![]() Battle fleets excel at ship-to-ship assault, Invasion fleets are necessary to capture enemy or neutral territories, and Siege fleets can raze defeated planets, making them unusable for anyone (Except for corpses I suppose). Whether it’s you versus the AI or other living opponents, all the units that will be available to you will be the same, primarily consisting of three different types of combat fleets. The only thrills Spacecom wants you to focus on is that of the shifting tides of battle, and of that there will be plenty. Distractions, even that of the slow, hypnotic troll of your icons across the board can quickly mean defeat if they pull your attention away from a colony under siege. This, however, isn’t an early sign of a low-budget experience to come, but rather an indication of a true strategic simulator. Even the icons that represent your various units are only slightly altered versions of the same pizza-shaped wedges that stand in for your various fleets. The flash and spectacle that many modern gamers may have come to expect in an RTS is nowhere to found here. ![]() Pretty straight forward.Īs the game’s first few stages kick the tires of your strategic mind, the first thing most players are going to notice is this game’s bare-bones aesthetic. As you earn the respect and faith of your leaders through your har- fought victories, you’re placed in charge of larger expanses of territory, ordered to achieve more elusive goals, and forced to push back the enemies who seek to destroy you. You are a commander for the Sol Dominion, a far future conglomeration of planets, who is thrust into the low-gravity thralls of battle when a suspected terrorist attack ignites the fires of war. Flow Combine’s Spacecom is an elegantly simple and intensely engaging addition to this long-standing history.Īs far as the “why’s” go, Spacecom is not a game that a person is going to play for the story and it never advertises itself as such. From the alternate, war-torn histories of Sid Meier’s Civilization franchise, to the immortalized institution of chess, the RTS is our modern avatar into the pressures and considerations that come with the title commander. They speak to a different part of the competitive psyche, and stand unparalleled in their capacity to exemplify the sense of utter victory. The Real-time-strategy genre in many ways represents one of the far poles of videogames, sitting across from the visceral in-the-moment combat of fighting games.
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