Conflict Collection

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Description

Conflict Collection is a compilation of four tactical squad-based shooters from the Conflict series. The collection includes Conflict: Desert Storm and its sequel, which place players in the roles of SAS or Delta Force operatives during the first Gulf War. It also features Conflict: Vietnam, where a squad fights for survival against the Vietcong, and Conflict: Global Terror, which follows Gulf War veterans as they combat terrorism worldwide. Released in 2009 for Windows, this bundle brings together these four intense military shooters in one package.

Guides & Walkthroughs

Conflict Collection: A Time Capsule of Tactical Ambition

In the annals of video game history, certain compilations serve not as mere bundles of convenience, but as historical markers, preserving a specific era of design philosophy and player expectation. The Conflict Collection, a 2009 PC package from Mastertronic, is one such artifact. It gathers the first four titles from Pivotal Games’ once-prominent tactical shooter series—Conflict: Desert Storm (2002), Conflict: Desert Storm II – Back to Baghdad (2003), Conflict: Vietnam (2004), and Conflict: Global Terror (2005)—into a single, unadorned DVD. This collection is not a celebratory remaster nor a critically lauded anthology; it is a raw, unvarnished portal to a time when squad-based combat was finding its feet in the console and PC mainstream, capturing both the ambitious spirit and the technical limitations of its genre. To review the Conflict Collection is to dissect a pivotal, if flawed, strand in the DNA of modern military shooters.

Introduction: The Ghost of Co-Op Past

There is a distinct, almost palpable yearning that surrounds the Conflict series in online forums and community discussions. A post on a Conflict: Desert Storm Steam community page from 2019 perfectly encapsulates this sentiment: “imagine this: conflict collection… 4 great games with online co-op. theres a distinct lack of co-op games on pc. and the conflict series is one of the best co-op games ever made.” This player’s dream of a modernized re-release speaks volumes about the legacy this collection represents. The Conflict Collection itself is a bare-bones package, a simple repackaging for a budget market, but the games within are time capsules of a very specific and beloved experience. This review argues that while the collection as a product is a minimal-effort compilation, the games it contains offer an invaluable, deeply engaging, and historically significant look at the evolution of the tactical squad shooter, whose emphasis on cooperative play and character-driven roles laid groundwork for future titles, even as they were hampered by the technology and design conventions of their time.

Development History & Context

The story of the Conflict Collection is intrinsically tied to the rise and fall of its developer, Pivotal Games, and the gaming landscape of the early 2000s.

  • The Studio and The Vision: Pivotal Games, a British developer, entered the market at a time when the success of titles like Rainbow Six (1998) and Ghost Recon (2001) had proven there was an appetite for more methodical, tactical military experiences. However, the console market, with the PlayStation 2 and Xbox at the forefront, was becoming the dominant force. Pivotal’s vision was to bridge this gap—to create tactical shooters that were accessible to a console audience without completely sacrificing the strategic elements PC gamers cherished. Their solution was a focus on small, four-man squads, each member with distinct roles, controllable via a simple, context-sensitive command system.

  • Technological Constraints and the Gaming Landscape: The early 2000s were a transitional period. Online multiplayer on consoles was in its infancy (Xbox Live launched in 2002), so the primary co-op experience was split-screen. The hardware limitations of the PS2 and Xbox meant that large, open battlefields were rare; levels were often linear or segmented into manageable combat arenas. The Conflict series was developed concurrently with, and was often compared to, franchises like SOCOM: U.S. Navy SEALs and Conflict: Desert Storm’s contemporary, Sum of All Fears. It was a crowded field, and standing out required a unique hook. For Pivotal, that hook was persistent character development across a linear campaign and a robust, if simple, co-op system that was the heart of the experience.

  • The Compilation’s Purpose: By 2009, the core Conflict series had run its course, with the poorly received Conflict: Denied Ops (2008) marking a low point. The industry had moved on, with the seventh generation of consoles (Xbox 360, PS3) pushing graphics and online integration to new heights. The Conflict Collection, published by the budget-focused Mastertronic, was not a victory lap. It was a way to extract final value from a dormant IP, selling a complete set of the “classic” titles to a niche, budget-conscious PC audience in Europe. It was a product of its time, released with no fanfare, no graphical enhancements, and no additional content—a straightforward archival release.

