Dune II: The Building of a Dynasty

Dune II: The Building of a Dynasty (also known as Dune II: Battle for Arrakis in Europe) is a Dune computer game, released by Westwood Studios in 1992. It is based on David Lynch's 1984 movie Dune, which was in turn taken from Frank Herbert's science fiction novel of the same name. It is also known as Dune: The Battle for Arrakis in the Sega Genesis port.

While not the first real-time strategy game, per se, Dune II established a format that would be followed for years to come. Striking a balance between complexity and innovation, it was a huge success and laid the foundation for the coming Command and Conquer, Warcraft, and the RTS craze that endures to this day.

Some key elements that first appeared in this game, but would later appear in many other RTS games, are:
 * A world map from which the next mission is chosen
 * Resource-gathering to fund unit construction
 * Simple base and unit construction
 * Building construction dependencies (technology tree)
 * Different sides/factions (the Houses), each with unique unit-types

Plot
The plot is basically linear, with variations depending on which House is taken by the player. The final cutscene is different for each House, in consonance with their worldview.

Gameplay
The player takes the role of a commander of one of three interplanetary houses, the Atreides, the Harkonnen or the Ordos, with the objective of wresting control of Arrakis from the two other houses. The basic strategy in the game is to harvest the spice from the treacherous sand dunes, convert the spice into spendable credits via a harvester and refinery and to build military combat units with these acquired credits in order to fend off and destroy the enemy. In addition to enemy incursions, the player must also deal with periodic appearances of the sandworm, capable of swallowing vehicles and infantry whole, as well as and harsh weather conditions that can deteriorate the structures of the player's base, unless concrete foundations are built beforehand.



Completing higher missions gives authorization to use improved technology and higher-order weaponry unique to each House. ensuring varied gameplay. For example, House Harkonnen may be able to construct their "Devastator" tanks with heavy armor and ordnance but cannot build the similarly impressive Atreides 'Sonic Tank'. The Ordos have access to the "Deviator" - a specialized tank firing a nerve gas that switches the allegiance of targeted units to Ordos for a limited period of time. The three Houses also are restricted in their building practices - House Ordos cannot build Atreides-style trikes, instead making the faster "Raider" trikes, while House Harkonnen constructs heavier but more expensive quad bikes. When the Starport becomes available, players can purchase (rather than construct) units to which their House does not ordinarily have access (so House Harkonnen can purchase trikes, and House Ordos rocket launchers).

House Harkonnen relies on heavy and powerful, but expensive, units, while House Atreides is a more "middle of the road" side with access to good specialised units such as the Sonic Tank. House Ordos tends to prioritise speed over strength, with quite specialised units and a lack of heavy firepower, and thus require a degree of cunning gameplay to win.

The final prize for the commander is building of the House Palace from where superweapons may be unleashed on opponents in the final closing chapters of the game. The House Harkonnen superweapon is a long-range finger of missiles called the 'Death Hand', whereas House Atreides may call upon the local Fremen infantry warriors, over which the player has no control, to engage enemy targets. House Ordos may unleash a fast-moving Saboteur whose main purpose is the destruction of buildings.

The ultimate final showdown is the battle among the player's House up against three enemy sides, among them the Emperor Frederick's forces, the Sardaukar (an unplayable house whose heavy infantry are particularly powerful). The Sardaukar Palace fires Death Hand missiles like that of the Harkonnens; thus, playing as the Atreides or Ordos will result in facing Death Hand strikes from both at a time.

Interface
The Dune II interface is the basis for subsequent real-time strategy games, but is inconvenient when compared, for example, to Command & Conquer. Dune 2 did not had context sensitive cursors, a they were not created yet, and, unlike later games, clicking on a piece of land or enemy will not result in movement or attack actions. To do so requires clicking on the "Move" or "Attack" buttons, and then selecting the target. Mouse scrolling is also not avaliable, but can be done using the minimap.

Trivia

 * The original DOS version imposes a 'global' limit on structures and units which curiously encompasses both the human player's and those of the CPU (the computer-controlled opponents). This severely limits the size of the human player's army when the CPU's army starts big on the later missions. To work around this the player has first to take 'small bites' out of the CPUs base, destroying a few of the CPUs outwards constructions like missile turrets, before he can fully develop his base and launch the final attack.

Ports
This 1992 game was ported to various platforms. The original DOS version was converted to the Amiga and Sega Genesis in 1993. Two years later it was also brought to the Archimedes and Risc PC range of RISC OS computers. A complete remake of this game was developed for Windows as Dune 2000 in 1998. A Sony PlayStation port was created the same year.

Remakes

 * Dune Legacy
 * Dune IV
 * Dune 2: The Maker

Dune 2 Dune II 듄II Dune II