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Conflict Zone

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Conflict Zone for PS2
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In a not too far future a great majority of countries has decided to unit themselves in order to warrant peace. This organism is called the ICP (which stands for the International Corps for Peace). Some countries stayed independent but quickly many conflicts arouse. A secret organism called GHOST is indeed creating crisis to serve its economic purposes without paying any moral consideration to its consequences. Soon the ICP appears to be the only force to counter them and to set a new world-wide equilibrium...

In Conflict Zone, you can either play the ICP camp or the one of GHOST and enter in the core of international conflicts to bring back peace. You'll have to deal with realistic war conditions, keeping in mind consequence of your acts and influence of the media. You have 17 missions to complete in 2 campaigns (ICP or GHOST) and 65 different units (building + fighting forces) to command per camp. 20 multi-player maps planned.

PS2 special:
The PC interface and controls have been though and reworked to allow an easy control with a PS2 pad


An original gameplay for RTS game

The resource management system wants to be a realistic though simplified system. You do not seek scarce and odd resources such as tiberium but instead you earn popularity points (according to your actions) that will enable you to build special units (logical to think the best units will follow the most charismatic leader) and will condition the rate at which you earn money. But of course people have to be aware of your actions for you to be popular. Hence media are very important, they report your actions (good or bad) and let you earn popularity points (one could think that people will be sensitive to our problems and would pressure governments to vote higher budget for us).

Media when playing with ICP:
Media are omniscient.
They report what you are doing, then influence your popularity points (well or bad) and finally your credits. Protecting/Rescuing civilians influence popularity.

Media when playing with GHOST:
You have to build your own media center, and ask your media to film when you're beating your enemies. Doing so you win popularity points.

Commanders who can manage tasks you find boring or you do not have time to do. They will automatically learn to play like you and will adapt their actions in the most efficient way possible.

The use of commanders is a very innovative feature in RTS games. Their role is to command a part of the player's army, so that players can focus their attention on global strategy, or deal personally with a particular action without worrying about the rest of their troops. The player can have up to 4 commanders.
5 typical missions can be assigned to a commander:
- Ground assault & melee combat: i.e Attack an enemy base
- Defence
- Intelligence operations and commandos actions: i.e Infiltrate an enemy building
- Air attacks
- Developing a base

* Adaptative AI

The level of difficulty of the game is determined by the way you play the game

The opponent learns from how you've played : the same strategy does not work forever

The commanders have an evolving way to behave and are differently adapted to a specific mission

Intelligence is the core of the game where the player is to be smart. The AI reacts cleverly to the way the player acts, both for opponents and player's own units

* Realism:

Full 3D game with great detailed graphics

Everything is designed for maximum readability of the units and land

Realistic environment (four generic types of lands: temperate, tropical, snowy, deserted), real military units

Like in today's conflict you cannot win without the media's support / Civilians need to be taken into account

Military victory isn't always sufficient to earn you mission success.

First RTS where military power is only a part of the equation
Release date NZ
April 10th, 2002
Game Platform
  • PlayStation 2
Product ID

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