Halo the master chief collection – 25 legendary maps you need to revisit w...GameBasin.com
This document provides a summary and preview of 25 legendary maps that will be included in Halo: The Master Chief Collection multiplayer. It discusses how the collection will include every map from the Halo franchise remastered and playable across the different games' engines. Many of the highlighted maps are praised for their balanced and competitive multiplayer design, with most featuring a variety of close quarters and vehicle-based combat across symmetrical and asymmetrical three-dimensional levels. The document expresses excitement for revisiting old favorites and hidden gems from the Halo series in the upcoming collection.
This is my write up on the very first game ever: Spacewar. The role of the tech greats in the development of the first game are highlighted. Going down memory lane on the computing industry gave me a sense of nostalgia.
Light gun games originated in the 1930s with games like Seeburg Ray-O-Lite where players would shoot at moving targets on screen. Early arcade games in the 1960s-70s like Periscope and Wild Gunman helped popularize the genre. The NES Zapper launched with the NES console in 1985 and helped make light gun games mainstream with Duck Hunt. Many consoles since have had accompanying light guns like the Super Scope for SNES. Modern light gun games use infrared sensors instead of relying on CRT screens to track aiming. The presentation provided a detailed history of light gun games, hardware, and notable titles.
This document provides a summary of the history and development of computer chess programs from the 18th century to modern times. It discusses early mechanical chess machines, the first computer chess programs in the 1950s, advances that allowed computers to defeat chess masters by the late 1990s, and the key components of modern chess engines like bitboards, opening books, and tree search algorithms.
The document describes a tournament adventure for Dungeon Crawl Classics RPG where players take on level-0 characters and compete to survive the most encounters. The adventure takes place in a village overrun by the undead. PCs must work together to deactivate magical barriers dividing the village sections by defeating zombie threats in each area. Survival is the goal as characters will die and be replaced by new level-0 characters.
This single sentence document simply states that a torrent was downloaded from the website Rarbg.com, without providing any additional context about the torrent or details about what was downloaded.
The document proposes a concept for a Metroid game that would take place on a massive abandoned alien warship that has entered a parallel dimension. Samus awakens on the ship and discovers that its AI has gone rogue and intends to assimilate abilities from bounty hunters like Samus to perfect its alien inhabitants for conquering other planets. Samus must navigate through different areas of the ship that have unusual gravity and physics due to being in another dimension, defeat robotic enemies created by the AI, and shut down systems on the ship to prevent it from reaching its target planet before ultimately confronting and destroying the rogue AI. The document outlines various sections of the ship Samus would explore and scan-based puzzles she would solve,
This document provides an overview of the design decisions for the game Protophane. It discusses placing the game in the science fiction genre in a gritty near-future setting on Earth. The main character will be a bounty hunter who tracks down clones and those with cloned body parts. The art direction aims to create a futuristic but worn-down world with variations between wealthy and poor areas. Advanced technology and weapons will be present alongside more traditional gear. The audio will include ambient music and environmental sounds that change based on the player's actions.
Halo the master chief collection – 25 legendary maps you need to revisit w...GameBasin.com
This document provides a summary and preview of 25 legendary maps that will be included in Halo: The Master Chief Collection multiplayer. It discusses how the collection will include every map from the Halo franchise remastered and playable across the different games' engines. Many of the highlighted maps are praised for their balanced and competitive multiplayer design, with most featuring a variety of close quarters and vehicle-based combat across symmetrical and asymmetrical three-dimensional levels. The document expresses excitement for revisiting old favorites and hidden gems from the Halo series in the upcoming collection.
This is my write up on the very first game ever: Spacewar. The role of the tech greats in the development of the first game are highlighted. Going down memory lane on the computing industry gave me a sense of nostalgia.
