annihilation made in terms of features, and even its spiritual successor, supreme commander has stepped back towards the boring mainstream with its sequel.
This game is still excellent - perhaps some GoGers can arrange a little multiplayer?
Well this sold me. I was probably gonna buy it anyway but the mechanics description did me in. I generally don't like the conventional methods. This sounds nicer. Thanks. :)
The story gets a tiny bit more defined in "The Core Contingency", but not less ridiculous (basically one side loses and as a counter attack decides to end the universe entirely to start over).
Your review covers almost everything that's great about the game, but I feel that you missed out a bit on the base-building a little by not mentioning the exceedingly silly artillery and base defence weaponry you could build.
In some missions your fixed artillery were your best offensive choice, providing you could build enough power plants to keep them firing (especially with the Vulcan and Buzzsaw rapid fire super artillery emplacements from the Core Contingency).
Just imagine a row of mini-gun style artillery cannons spewing a stream of massive high explosive ordnance into your opponents base.
Post edited August 20, 2010 by Azhrarn
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krogers: Excellent review!
Its such a shame that the entire RTS genre seemed to just ignore the immense step forward that total annihilation made in terms of features, and even its spiritual successor, supreme commander has stepped back towards the boring mainstream with its sequel.
This game is still excellent - perhaps some GoGers can arrange a little multiplayer?

Man i Once had TA Once, it was a ripped version with no sounds and no cut scenes to keep the Game since as small as possible...
I just Noticed that GoG.com had this in their store and I'M BUYING!
I miss just yanking on some cheats or starting on a metal world and just build up so much my computer starts to lag and then go head on to the enemy... Not worrying about harvesters while i focus on my battle units... it's one of the best RTS games i have played and spend time with, of curse Starcraft and Warcraft3 is good, but TA and SC(Supreme command) are among the best game i'v seen...
If your still up for some Multiplayer gaming, or someone else is
I'm more then willing to Set up a DM Style game for 3 other people...
I would gladly do 8, but not sure how much my computer and connection can handle...
Anyways... LOVELY to see some actually ALSO likes this game :P
If people want, i can start up a little webpage with a way to contact me
and we can get this fired up
Gameranger's a great service for MP with older games, connects seamlessly and sends you straight to the match options screen.
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krogers: Excellent review!
Its such a shame that the entire RTS genre seemed to just ignore the immense step forward that total annihilation made in terms of features, and even its spiritual successor, supreme commander has stepped back towards the boring mainstream with its sequel.
This game is still excellent - perhaps some GoGers can arrange a little multiplayer?

Agreed. The game was way ahead of its time. The power of its grouping and queueing commands alone was tremendous compared to what was out there at the time, and to what came for many years after. It let you maneuver much more precisely and with far less busywork, which made the game easier to control, more fine-grained, and more fun.
So many things pushed this game far ahead of its competition.
YEs, in many ways TA was ahead of its time, and even today there are far too many RTS games that the developers could use to play TA and have a better idea how a great RTS should operate.
For me, the way the build-que works is one of the best ever conceived. The idea of a Commander is also such a wonderful concept that other games only dream of creating.
TA is the one of the finest if not the finest example of what RTS gaming should be.
It warms my heart to see threads like this. TA broke so much new ground, it is still very likely my favorite game within the RTS genre. To this day I have not seen Cavedog's formula surpassed, or, for that matter, matched. =)

Of course that is according to my personal opinion and preferences, but this game is inarguably great!
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koda: It warms my heart to see threads like this. TA broke so much new ground, it is still very likely my favorite game within the RTS genre. To this day I have not seen Cavedog's formula surpassed, or, for that matter, matched. =)
Of course that is according to my personal opinion and preferences, but this game is inarguably great!
Obviously, I agree! :o)
This game has counters to every play style, which is what makes it so fun.
I once had a game that lasted 9 hours with 3 other people, one of the guys had turtled to hard that nobody could approach his base, land and Air was useless, and there was too many barriers for long range artillery to get through. I had only one solution... nukes.
Obviously, he had anti nukes, in fact, he had a lot of them. but still, I built 26 nuke launchers and 30 of the stun rocket launchers. you should have seen the power and metal requirements to fund this (I was a very good resource manager in this game).
Bombed him to hell!