The Hobbit
It’s interesting, of course, how computer game building patterns prevail over the prototypes that they use to identify well-known brands and good memories :) Could Tolkien, thinking up his halflings,…

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Aura - Fate of the Ages
Adventure games, as you might have noticed, are not the strongest side of our section. We can somehow cope with the bright, mass things intended for the mass player, but…

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Ground Control II
Recent gaming times on PCs have not been marked by an abundance of strategies. First-person shooters - as many as you want. 3d action even more. But strategies are few.…

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War Times

Despite the fact that the publisher is the well-known edition of Strategy First smart toys – the young developer of War Times (and this is the Spanish company Legend Studios) decided to play it safe with its pilot product, so to speak, and released … almost a remake of Warcraft II, only in modern graphics , in the world of the Second World War, and with a serious sauce from Command & Conquer elements.
That is, deju-vu concrete arises, up to the sensations of the minimap and the principles of constructing arena maps 🙂 That is, everyone hoping for the next “realistic” RTS – the turn is concrete from the gate: the game is extremely conditional (although this is not a reason to send her into oblivion). One spectacle of German workers, gnawing in the manner of Kraft peasants running to the mine, can make anyone writhe on the floor from convulsions of laughter. But this, of course, before he sees the British dragging oil from the “rocking chair” to the headquarters 🙂 Presumably, they carry it in cans 🙂

The rest of the game’s basic scheme is almost the same as what would have happened if four fifth warcraft and one fifth conquer were placed in a powerful mixer, and then beat well. In addition to the two resources mentioned, there is still a limit of “supplies” (that is, a population) – to raise it, you just need to build warehouses (the same farms). And also the mysterious “energy”, which rarely manifests itself explicitly, but power plants are being built in the name of it.

All other buildings are being built for the mentioned resources – and absolutely automatically without any possibility of acceleration, which makes the workers seem to be at least somewhat decorative, reviving the landscape with atavism (building repairs are also automatic), especially since the USSR and Germany, for example, also have oil pumps. You can build something only in the “zone of influence” of the headquarters, and it (by the way, inexpensive) is built anywhere, where the terrain is overlooked by one of your soldiers.

Some buildings open up the possibility of building others, some buildings can upgrade – troops produce buildings, and troops go to battle against enemy troops and buildings.

In the same way as in Warcraft II, the highest form of this game is multiplayer, for which everything has been done to support: for example, an abundance of cards that provide various platforms for a creative battle from two to fourteen (yeah, you heard right – and you’ll agree, that it is large-scale) rivals.

Opportunities (but not excessive, so as not to produce “sectarian” types of games) for setting up the initial conditions (resource conditions, fog of war) and choosing the type of game (which are few, either traditional or “who will kill the enemy general”). Or such a powerful feature as allowing players to control allied units – which allows, for example, some of the alliance’s fighters to concentrate on the economy, and someone purely on the battle 🙂 Naturally, the opportunity to play not only against living people, but and against artificial intelligence – which is not too much, however, is interesting, since AI does not at first glance represent anything particularly valuable.

Two existing single-player campaigns are made by the traditional method of “squeezing a normal multi-game into the plot framework”, stuffing them with situations and scripts, constructing all kinds of conditions – and if RTS gaming is not new for you, you probably will not find the originality in the campaign. Well, a maximum, a couple of curious puzzles. So what we will continue to talk on the basis of consideration primarily of the multiplayer, of course, the party.

The conditions of most maps – just like in WC2 – suggest that you will develop your main base to the end and capture outposts all over the map as soon as possible in order to gain access to resource sources (which are finite and cannot be operated faster than a certain speed – if to appoint more workers, they will simply stand in line “at the distribution”).

The battle for resources and attempts to destroy the main stronghold – are we not familiar with this? As well as once, you can start a battle even from the very first soldier (they move quickly and the enemy is not always too far away). Or you can wait until a complete set appears at your disposal: ground, air, sea and special forces. As a matter of fact, it is in this segment – the segment of the armed forces proper – that the main differences from the “ideological inspirers” begin. And the main merit of the developer is this – and this is perhaps the highlight of his ideas – that all four parties to the conflict (the USSR, Germany, Britain and the USA) have very different armies in terms of composition and methodology.

An approach that requires very serious efforts in terms of balancing the parties – but the efforts are paying off, since the player actually has two games at his disposal within one: both an “honest” fight by equal forces – by the same parties, and a game to use the subtleties and tricks of each side against every other.

War Times
Despite the fact that the publisher is the well-known edition of Strategy First smart toys - the young developer of War Times (and this is the Spanish company Legend Studios)…

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