
Another potential problem with the rendering system is the way in which the 3D camera must be panned around the landscape in order to get an optimal view of the action. While it’s not as bad as Force Commander, the camera controls in Dogs of War could be a real setback. If you’ve played Shadow Company, you’ll have a good idea of how the camera works in this title. The zoom feature is nice to have, but you’re usually either zoomed in too far or not far enough. Furthermore, in order to properly enjoy the visual aspects of the game as well as the realistic unit scaling, the camera will have to be zoomed in close to the battlefield, thus limiting your ability to command from the birds-eye perspective. These are some of the issues that must be faced by any RTS game rendered with this type of 3D camera.
While keeping the camera control issues aside, the interface is kept to a minimum with a simple, small bar across the bottom of the screen showing unit statistics and squad groupings. There is an optional minimap in the lower left corner of the screen that can be folded up at your convenience. Incidently, waypoints can be assigned on the regular map, but not on the minimap, which could use a few enhancements to be truly useful. Other than that, the interface gets a thumbs-up for not taking up a large portion of the screen, yet being quite functional and offering plenty of information.