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Total Annihilation's Spiritual/Actual Sequel Planned?

Thanks to IGN PC for its article discussing hints from Chris Taylor of Gas Powered Games regarding a possible follow-up to seminal RTS Total Annihilation. Apparently, at a recent gaming career day, Taylor, the original designer of TA, informally confirmed "...that Gas Powered Games was working on 'an RTS follow-up to Total Annihilation'", but IGN note "it's not exactly clear yet [from his brief comment] on whether or not the game will be a true sequel... or simply a new RTS in the vein of Total Annihilation." Although Gas Powered Games are currently working on a sequel to Dungeon Siege for Microsoft, their jobs page confirms they're also looking for RTS genre artists, and an earlier GameSpy interview discusses this long-under-wraps strategy title. Taylor also mentioned the publisher of this new title is "a big one... one that doesn't also publish operating systems [like Microsoft]" - it seems Atari own the rights to Total Annihilation 2, and previously asked Korean developers Phantagram to develop a sequel before that deal allegedly fell through, though Taylor's game could still be a sequel in concept only.

25 of 67 comments (clear)

  1. Finally! by iq+in+binary · · Score: 3, Interesting

    This is quite exciting. TA was by far the best RTS to come out of the 90's. Being (practically) abandonware now, a sequel is the holy grail for many gamers who enjoyed the original.

    Being an earth shattering game in the first installment, hopefully the second installment will raise the bar again for RTS games.

    --
    Of all the Universal Constants, here's one I know: Nice guys finish last ;)
    1. Re:Finally! by Anonymous Coward · · Score: 2, Insightful

      err, actually there were many many defensive structures available to both sides, making rushes only successful for noobs.

      Now, Commander Rushing, that was a bit unbalanced. But it was extremely risky as well.

  2. TA was great but a sequel? by SmallFurryCreature · · Score: 5, Interesting
    I can't even remember the story. Something about robots and space and fighting someone else with robots.

    Best thing about the game was that it had a huge selection of different weapons meaning you didn't have the rock-siccors-paper style gameplay of the Command & Conquer series. Add larger maps, better use of 3D terrain and you had a very enjoyable game. The only one where you could actually fight an airwar against a land army.

    Lets just hope it is not like the original "sequel" eh? The magic version? Boy did that one bomb.

    Here my wish list for the perfect RTS game.

    • Great AI that can actually defend itself a bit. Meaning not stand there and get hammered by artitarrly or soldiers attacking tanks and thanks attacking soldiers.
    • True 3D terrain and the use of it. Make hills and valleys important
    • Large maps. You know I can hardly think of any military engagements in wich it took the soldiers a few minutes to run from one end of the battle field to another.
    • Frontlines. Call me silly but it is usual practive to have rings of defence around the homebase. I want to be able to make a line on the map that troops will defend.
    • Proper artilary. Strange as it may sound artilarry does not target tanks. It targets an area. TA allowed this and it was devastating against the computer as it would constantly march its troops accross the same line and you could just pound any assault with a few guns.
    • Great AI.

    Oh who am I kidding. Judging by the sales of Command and Conquer vs Close Combat I think it is clear were the money is. It ain't with me. Sigh.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:TA was great but a sequel? by bersl2 · · Score: 3, Informative

      I can't even remember the story. Something about robots and space and fighting someone else with robots.

      Galactic civilization develops the ability to pattern thought into computer memory. Development polarizes society. Half leave to form rival civilization (Arm), while the rest are converted into digital form (Core). War ensues. Both sides nearly annihilate each other.

      In the expansion, the Arm have won. But a single Core Commander that lay hidden on a remote world (thus "Core Contingency") activates. Core seeks to destroy the galaxy by some kind of doomsday machine, save the remaining Commander at ground zero; the Commander would then manually rebuild the whole galaxy. Don't know what happens after this. Anybody played Battle Tactics?

    2. Re:TA was great but a sequel? by MachDelta · · Score: 3, Interesting

      AFAIK Battle Tactics never expanded on the storyline, it was just a big mess of multiplayer maps and some units.

