Will fun this flimsy still be fun in a month’s time? Maybe we’re being too analytical, too pessimistic. Misgiving arises when you start looking ahead. No bases to build, no resources to reap or complicated unit combos to master means less time slogging through tutorials and more spent watching swarms of stickies spewing grenades and laser death. Variety seems guaranteed and yet, outside of the ingenious Rocket Riot mode (secure solar arrays, refuel rocket, load Multiwinians before enemy does same), most sessions seem to boil down to the same thing: two to four factions working furiously to flood spawn-points or score zones with hundreds of tiny chirruping stickmen. Forty-plus maps ensure it always takes place in a hauntingly beautiful locale. Six skirmish modes, mimicking such shooter formats as Capture the Flag, King of the Hill and Assault frame the slaughter. Introversion have stripped the plot and pathos from their 2005 RTS oddity and replaced it with war, war, and more war.
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