![]() ![]() There are "rewind" and "undo" buttons here so you can take back poorly planned moves. This makes the game much more tactical by taking the guesswork and luck completely out of the game. You'll know for instance that an enemy tank can take five hits before being destroyed and that it can deal two points of damage to any adjacent unit. You'll know the capabilities of each and every unit on the map. Like most great strategy games, Domination is relatively transparent. Naturally, the scripted missions tend to be a little more predictable but the unique objectives still make them fun to try. In other cases you may simply have to hold out against a stronger enemy force for a set number of turns. In some cases you'll have to capture a key enemy installation. The missions typically involve completely eliminating the opposition but there are a few missions that have more limited objectives. There are a variety of standalone single missions as well if the commitment of the overall campaign is too much for you. The missions in the campaign (and in the rest of the game) are short enough that you can get your fix very quickly. After a few hours, you'll probably just skip past all the exposition to get right to the action. ![]() There's a story that goes along with these missions but it's as ridiculous as it is forgettable. The two campaigns and World at War modes offer up loads of missions, but there's also a Career mode that lets you advance from lowly peon in your army to the head cheese of the whole operation. While it's a nice way to balance the game, it makes it impossible to actually surprise an enemy. Territories that aren't allied with either player are fair game for invasion but once you invade a neutral territory, the neutral garrisons will go over to the side of your enemy. This is a great way to suddenly surprise your enemy by launching an attack from an unpredictable direction. Each side is allowed to disclose a set number of territories as allies during the course of the game. Fought over a variety of planets, it makes great use of Domination's new "secret allies" concept. The World at War game type is much more interesting. While these small differences can affect your strategies a bit, both sides play pretty much identically. The few differences between the sides are that the League has a few extra super units and an aerial transport, while the FNU has an attack copter and an amphibious battle platform. Almost all of the units on a given side has an equivalent on the other side the FNU mortar is exactly the same as the League's scorcher unit, the bomber is the same as the pteroplane, etc. Though each side has some key philosophical differences, the differences between their available units are almost entirely cosmetic. There are two massive campaigns here, one for the evil Phantom League, one for the goodie-two-shoes Free Nations Union.
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