      It would be cool to see how a sequel would fit into the story though. Did the core contingency work? Or did the Arm stop the Core commander in time? Personally I think it'd be the case where the Core win... you never actually see what happens after the artifact is set off. IIRC you just see a blinding flash of light and thats it. Something tells me the machine didn't actually work as planned (eg: collapsing the entire universe into a single event, and then reexpanding in another big-bang). It was an "ancient alien artifact" after all - and lord knows those things NEVER work like they're supposed to ;)
      The other case, where the Arm win, just doesn't leave enough loose strings to form a conflict laden future. Unless of course, they do the old prequel thing. Which would be kinda cool in and of itself - remember that TA actually took place AFTER galactic armageddon. They were pathetic, shattered remenants of a once mighty empire. The thousand unit slaughterfests in TA would be micro-skirmishes compared to the utter mayhem of the 'real' war.
      Then again, I did kind of enjoy the blind rage of the post-armageddon TA atmosphere. You fought not for land or power or even your own survival. You fought for the sole purpose of destroying each and every single one of your enemies, and neither side would stop or surrender until every last trace of the enemy was eliminated. Like the announcer said: the only acceptable outcome was Total Annihilation.

    3. Re:TA was great but a sequel? by 0x0d0a · · Score: 4, Insightful

      Great AI that can actually defend itself a bit. Meaning not stand there and get hammered by artitarrly or soldiers attacking tanks and thanks attacking soldiers.

      Yeah, TA wasn't perfect here, though it compares well to what other computer RTSes can do.

      True 3D terrain and the use of it. Make hills and valleys important

      TA does this. Probably to an unrealistic extent (are future engagements even likely to use artillery?) but it really is more fun with a lot of emphasis placed on terrain.

      Large maps. You know I can hardly think of any military engagements in wich it took the soldiers a few minutes to run from one end of the battle field to another.

      True, true. TA does this. It'd be interesting to see what it'd be like with even *longer* range weapons. The ranges in TA are *much* larger than in most other RTSes (how many games have weapons that can shoot at things seven screens away?), but it's still, frankly, relative small-scale compared to what a real game would be like. And is there some reason that buildings need to be scaled down? From a gameplay standpoint, it seems like accurately-sized buildings are feasible.

      Frontlines. Call me silly but it is usual practive to have rings of defence around the homebase. I want to be able to make a line on the map that troops will defend.

      Agreed. I think TA came closest in terms of overarching orders, but I'd still like more. "Defend this area" "Ambush anyone coming through this area", "repair any damaged units in this group when not in combat", "attempt to fall back from any enemy units at 80% health", etc.

      Proper artilary. Strange as it may sound artilarry does not target tanks. It targets an area. TA allowed this and it was devastating against the computer as it would constantly march its troops accross the same line and you could just pound any assault with a few guns.

      Hmm. I agree, but while not realistic, it may be good for gameplay. Conventionally, it is pretty difficult to maintain the integrity fixed positions, if both sides have advanced weaponry. Buildings are pretty much sitting ducks. Tanks can chew buildings to shreds. TA let bases be *built* and construction occur, which is not realistic for the immediate vicinity of battle, but which is traditional for the RTS genre. Ensuring that buildings are a bit tougher to wipe out than in real life is pretty much necessary -- you wouldn't have your aircraft factory half a mile away from enemy ground units supported by aircraft in real life (or if you did, you wouldn't for long), but TA tries to allow you to do so.

      Yeah, Close Combat is fun too. Man, I wish Blizzard had never started the whole micromanagement dumbed-down-gameplay kick. I'd like a slower-moving but more complicated game, closer to a traditional strategy game.

    4. Re:TA was great but a sequel? by MachDelta · · Score: 2, Funny

      Yeah, everyone loved the "Arm". The rebels. The anti-establishment. The friggin humanitarians.
      They were scum in my opinion. Too feeble minded to grasp the concept of universal immortality. Too attatched to their feeble bodies to witness the ascention of humanity. Fools, every last one of them.

      Core forever!

    5. Re:TA was great but a sequel? by Maserati · · Score: 2, Funny

      Thank you for your input Dr. Ikari.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
  3. Brawlers by Anonymous Coward · · Score: 4, Interesting

    As long as they incorporate the "open-endedness" that TA first gave us, then I will be glad to play their RTS.

    I've played using nothing but planes, commander duels, 10+ bases, huge maps that would make even the best among us lose track of where we set those 100 annihilators.

    So many strategies, man I hope they use the same philosophy on the new game.

    It wont be TA, Cavedog still owns most of the rights. Now a purchase, that would be interesting..

    --
    Posting Anon, cause I just rambled on..

    1. Re:Brawlers by MachDelta · · Score: 4, Informative

      Cavedog's dead, GT Interactive owned the rights to TA. Infogrames bought out GT, and after purchasing Atari, rebranded themselves as such. So now Atari (formerly Infogrames) owns the rights to TA.
      But since this Phantagram deal fell through... well, if GPG can get onboard with Atari, i'm sure both parties would be more than happy to strike a deal.