Light gun games originated in the 1930s with games like Seeburg Ray-O-Lite where players would shoot at moving targets on screen. Early arcade games in the 1960s-70s like Periscope and Wild Gunman helped popularize the genre. The NES Zapper launched with the NES console in 1985 and helped make light gun games mainstream with Duck Hunt. Many consoles since have had accompanying light guns like the Super Scope for SNES. Modern light gun games use infrared sensors instead of relying on CRT screens to track aiming. The presentation provided a detailed history of light gun games, hardware, and notable titles.
This document provides a summary of the history and development of computer chess programs from the 18th century to modern times. It discusses early mechanical chess machines, the first computer chess programs in the 1950s, advances that allowed computers to defeat chess masters by the late 1990s, and the key components of modern chess engines like bitboards, opening books, and tree search algorithms.
The document describes a tournament adventure for Dungeon Crawl Classics RPG where players take on level-0 characters and compete to survive the most encounters. The adventure takes place in a village overrun by the undead. PCs must work together to deactivate magical barriers dividing the village sections by defeating zombie threats in each area. Survival is the goal as characters will die and be replaced by new level-0 characters.
This single sentence document simply states that a torrent was downloaded from the website Rarbg.com, without providing any additional context about the torrent or details about what was downloaded.
The document proposes a concept for a Metroid game that would take place on a massive abandoned alien warship that has entered a parallel dimension. Samus awakens on the ship and discovers that its AI has gone rogue and intends to assimilate abilities from bounty hunters like Samus to perfect its alien inhabitants for conquering other planets. Samus must navigate through different areas of the ship that have unusual gravity and physics due to being in another dimension, defeat robotic enemies created by the AI, and shut down systems on the ship to prevent it from reaching its target planet before ultimately confronting and destroying the rogue AI. The document outlines various sections of the ship Samus would explore and scan-based puzzles she would solve,
This document provides an overview of the design decisions for the game Protophane. It discusses placing the game in the science fiction genre in a gritty near-future setting on Earth. The main character will be a bounty hunter who tracks down clones and those with cloned body parts. The art direction aims to create a futuristic but worn-down world with variations between wealthy and poor areas. Advanced technology and weapons will be present alongside more traditional gear. The audio will include ambient music and environmental sounds that change based on the player's actions.
Nichts steht im Wege online spiele pc 2019 The Outer Worldslipinnod10
The Outer Worlds is an action RPG game developed by Obsidian Entertainment business. This a crew whose portfolio includes such productions as Star Wars: Knights in the Older Republic II - The Sith Lords, Fallout: New Vegas before the Mainstays of Eternity series. The game was announced by Private Division - beneath that product Take-Two Interactive helps independent developers. It is worth mentioning the subject was supervised by Leonard Boyarsky with Harry Cain, the designers to with whom we have the formation of the original chapter of the Results series.
This document provides an overview of the new real-time strategy (RTS) game Planetization. It describes key features such as epic multiplayer battles across entire solar systems, conquering and annihilating planets, and using asteroids to end matches. The game will have hundreds of unique planets to control and features improved animations, client-server technology, and mod support. Funding will come from a Kickstarter campaign offering various rewards for different donation tiers, such as in-game items, miniatures, and t-shirts.
Wild star game review www.gamebasin.comGameBasin.com
WildStar is an MMO set on the planet Nexus where two factions, the Exiles and Dominion, are battling for control. The game features distinctive cartoony graphics and unusual races not seen in other MMOs. Players choose one of six classes and eight races, and then a path that determines their quests. While the gameplay is similar to World of Warcraft, features like housing plots and an emphasis on group dungeons add new dimensions. Overall, the review finds WildStar to have a lot of content for players willing to pay the subscription fee.
Task 3.2 my computer game concept in detail presentation [my name] - 2017jackgirdlestone1
This document provides an analysis of the computer game "Rustlands" by the student Jack Girdlestone. The game is set in a post-apocalyptic world where humans have destroyed themselves and robots have taken over. Players take on the role of robots who must survive by salvaging resources, crafting items, and interacting with factions of robots. The game will feature various terrains, ruined structures to explore, craftable objects, upgradable robot characters, and wildlife enemies. It will have a first-person perspective with options to switch to third-person. The student outlines their plans to develop the game further with improved graphics, animations, areas, and other features over time.
