The Concept
Developed by Microsoft Research Games
Published by: Microsoft
Allegiance official page: http://www.microsoft.com/games/allegiance/
Space is Only a Cold Version of Hell
The basic idea behind Allegiance is very simple, and easily explained. Earth has been destroyed by an asteroid, space is aflame with war, with three unique factions duking it out over the Solar System and other former possessions. Nothing stunning so far, right? Well, where Allegiance separates itself from the crowd (be they RTS or space-sim games), is in the play.
![Allegiance Preview [ Training Missions @ 800 x 600 ] > View Full-Size in another window.](images/1-s.jpg) Training Missions
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![Allegiance Preview [ Tactical Map @ 800 x 600 ] > View Full-Size in another window.](images/2-s.jpg) Tactical Map
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You're NOT the lone gun out to save the universe. You're not the untouchable, mystical commander marshalling as many forces as he can afford. Rather, you are a pilot facing other people. You must co-operate with your team to take down your foes and protect your faction's property. This includes the main base, miners, and any other structures that your team builds. But who builds them? How is it built? Ah… that is the crux of the matter.
Allegiance Again?
Microsoft first introduced the concept of allegiance in its massively multiplayer online RPG, Asheron's Call. Basically players would give their allegiance to another in exchange for certain benefits - much like the feudal system of government that was in place during the Dark and Middle Ages, though significantly more civilized. However, allegiance is, as its name implies, the central concept behind Allegiance. All players on a team earn a salary and they can spend it on research and buildings. Problem is, that no single player will really earn enough by himself to buy anything of value - well, he might get one or two, but with all the technologies and buildings in the game, this is hardly efficient. Rather, players must decide (hopefully quickly) on a commander and start donating to him.
![Allegiance Preview [ The New In-Game Zone @ 800 x 600 ] > View Full-Size in another window.](images/3-s.jpg) The New In-Game Zone
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![Allegiance Preview [ Ship load-out @ 800 x 600 ] > View Full-Size in another window.](images/4-s.jpg) Ship load-out
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Now the pact is formed. The commander will use the money he gets to get the needed technologies, as well as providing tactical and strategic advice for the pilots. The game mechanics make it virtual suicide to not take this path. Though it's not unheard of to win without listening to the commander, it is impossible to do so without a commander who can at least get the proper techs and buildings. If the commander is good and you listen to him, then the odds of winning the encounter will simply continue to get that much better. As you can see, Allegiance is definitely designed to appeal to hardcore teamers. A well-organized clan (er… squadron) will beat the crap out of a bunch of random pubbies.
You look Damn fine baby…