  4. Total Annihilation by Sloppyjoes7 · · Score: 4, Interesting
    It was only about a week ago that Gamespy named Total Annihilation the best Real Time Strategy ever. That's quite a claim. I really wanted this when it came out, but didn't have the money, and my computer wouldn't have played it anyway.

    http://www.gamespy.com/top10/february04/r ts/index11.shtml

    If the link doesn't work, (by inserting some spaces or something) there's a link to the top ten list right at Gamespy.com

  5. untimely demise by SurgeryByNumbers · · Score: 3, Interesting

    Cavedog simply wasn't big enough to absorb the loss from the (horribly) failed TA:Kingdoms. It's sad, really, because TA given a decent multiplayer server browser, more modern UI, and a couple touchups would be grand. Cavedog really never got the chance to make it happen.

    1. Re:untimely demise by n.wegner · · Score: 2, Interesting

      I don't understand how Kingdoms failed. Its models were more detailed, and its terain was beautiful. Its story was a lot more interesting than TA's, because the missions had more plot, and the missions for each side were mixed in with missions from the others. Each side had very different units, unlike TA, and Zhon in particular had very unique production methods, unlike almost every other RTS out there. The only bad thing I can say is that it is fairly slow (but fast enough on newer computers), and it doesn't allow you to have as many units as the original. For what reason did it fail? Was it because it didn't allow huge armies and 100s of different units per side? Or did Starcraft's better story do it in?

    2. Re:untimely demise by DeadScreenSky · · Score: 2, Interesting

      In my experience was that it just couldn't run well enough in multiplayer. My friends and I tried it on a network a few times, and we never got satisfactory performance on any of our machines. They had really upped the polycounts on the units, far more than the average computers of that era could handle well. I am curious if it would play a lot better on a modern computer.

      I also recall the game design itself being rather flawed, but it has been so long now that I couldn't share any details on it.

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    3. Re:untimely demise by 0x0d0a · · Score: 3, Insightful

      Two things:

      * First, the original game featured characters that were mechanical. They had flat surfaces. They were easy to model well with few polygons. TA:Kingdoms did not, and *nobody* had a computer that could run it well at the time of release (I didn't even *remotely* come close and couldn't even try to play it.J)

      * Secondly, nobody seemed to get excited about the game. It's hard to describe. TA matches had someone screaming and laughing at the same time "you *bastard*" as someone pulled off a slick tactical manuver. The people I watched playing TA:Kingdoms just kind of sat there and mechanically clicked away.

      The vast unit count, as you pointed out, may have been an issue. The control of sizeable forces was a neat part of TA.

      I don't think Starcraft's story was an issue. TA did well, and had little story. It didn't have fleshed out characters, and it didn't have Kerrigan's sultry voice or lots of character art. All the TA production resources went into gameplay-relevant things. The only potential exception was the fantastic John Williamsesque music that got much more frantic and rapid during battles -- but it had so much impact on the mood of players that I'd still call it significant to the in-game enjoyment.

  6. only rts game i ever liked by ophix · · Score: 4, Insightful

    TA was the only RTS game i have EVER liked. I really hate RTS style games, but TA just totally rocked. i especially loved it after the core contengency pack and with 3rd party units from a group called TADD. It would be awesome if someone could come out with an RTS worth of the TA legacy.

  7. TA Links by apocamok · · Score: 5, Informative

    Total Annihilation at Mobygames (lists places to buy)
    http://mobygames.com/game/sheet/p,3/gameId,9 04/

    TAUniverse (long-living TA news site)
    http://tauniverse.com/

    TAMEC (lots of extra maps)
    http://www.planetannihilation.com/tamec/

    TADD (some of the best 3rd party units)
    http://www.planetdungeonsiege.com/merciles screatio ns/sections/ta/units/

    Uberhack (popular total conversion with altered unit stats and better AI)
    http://www.tauniverse.com/forum/showthread.ph p?s=2 9cb49943e6051bf7685211d17398bf7&threadid=18855

  8. TA has not been matched. No one's even tried. by AvantLegion · · Score: 5, Interesting
    TA is not only the best RTS game perhaps ever, but its style of gameplay hasn't even been attempted again.

    Everyone churns out simple rock-paper-scissors RTS games a la StarCraft (not that there's anything wrong with those - they can be great fun - but they're much simpler and smaller). Nobody has had the balls to even take a stab at TA's epic scope, open-ended nature, and complex play mechanics.

    Those of us that played TA a bunch back in the day were often wow'd by some of the strange and off-the-wall strategies we would see. Thanks to the Commander unit, "home base" was wherever you wanted it to be. Wanna go set up somewhere else? Leave. You leave the buildings behind, but can very quickly set up camp elsewhere.

