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Universe at war hierarchy
Universe at war hierarchy





universe at war hierarchy universe at war hierarchy

This is a big step for yours truly, and a sure sign that Petroglyph’s got something special on their hands. I had the opportunity to spend a couple of hours at Petroglyph’s offices to formally introduce myself to the game, and while I still suck something mighty at RTS games (and, therefore, Universe at War), it’s intriguing enough that I want to improve and refine my technique in an effort to not suck. I was surprised, then, to learn that my biggest objections to the RTS genre became the strongest foundations for Petroglyph’s Universe at War an original IP brought to you by the fine folks who kicked off the RTS genre way back with Dune II, UaW doesn’t lie when it promises three truly unique and diverse factions to play. My experiences have been largely uniform: counter one sort of unit with another, build build (build), maintain a steady flow of resources and flood the enemy’s base until they’re consumed in the fires of war. I’ve spent a fair amount of time away from the RTS genre, propelled perhaps by the same fatigue kicked up through the glut of WWII first-person shooters - barring some particularly unusual exceptions, I’ve had difficulty maintaining an interest in the post- Starcraft world of real-time strategy. It’s certainly not an opinion that you’d necessarily stack above and beyond that of the hardcore fan, but let me put it this way: if you can make a true believer out of a relative newbie, you’ve got to be doing something right, yeah?

universe at war hierarchy

I’d like to think that one of the most impressive tests of a game is the verdict rendered by a player who isn’t necessarily an enthusiast of that particular genre.







Universe at war hierarchy