Narrative & Thematic Deep Dive

The Conflict series is notable for its shifting narrative perspectives, moving from heroic special forces operations to a grimmer, survival-focused tale.

  • Conflict: Desert Storm I & II: The Heroic Fantasy: Based loosely on the 1991 Gulf War, these first two games cast the player as either a British SAS or US Delta Force team. The narrative is a straightforward, almost jingoistic, tale of elite soldiers operating behind enemy lines to dismantle Saddam Hussein’s war machine. The characters—Bradley, Foley, Connors, and Jones—are archetypes: the sniper, the demolitions expert, the heavy weapons guy, and the medic. The dialogue is full of military bravado and clichés, but it effectively establishes a clear team dynamic. The theme is one of professionalism and technological superiority, a power fantasy of Western special forces. Back to Baghdad expands on this, often feeling like a playable 90s action movie.

  • Conflict: Vietnam: The Descent into Hell: This entry represents a dramatic and ambitious tonal shift. Set during the 1968 Tet Offensive, it follows four young, inexperienced US soldiers—Hines, Evers, Gray, and Doc—who are cut off and must fight their way to an extraction point. The heroic fantasy is replaced by a desperate struggle for survival. The dialogue shifts from confident banter to fear, frustration, and trauma. The theme is no longer about winning a war, but about enduring it. The enemy Vietcong are a near-constant, unseen threat, emphasizing the guerrilla nature of the conflict. It was a bold attempt to inject grim realism and psychological weight into the series’ formula.

  • Conflict: Global Terror: The Modern Paranoia: Returning to the original squad (now veterans), this game tackles a fictional, post-9/11 war on terror against a generic global terrorist network, “March 33.” The narrative attempts to be more globe-trotting and politically charged, but often falls into generic action-thriller tropes. The themes revolve around revenge, the personal cost of war, and the shadowy nature of modern threats. While it lacks the rawness of Vietnam, it completes a thematic arc: from the clear-cut objectives of Desert Storm, through the chaotic horror of Vietnam, to the ambiguous, ongoing battle of Global Terror.

Gameplay Mechanics & Systems

The core gameplay loop is the consistent thread that binds this collection together, a formula that was both innovative and deeply flawed.

  • The Core Loop & Squad Control: Each game is a third-person tactical shooter. The player directly controls one squad member at a time, with the ability to instantly switch between any of the four. The AI controls the others, following basic commands like “Hold Position,” “Follow,” and “Attack.” The genius of the system was its role specialization. The sniper could pick off distant targets, the demo expert could clear obstacles and armor, the heavy gunner provided suppressing fire, and the medic/healer was essential for survival. This forced players to think about positioning and resource management (ammo, medkits).

  • Combat & Progression: Combat is often clunky by modern standards. The cover system is rudimentary, hit detection can be unreliable, and the AI—both friendly and enemy—is often derided for its foolishness. Yet, within this jank, a compelling challenge emerges. The games are notoriously difficult, punishing recklessness. Character progression is persistent; if a squad member dies, they are dead for the rest of the campaign. This added a significant layer of tension and stakes, encouraging cautious, tactical play. Weapons feel weighty and distinct, and managing your squad’s limited inventory between missions is a key strategic element.

  • The Co-Op Experience: This is the series’ crown jewel. While the collection itself did not add online co-op (relying on the original games’ local or system-link capabilities), the design is built for it. Playing with up to three friends, each taking a dedicated role, transforms the experience. The clunky AI is replaced by human intelligence, allowing for complex flanking maneuvers and coordinated assaults. It is here that the gameplay truly sings, fostering a level of communication and teamwork that few other games of its era could match. The community’s longing for a modern online version is a testament to how brilliantly this core concept was executed.