    TA also had a VERY unique gameplay feature, in that after a certain period of time, all sides in the game would have enough firepower to level a small planet. The game then ceased to be an arms race, and turned into a cat-and-mouse game of finding a way to get one's firepower around the other's and put it to use. The typical RTS strategy of pounding away on the outskirts and eventually trying to break through enemy lines was often ineffective, or would at least take hours to complete.

    Maybe you try and build nukes, but your opponent may be building missile defense (probably is). But does he have complete coverage of his base? Maybe you can hit the outskirts. Or maybe you can build more missiles than he builds anti-nukes, and overrun his missile defenses. But that takes a lot of resources, and becomes a high-stakes guessing game. Maybe you'll fly a plane out to a nearby island and build a plasma cannon that can shell his base. But that's a lot of resources too, especially if you try to defend it. Maybe you leave it undefended. Make those first few shots count. How's your intel? Got radar coverage of his base? Fly some scout planes in to get visual targets to go along with those radar blips, but you may need to send 10 of them in just to have 1 make it deep enough into his base to locate that fusion reactor that will EXPLODE if you hit it. Try a strategic bombing run on the power plant? Your bombers will get shredded by those cheap-to-build missile towers. Maybe pound away at them with gunships? Dude, figure out what you're doing already. And HEY, he's attacking you too!

    No other RTS game comes even close.

  9. Right not to flame of troll but... by SmallFurryCreature · · Score: 3, Interesting
    Would you possibly consider the idea that WE are the real RTS fans and you are the non-RTS player?

    TA and C&C are different beasts. Anyone who played both can tell you this. The ones you like are rock-paper-scissors games with very limited strategic capabilities.

    TA gave you big enough maps to really do a two pronged assault. It gave you effective air power without making your ground army totally defenceless. I played battles with only a few token ground units and an armada of bombers I also played battles with not a single air unit. C&C never gave me this choice.

    The AI in TA was also a lot better. You complain about the defence. Well yes. I prefer an opponent who can hold their own and is not destroyed by a mere tank rush. TA forced you to knock a hole in the defence then be ready to commit a follow up attack.

    But really there are three different camps of RTS games. C&C heavy on story, few units, rock-paper-scissor unit dependency, TA huge maps, loads of units many of them multi-use, no story. Finally there is Close Combat. Ultra realistic, very good AI including units wich actually act on their own but difficult as hell and slooooooow.

    None of these type of games are less then another. Just different.

    So you go Meh, a real TA fan will go yippie and me the close combat fan will hope that TA2 is closer to CC then C&C.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Right not to flame of troll but... by HoneyBunchesOfGoats · · Score: 2, Insightful

      I'll second this. I don't consider myself an "RTS player", I like to diversify, but I've played several throughout the years, from Total Annihilation to C&C: Red Alert to Starcraft (which is as good as TA in lots of ways) to the Warcraft 3 Beta a few years ago, when my friends and I would analyze the updates to unit strengths that came out every week just to see who got an unfair advantage (we would of course play as that side).

      After all these, TA was and still is the most fun. People who bash it just can't seem to comprehend the depth of strategy that can go into matches. The grandparent talked about 3-hour-long games; those were the best! There are so many different ways to win and lose, on so many different kinds of maps, it makes for a different experience every time.

      It wasn't without its drawbacks though; for one, you talk about the AI being good, and at the time it was; but as you scaled in units, the AI got progressively dumber so that it wouldn't make systems of the time grind to a halt. Some people also complain that the ARM and CORE units aren't different from each other; this is also true, but it's not so bad, since you can learn the other side's units very quickly.

      The devil was in the details though, and TA nailed just about every gameplay aspect on the head. If TA2 does materialize, it'll be one of my most eager game purchases ever.

  10. The story by M3wThr33 · · Score: 5, Funny

    I'm sure you'll get better explanations, but it boiled down to this:
    Humans in robot suits vs. Robots with human brains.

  11. Re:Alas... by 0x0d0a · · Score: 3, Insightful

    Where are the real RTS players. TA barly was a blink in RTS's players minds. The only ones who remember it fondly are the non-RTS players.

    If your definition of "real RTS players" is "group of people who read Blizzard marketing output like fiends", then you are correct.

    There were a *lot* of fans of TA. I know not a single person who I have in person mentioned TA to and not recieved a positive "yeah, that was a great game". (Note that this does not apply to the much, much less good TA:Kingdoms.)

    TA had no personality.

    Not really any way I can argue with that, since that's a pretty contentless argument.