The document provides reviews and comparisons of various technology products:
- It reviews the Google Chromebook, praising its fast boot time and cloud storage capabilities but criticizing the high price of the Chromebook Pixel.
- It profiles Tim Berners-Lee, creator of the World Wide Web, detailing his education and career developing HTML, URLs, and HTTP in the 1980s and 1990s.
- It reviews the video game Tomb Raider, praising the graphics and gritty reboot of Lara Croft's origin story but finding the puzzles disappointing.
- It compares the Sony Xperia Z, Samsung Galaxy S4, and Nokia Lumia 920 smartphones, comparing their displays, storage, cameras,
MSc Software Development Go Program DissertationTom Reed
This dissertation describes the development of a Go program that can solve life and death problems - local battles that arise in the strategy board game Go. By focusing on these small localized problems, the search space is massively reduced compared to developing an AI to play a full game of Go. The program uses alpha-beta pruning and a static board evaluator to search the game tree and solve problems that are of interest to amateur Go players. It was tested on a variety of life and death problems and evaluated by members of the Glasgow Go Club.
This document provides an overview of the game Ogre and its components. It includes summaries of the basic and advanced scenarios which involve an attacking Ogre battling defending armor units to destroy a command post. The basic scenario has a single Mark III Ogre attacking a defense with 20 attack points of infantry and 12 armor units. The advanced scenario increases the defense to 30 infantry and 20 armor while using a more powerful Mark V Ogre. The document also outlines the map features, unit counters, turn sequence, movement and combat rules.
Call of Duty Ghosts features multiplayer battles across destroyed city landscapes and crumbling skyscrapers, providing a realistic atmosphere. The single player campaign is fun but disposable, with the focus on extensive multiplayer content to keep players engaged for hundreds of hours. The multiplayer includes new guns, perks, customization options, and scorestreak rewards like guard dogs. It also features tactical abilities and field orders that provide new challenges for bonuses. The maps vary in size and play style, from close quarters combat to long range sniping, keeping gameplay varied.
Rainbow 6 Siege is a tactical FPS released in 2015 that focuses on close quarter combat between attackers and defenders. It uses destructible environments to change sight lines and strategies during matches. Operators have unique abilities to aid their team on attack or defense. The game emphasizes audio cues and communication between players. Graphics were improved in 2017 to enhance character models and lighting. It requires a mid-range gaming PC or current gen consoles to run well.
10 best fallout 3 mods that give it endless replayability www.gamebasin.comGameBasin.com
This document discusses and summarizes 10 mods for the game Fallout 3 that provide endless replayability. It begins by providing context that Fallout 3 is over 5 years old but still worth playing due to discounts and new mods. It then summarizes each of the top 10 mods, which include mods that add new radio stations, alternative fast travel options, expand settlements, add new explorable interiors, overhaul difficulty, graphics and more. The number one mod discussed is Fallout Wanderer's Edition, which is described as an overhaul that enhances gameplay mechanics and adds a large amount of new content.
Rarely does an imitation become more successful than an original. Angry Birds has become one of the most popular multiplatform videogame franchises. However the foundation of their gameplay was quite similar to a previously released game, Crush The Castle.
There were plenty of similarities between the two games, however Angry Birds tweaked some characteristics and became a sensation.
This essay focuses on a comparison between both games to figure out why Angry Birds “Crushed” the Castle.
10 beloved gaming franchises that just disappeared www.gamebasin.comGameBasin.com
The document discusses 10 beloved gaming franchises that have disappeared or not had recent installments. It provides a brief overview of each franchise, including Advance Wars, Crash Bandicoot, Okami, Shenmue, Jet Set Radio, Chrono Trigger, Carmageddon, Streets of Rage, Timesplitters, and Banjo-Kazooie. For each one, it summarizes what made them popular originally, when their last installment was released, and expresses a desire from fans to see renewed interest and future games in these franchises.