  • UI & Flaws: The user interface is functional but dated. The command system can be imprecise, leading to frustrating moments where squad members fail to follow orders. The linear, checkpoint-light mission design can lead to repetitive trial-and-error gameplay. These flaws are present in every title in the collection, a constant reminder of the era’s design limitations.

World-Building, Art & Sound

The aesthetic of the Conflict series is a product of its technological generation, using its limited resources to create a strong, if repetitive, sense of place.

  • Visual Direction & Setting: The games utilize a gritty, realistic art style for the time. Desert Storm I & II are dominated by the browns and tans of Middle Eastern deserts, military bunkers, and arid towns. Vietnam is a palette of oppressive greens and muddy browns, with dense jungles, rice paddies, and war-torn villages that effectively convey a sense of claustrophobia and constant danger. Global Terror attempts more variety, with missions set in Colombia, Kazakhstan, and Somalia, but the core visual language remains consistent. The level geometry is often blocky, textures are low-resolution, and character models are simplistic, but the art direction is coherent and effective at selling its settings.

  • Atmosphere & Sound Design: Sound is a critical component of the atmosphere. The weapon sounds are loud and impactful, giving the firearms a satisfying sense of power. The voice acting, while often cheesy, is full of character and helps define the squad members. The ambient sounds of the jungle in Vietnam or the howling desert winds in Desert Storm do heavy lifting to create immersion. The musical scores are typically composed of tense, orchestral pieces that swell during combat, heightening the drama. It is a no-frills audio presentation that serves the gameplay and mood perfectly.

Reception & Legacy

The Conflict Collection itself flew under the radar, with no critic reviews logged on aggregators like Metacritic or MobyGames at the time of its release. Its legacy, therefore, is entirely tied to the individual titles it contains.

  • Original Critical Reception: The original games received a mixed-to-positive reception. They were often praised for their engaging co-op gameplay, unique squad roles, and high stakes due to permanent death. However, they were consistently criticized for their technical shortcomings, poor AI, and sometimes frustrating difficulty. They were commercial successes, particularly on consoles, finding a large audience that valued their specific brand of tactical action over technical polish.

  • Evolving Reputation & Influence: Over time, the reputation of the Conflict series has solidified within a dedicated niche. It is remembered not as a technical masterpiece, but as a foundational co-op experience. Its DNA can be seen in later games that emphasize four-player, role-based cooperation, such as the Left 4 Dead series (with its distinct survivor characters) and even aspects of Rainbow Six Siege (with its operator-specific gadgets). While not as influential as Ghost Recon or Rainbow Six, the Conflict series demonstrated that there was a massive market for accessible tactical shooters with a strong co-op focus on consoles.

  • The Modern Context: Today, the Conflict Collection is a difficult recommendation for anyone without a tolerance for dated design and graphics. It is a fossil. However, for historians and co-op enthusiasts, it is a vital one. It represents a specific moment before the modern military shooter coalesced into the streamlined, set-piece-heavy format of the Call of Duty and Battlefield franchises. It is a reminder of a time when tactics and teamwork were often more important than twitch reflexes, and when a game’s most memorable moments were created not by scripted events, but by emergent, co-op-driven chaos.

Conclusion: The Verdict of History

The Conflict Collection is a paradox. As a commercial product released in 2009, it is an unremarkable, low-effort compilation that offers no improvements or incentives over seeking out the original games. It is the very definition of a budget bin release. Yet, as a historical package, it is an invaluable time capsule. It preserves four titles that, for all their flaws, captured the hearts of a generation of co-op gamers with their compelling blend of role-based tactics, high-stakes gameplay, and unforgettable cooperative camaraderie.

The series’ ambition often outstripped its technical execution, but its heart was always in the right place. It asked players to work together, to specialize, to care for their digital squadmates, and to overcome daunting challenges through communication and planning. The Conflict Collection is not a masterpiece of game design, but it is a monument to a specific and beloved type of gameplay experience—one that modern gamers still pine for, as evidenced by the enduring online whispers of “what if?” For that reason, it secures its place not as a top-tier classic, but as an essential, if rough-edged, chapter in the ongoing history of cooperative video games.

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