GameSpot editors' review
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CNET editors' rating:
stars
Mediocre
Detailed editors' rating
- Reviewed on: 07/20/2006
- Released on: 06/14/2006
- Originally published on GameSpot: Moscow to Berlin: Red Siege (PC) Review
Moscow to Berlin: Red Siege is the latest World War II real-time strategy game to roll our way, and it comes with such a generic name that it's understandably easy to confuse with other recent World War II games, such as Rush for Berlin and World War II Combat: Road to Berlin. There's no shortage of World War II real-time strategy games, either, so a game really has to deliver something cool or interesting in order to stand out. Unfortunately, that's not the case with Moscow to Berlin, as it's yet another cookie-cutter real-time strategy game that's plagued with micromanagement issues, dated gameplay, and equally dated graphics.

Moscow to Berlin is the latest World War II game to head our way, but at least this one features the Eastern Front.
Moscow to Berlin is the latest World War II game from developer Digital Reality, responsible for both D-Day and Desert Rats vs. Afrika Korps. This chapter in the series covers the eastern front of World War II, a titanic clash of German and Soviet armies that resulted in the Germans almost taking Moscow and the Soviets eventually smashing Berlin. In fact, the game's three campaigns cover the major phases of the conflict, from the Germans invading the Soviet Union, the middle phase that included Stalingrad, and finally the Red Army march on Berlin. The missions in each campaign alternate sides, though, so you don't really get a sense of personality or distinct characters throughout the game. In one battle, you'll lead a German tank attack on Soviet positions, while in the next you may lead Soviet forces into battle against the Germans.
It all sounds quite epic, but it's not. Instead of commanding armies, you'll command a handful of tanks and other vehicles, as well as squads of infantry in battle. This is a tactical-style real-time strategy game, so there's no resource gathering or base building. Rather, you're given a set number of units at the beginning of the mission, and you must accomplish your objectives using them and whatever reinforcements that are programmed to arrive. The artificial intelligence isn't really smart, and its job is mainly to sit there and wait for you to attack, save for those moments when it's scripted to attack. The pathfinding is also dubious, and your forces will often jam together, which can get you in trouble if your advance forces encounter the enemy while the bulk of your troops are still trying to untangle themselves.
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