The cannoneer of_ragville_final_presentationguestc856c3c
The Cannoneer of Ragville is an educational physics simulation game designed to teach players about projectile motion through gameplay. Players control Commander Raggs and must propel themselves from platform to platform using cannons, accounting for physics variables like gravity, velocity, and air resistance. The game starts simply but gets progressively more difficult. It is designed to be completed in one class period with 15-20 levels. The game has cartoon graphics and music to create a fun, low-stress atmosphere for learning. It aims to combine educational physics concepts with an enjoyable narrative-driven gameplay experience not found in other cannon games.
Nichts steht im Wege online spiele pc 2019 The Outer Worldslipinnod10
The Outer Worlds is an action RPG game developed by Obsidian Entertainment business. This a crew whose portfolio includes such productions as Star Wars: Knights in the Older Republic II - The Sith Lords, Fallout: New Vegas before the Mainstays of Eternity series. The game was announced by Private Division - beneath that product Take-Two Interactive helps independent developers. It is worth mentioning the subject was supervised by Leonard Boyarsky with Harry Cain, the designers to with whom we have the formation of the original chapter of the Results series.
This document provides an overview of the new real-time strategy (RTS) game Planetization. It describes key features such as epic multiplayer battles across entire solar systems, conquering and annihilating planets, and using asteroids to end matches. The game will have hundreds of unique planets to control and features improved animations, client-server technology, and mod support. Funding will come from a Kickstarter campaign offering various rewards for different donation tiers, such as in-game items, miniatures, and t-shirts.
Wild star game review www.gamebasin.comGameBasin.com
WildStar is an MMO set on the planet Nexus where two factions, the Exiles and Dominion, are battling for control. The game features distinctive cartoony graphics and unusual races not seen in other MMOs. Players choose one of six classes and eight races, and then a path that determines their quests. While the gameplay is similar to World of Warcraft, features like housing plots and an emphasis on group dungeons add new dimensions. Overall, the review finds WildStar to have a lot of content for players willing to pay the subscription fee.
Task 3.2 my computer game concept in detail presentation [my name] - 2017jackgirdlestone1
This document provides an analysis of the computer game "Rustlands" by the student Jack Girdlestone. The game is set in a post-apocalyptic world where humans have destroyed themselves and robots have taken over. Players take on the role of robots who must survive by salvaging resources, crafting items, and interacting with factions of robots. The game will feature various terrains, ruined structures to explore, craftable objects, upgradable robot characters, and wildlife enemies. It will have a first-person perspective with options to switch to third-person. The student outlines their plans to develop the game further with improved graphics, animations, areas, and other features over time.
The document provides reviews and comparisons of various technology products:
- It reviews the Google Chromebook, praising its fast boot time and cloud storage capabilities but criticizing the high price of the Chromebook Pixel.
- It profiles Tim Berners-Lee, creator of the World Wide Web, detailing his education and career developing HTML, URLs, and HTTP in the 1980s and 1990s.
- It reviews the video game Tomb Raider, praising the graphics and gritty reboot of Lara Croft's origin story but finding the puzzles disappointing.
- It compares the Sony Xperia Z, Samsung Galaxy S4, and Nokia Lumia 920 smartphones, comparing their displays, storage, cameras,
MSc Software Development Go Program DissertationTom Reed
This dissertation describes the development of a Go program that can solve life and death problems - local battles that arise in the strategy board game Go. By focusing on these small localized problems, the search space is massively reduced compared to developing an AI to play a full game of Go. The program uses alpha-beta pruning and a static board evaluator to search the game tree and solve problems that are of interest to amateur Go players. It was tested on a variety of life and death problems and evaluated by members of the Glasgow Go Club.