    It didn't have Blizzard-style "heroes" if that is what you meant. It was closer to a traditional strategy game, with less focus on cinematics. The sort of people that like Close Combat are the sort of people that liked TA -- the ability to give overarching commands. Blizzard made micromanagement and the ability to micromanage large numbers of units the key skill in their RTSes (and designed an interface that deliberately made it difficult to do so). Tactics, other than straight rock-paper-scissors, were much more limited in Blizzard titles.

    It was bland, the games were longs (3h battles due to the insane power of Defence).

    If what you mean is that tank rushes didn't work very well in TA...yeah, you might have a point. I suspect that most players viewed that as a good thing.

    Tell us TA 2 is coming and you'll get a collective "Meh" from all of us.

    I see more fond memories of TA on Slashdot than I do of Starcraft, frankly. TA was significantly more evolved in terms of engine sophistication. Starcraft made height and cover matter very little (simply a straight set of probability modifiers to hit). TA modeled arcs of shots, and required intelligent deployment and construction of bases. The landscape played a more significant role in TA. Games never devolved into simple "I grabbed one more resource at the start than you have, so I've won" matches.

  12. Re:Absolute Annihilation by rtaylor · · Score: 3, Informative

    I still play the Absolute Annihilation hack atleast once a week.

    Much improved AI, many more (diverse) units, and best of all, it's still maintained. They made a new release yesterday.

    --
    Rod Taylor
  13. Best Game ever for robot warfare by Mr_Blank · · Score: 4, Interesting

    I still bought Total Annhilation in 1997 and I still play it regularly. The game was great out of the box. The game was genuinely improved with the expansion packs. Cavedog made a great move in releasing its map development tools early. After Cavedog went under the gaming community did great work in improving the game in all the little ways that a version 2 should have. Releasing a true sequel will require a bit of innovation and a lot of commitment to quality to impress the many still rabid fans.

    This site has a great community created expansion pack for TA that I highly recommend. It includes a patch that improves key board short cuts, adds a lot of weapons and units, improves unit strength balance, increases the power of the top end units, and adds higher levels of difficulty for the AI. The high end units are super rocking: If you remember the Krogoth as the most powerful unit then you are out of date. There are units in this expansion pack that can eat 10 Krogoths, and the new bigs don't sacrafice play balance!

    TA2 should learn from these expansion packs and try to incorporate these features:
    - map creation tools, of course.
    - super large maps. If the high powered big bertha artilary cannons can fire a mile, then the maps should be able to reach several miles across. Modern processors can handle it.
    - At least 500 units per side should be available in TA2. In fact, there should be no hard limit - just a setting somewhere. When first released TA1's limit of 200 units per side made 133mhz processors of the time crawl. But over the years even 500 per side and 10 sides is handled quite easily by my 2 ghz processor.
    - Fully rendored 3d units rocked then. They rock now.
    - The music from TA1 could be reused. The score was awesome. Keep it or improve it; just do not give it up.
    - Smarter, larger, multi-functional factories. Maybe even make them mobile. Of course, fancier factories should be more expensive in resources and time.
    - Allow for more elevations. TA1 allowed for about 4 elevations: Flying, raised ground, normal ground / floating, and underwater. The game used real trajectory calculations to determine hits. Keep that, but do so from even more elevation possibilities. Flying units could occupy the same space and not collide - that might be an improvement area too.
    - Definitely keep the mutliple weapon types, even add some! Again see the community expansion packs for excellent ideas.
    - Release unit creation tools. Make creating home grown units even easier! Let the user select a walking kbot, or rolling tank, or flying, or floating, hovercraft, or even amphibious. Let the user select the weapon types, and how many weapons. Let the user select the number of guns, the unit size, and how much armor it has. Allow special functions to be added such as sonar, radar, cloaking, self repair, others repair, unit capture, reincarnation, etc. Then to keep the game balanced make the unit cost in resources what the requested features should require. Very Excellent!
    - Make the environment even more destructable. TA1 allowed for burning forests and that was cool at the time. Make the ground shaking weapons really deform the ground, and thereby potentially change the strategy of the map during game play. It is kind of annoying when a nuclear blast only leaves a black mark on the ground instead of creating a rough crater. Also, there should be units that allow strategic shaping of the envirnonment - Examples: build hills for cannons, extend coasts, or make smooth roads.
    - Make the game work well for a quick 30 minute skirmish or for a 9 hour megawar (not underheard of). TA1 did a good job of this.
    - Create a game mode where each side gets to pick a set number of unit types to play with (instead of making all units available all the time). Sometimes having hunderds of unit choices is Excellent (super war) and sometimes annoying (quick skirmish). Let the players pick. This feaure

  14. Re:Second that -- this is fantastic by MachDelta · · Score: 2, Informative

    You'll be happy to know that TA works on XP just fine for me. :)