This document provides an overview of the game Ogre and its components. It includes summaries of the basic and advanced scenarios which involve an attacking Ogre battling defending armor units to destroy a command post. The basic scenario has a single Mark III Ogre attacking a defense with 20 attack points of infantry and 12 armor units. The advanced scenario increases the defense to 30 infantry and 20 armor while using a more powerful Mark V Ogre. The document also outlines the map features, unit counters, turn sequence, movement and combat rules.
Call of Duty Ghosts features multiplayer battles across destroyed city landscapes and crumbling skyscrapers, providing a realistic atmosphere. The single player campaign is fun but disposable, with the focus on extensive multiplayer content to keep players engaged for hundreds of hours. The multiplayer includes new guns, perks, customization options, and scorestreak rewards like guard dogs. It also features tactical abilities and field orders that provide new challenges for bonuses. The maps vary in size and play style, from close quarters combat to long range sniping, keeping gameplay varied.
Rainbow 6 Siege is a tactical FPS released in 2015 that focuses on close quarter combat between attackers and defenders. It uses destructible environments to change sight lines and strategies during matches. Operators have unique abilities to aid their team on attack or defense. The game emphasizes audio cues and communication between players. Graphics were improved in 2017 to enhance character models and lighting. It requires a mid-range gaming PC or current gen consoles to run well.
10 best fallout 3 mods that give it endless replayability www.gamebasin.comGameBasin.com
This document discusses and summarizes 10 mods for the game Fallout 3 that provide endless replayability. It begins by providing context that Fallout 3 is over 5 years old but still worth playing due to discounts and new mods. It then summarizes each of the top 10 mods, which include mods that add new radio stations, alternative fast travel options, expand settlements, add new explorable interiors, overhaul difficulty, graphics and more. The number one mod discussed is Fallout Wanderer's Edition, which is described as an overhaul that enhances gameplay mechanics and adds a large amount of new content.
Rarely does an imitation become more successful than an original. Angry Birds has become one of the most popular multiplatform videogame franchises. However the foundation of their gameplay was quite similar to a previously released game, Crush The Castle.
There were plenty of similarities between the two games, however Angry Birds tweaked some characteristics and became a sensation.
This essay focuses on a comparison between both games to figure out why Angry Birds “Crushed” the Castle.
10 beloved gaming franchises that just disappeared www.gamebasin.comGameBasin.com
The document discusses 10 beloved gaming franchises that have disappeared or not had recent installments. It provides a brief overview of each franchise, including Advance Wars, Crash Bandicoot, Okami, Shenmue, Jet Set Radio, Chrono Trigger, Carmageddon, Streets of Rage, Timesplitters, and Banjo-Kazooie. For each one, it summarizes what made them popular originally, when their last installment was released, and expresses a desire from fans to see renewed interest and future games in these franchises.
The cannoneer of_ragville_final_presentationguestc856c3c
The Cannoneer of Ragville is an educational physics simulation game designed to teach players about projectile motion through gameplay. Players control Commander Raggs and must propel themselves from platform to platform using cannons, accounting for physics variables like gravity, velocity, and air resistance. The game starts simply but gets progressively more difficult. It is designed to be completed in one class period with 15-20 levels. The game has cartoon graphics and music to create a fun, low-stress atmosphere for learning. It aims to combine educational physics concepts with an enjoyable narrative-driven gameplay experience not found in other cannon games.
1. Grey Goo Review
Retro in a good way. Modern-looking. And there you have Grey Goo, a back-to-the-future real-time
strategy game from the Westwood veterans at Petroglyph. This is an impressive if deeply traditional
game that is both a blast to play and a walk down memory lane for old timers who played Dune II
and the first Command & Conquer in a time of parachute pants and high-waisted women's jeans.
Like every good homage, though, Grey Goo does not feel old or derivative, even while it blatantly
draws on the influences of its antique forebears and current genre giants like StarCraft II. Shrewd
map and scenario design, beautiful visuals, aggressive artificial intelligence, and more combine to
make for a very challenging experience, no matter if you're playing solo or multiplayer.
The sci-fi setting is a millennium or so into the future, a time when humanity has traveled into the
stars and encountered two (apparently) alien races. The first is the Beta, a bipedal but vaguely
insectoid (check out their nifty mandible-hand chest thingies) species that could have been ripped
out of any one of a dozen old real-time-strategy affairs. But the second is the Grey Goo faction of the
title, self-replicating nanobots that look like, well, piles of grey goo. The name comes from a well-
known doomsday scenario wherein such microscopic machines run amok on Earth and consume the
entire planet.
Unsurprisingly, these three species form the usual RTS triumvirate of factions. This trio is featured
in a 15-mission campaign and four-player-max multiplayer/solo skirmishes on eight included maps,
with three modes of play in Standard (destroy key enemy facilities), Annihilation (destroy all enemy
facilities and units), and Destroy HQ (which should be self-explanatory). The game has been set up
so that you must play through the campaign--which rolls out the Beta, then the Humans, then finally
the Goo in five missions each--to learn enough about each faction to slide into multiplayer. Each
section of the campaign plays out like an extended tutorial. You figure out the basics of the interface
and base construction. You open up the whole list of buildings and units. You face varying objectives
and a couple of seriously tough fights. Then you do the whole thing all over again with a different
faction.
The Grey Goo campaign story is an interesting collection of fast-paced plot points, gorgeous
cutscenes that look like excerpts from an animated sci-fi movie, and a sharp script coupled with first-
rate voice acting (even if some of the accents are distracting, like the Beta who apparently come
from deep space by way of Johannesburg). Everything held my interest, even though I could see the
story twist coming a mile away.
2. Lack of mission variety and extreme difficulty proved more of a pain. Timed goals, waves of enemy
attacks pressing my bases from the first moments of missions, and sudden challenges from new
units firing down from hills and the air led to a bit of frustration and regular level replays. Enemy AI
is smart and aggressive, probing weak points and continually hammering at defenses. Parts of the
game are uncomfortably twitchy, forcing you to be quick with both combat and production orders,
and many maps have a puzzle feel. I soon came to regard my first attempt at any campaign scenario
as a suicide mission during which I needed to check out the battlefield. Gathering this
reconnaissance info and then restarting was vital to having a reasonable shot at emerging victorious.
I didn't need any recon missions to figure out the Grey Goo factions. The two humanoid types are
quite familiar, differing mainly in how they construct their bases. Humans are standard techy types
centered on robot drones, which run the gamut from little gunboat thingies and looming siege tanks
to giant mechs. Base-building is centralized, with headquarters established near a pool of the game's
single Catalyst resource (think of it as a magic oil that flows out of the ground at various points on
maps). This is gathered up via an automated system and then pumped out through power supply
conduits that allow for the construction of the usual factories, walls, gun turrets, and so forth. As you
might expect, these lines are vulnerable to attack. If connections are cut, the power goes down. Tech
can help with cutting the cord to some structures, and the Humans can also teleport units across the
map as well as build powerhouse gun turrets for base defense, but generally, the lines are your life.
Beta have a similar feel, although they are more hard-and-fast brawlers fairly similar to that in a
modern human military. Units consist of commandos, tanks, bombers, and the like. Their bases are
much more self-contained than those of their Human counterparts. Large facilities near Catalyst
pools host the main HQ, while smaller hubs (which also generally need to be located beside Catalyst
for ready collecting) allow multiple modules to be hooked up, serving as factories and the like to
expand your reach. Both Beta and Humans also have roughly parallel upgrade paths and tech
options, so once you have a handle on one, you can easily slide over and control the other.
Only the Goo greatly stand out. They function in an entirely different manner, which is emphasized
by a completely different interface (which is fortunately just as easy to use as that applied to the
3. Beta and the Humans). Giant, amoeba-like Mother Goo serve as bases. Just settle one into a pool of
Catalyst and it will soak up the resource over time, allowing for mama to begin reproducing. The
longer you wait, the bigger the offspring can be, resulting in smaller globs of nanobots that can then
be further split to serve as scouts, light assault tanks, artillery, and so forth. This results in some
micromanagement, as you need to click back and forth to your mothers whenever enough Catalyst
has been gathered for them to do the mitosis thing. Thankfully, the interface makes this a snap, by
showing the status of each mama and allowing you to access them and give orders with a single
click.
New Mother Goos can also be created to take over other Catalyst ponds and spread out your zone of
control. And the original mom can be moved from one pool to another, gradually sliming her way to
the front lines. As a result, the Goo are more mobile than just about any other RTS faction out there
(they can also go just about everywhere, traverse otherwise impassable mountains, and so forth).
This offers a lot of tactical options, although I personally found that the Goo best worked with rush
tactics due to their quick consumption of Catalyst and their rapid reproduction. I could crank out
huge armies and overwhelm opponents in short order. Goo form is just as unusual, as their creepy
units resemble a cross between the old B-movie Blob and slightly see-through space octopi.
Disjointed, electronic sound effects accompanying their movement add to their surreal, sci-fi
character.
Maps are cunningly put together with an eye toward encouraging tactical thinking. This offers
significant challenges both in the solo campaign and in multiplayer. Catalyst resource pools are
spread apart just far enough to make you think tactically before attempting any sort of expansion.
This places importance on smart, sustainable base building. It also emphasizes the value of erecting
walls and gun turrets to protect your facilities.
The visual quality of the maps is impressive. Everything looks fantastic, with an incredible amount of
detail that also has a significant impact on combat. The drawback here is how the game pushes even
serious gaming systems, resulting in regular framerate hitches and pauses when transitioning from
pop-up screens like tutorial tips.
Still, what you get in terms of look and feel is worth it. Forests and heavy brush provide camouflage
akin to flipping on a cloaking device. Height offers similarly incredible benefits. Both are a little over
the top. Even tanks become invisible in trees. Aerial units and those atop cliffs and hills can't even
4. be fired upon by standard ground forces. But as much as I cursed when these strategies were used
against me (that hill can't be more than 20-feet high--why the hell can't my commandoes shoot up
there?!), I loved utilizing them myself as choke points, especially when setting up killing zones
outside of bases. Just a few tanks stationed in the right place could decimate line after line of foes,
letting me concentrate on other fronts.
Tactics are open, dependent on the ins and outs of the often puzzle-like map being battled over.
Although I had success at times by turtling behind walls and building up Catalyst reserves with
which to stream out huge armies, I also did well with rushing tactics when forced onto the offensive
by aggressive AI or human players. A big help here is the absence of unit limits and the generally
quick flow of building and tech progression that allows the zippy creation of masses of basic units
such as the Beta Predator tank and the Goo Strider or Destructor.
Each faction also has an epic unit that can lay the smack down. I found cranking out swarms of the
smaller units much more thrilling in that "I am become Death!" ego trip common to serving as an
RTS general, due to the sheer fun of sending out columns of troops and tanks to cover the screen
with laser fire. Still, it was also satisfying to fulfill the conditions necessary to let rip with the Beta's
super-tank/factory/cannon Hand of Ruk or the Human Alpha, a mech that could duke it out with
Godzilla.
If you can get past the name to figure out what Grey Goo is supposed to be, you will discover one of
the best traditional RTS games to hit the PC in a number of years. Petroglyph has done a terrific job
both revisiting the tried-and-true formula that served as a foundation for the entire RTS genre, and
providing catchy, tactically smart gameplay for the kids of the players who got everything going.
http://www.gamespot.com/reviews/grey-goo-review/1900-6416017/