I’ve long bemoaned the lack of classic real time strategy (RTS) offerings in recent years. The fact that Starcraft 2 is one of the only contenders in the field says a lot about the state of the genre; I’m not even talking Heart of the Swarm but, rather, Wings of Liberty. Yes, there have been some attempts with titles like Company of Heroes 2 or Planetary Annihilation, but the former focuses on strategic point control (and frankly isn’t very good) and the latter was a botched Kickstarter that enraged its backers. Sure Planetary Annihilation released eventually, but when you offer early/beta access for as high as $99 USD then discount the title as low as $5 after launch you tend to piss some folks off. With competition like that it's really no surprise I guess that Starcraft 2 remains the dominant RTS title.
Petroglyph Games takes aim to end the long RTS drought with their latest game Grey Goo, presumably named after the hypothetical end-of-the-world scenario involving self-replicating nano-machines. In true RTS fashion you must gather a resource (catalyst), build bases, and construct and manage armies while staying under a supply cap to complete objectives in the single player campaign or crush opposing players in online (or LAN) multiplayer. There are 3 factions: Beta, Human, and the eponymous Grey Goo. Each of these possesses their own Epic Unit and, while there is some overlap between the Beta and Human, each is more varied and unique than you might suspect, with the Goo being wholly unique.
Petroglyph Games takes aim to end the long RTS drought with their latest game Grey Goo, presumably named after the hypothetical end-of-the-world scenario involving self-replicating nano-machines. In true RTS fashion you must gather a resource (catalyst), build bases, and construct and manage armies while staying under a supply cap to complete objectives in the single player campaign or crush opposing players in online (or LAN) multiplayer. There are 3 factions: Beta, Human, and the eponymous Grey Goo. Each of these possesses their own Epic Unit and, while there is some overlap between the Beta and Human, each is more varied and unique than you might suspect, with the Goo being wholly unique.
The Beta are space faring aliens stranded far from home and looking to return. They use modular hubs of varying sizes to build and power their structures as well as any subsequent add-ons (tank/artillery/air). Each add-on only confers its benefits to structures attached to the same hub. These hubs have no real restrictions on where they can be placed other than you need to have vision of an area large enough for placement. The Beta’s primary unit production structures are factories, with small ones producing single units and large ones producing three units at a time; these units can all be the same or all different and these options are based on what add-ons are attached to the hub the factory is. The Beta employ everything from foot soldiers to big stompy mechs in their fighting forces. For static base defense the Beta use a combination of walls and posts which can be mounted by some units.
As you might guess, this faction's strength is derived directly from its adaptability and flexibility in positioning. For example, say you need to protect your base from an early rush, but all you have is infantry. You can mount them on the wall/posts and they can soak up a bunch more damage. When the enemy pulls back you're free to dismount and give chase. You can also swap what units are mounted as you please at no cost versus being stuck with, say, the wrong type of static defense. There are also three air combat units: scout, fighter, and bomber, all which require the construction of a hanger. Each hanger can support four aircraft in a way that might remind you of the Command & Conquer (C&C) series, rather than the Star/Warcraft series in which the number of aerial units is independent of the number of structures produced. The Betas' Epic Unit is the monstrous Hand of Ruk, a giant floating mobile weapons platform surrounded by a ring of posts, similar to those found on Beta’s walls, which can be mounted in the same manner to bolster the Hand’s already considerable firepower.
As you might guess, this faction's strength is derived directly from its adaptability and flexibility in positioning. For example, say you need to protect your base from an early rush, but all you have is infantry. You can mount them on the wall/posts and they can soak up a bunch more damage. When the enemy pulls back you're free to dismount and give chase. You can also swap what units are mounted as you please at no cost versus being stuck with, say, the wrong type of static defense. There are also three air combat units: scout, fighter, and bomber, all which require the construction of a hanger. Each hanger can support four aircraft in a way that might remind you of the Command & Conquer (C&C) series, rather than the Star/Warcraft series in which the number of aerial units is independent of the number of structures produced. The Betas' Epic Unit is the monstrous Hand of Ruk, a giant floating mobile weapons platform surrounded by a ring of posts, similar to those found on Beta’s walls, which can be mounted in the same manner to bolster the Hand’s already considerable firepower.
The Humans appear less Human than one might expect, as their units consist primarily of drones and fully automated defenses. Their build structure is more limited than that of the Beta in that every structure must be powered and connected to your Central HQ via conduits which act as roads/power couplings of sorts. This makes rapid expansion far more difficult than with the Beta who can build wherever they see fit. Human structures can, however, teleport to any available space as long as it’s still connected to the conduits you’ve laid down. The Humans use assembly bays, which function similarly to the Betas' factories, the key difference being that if you are careful you can have a Human add-on apply to multiple unit-producing structures where this functionality is impossible for Beta due to the shape of their hubs.
While the Beta had versatility in their base defenses the Humans arguably claim defensive superiority by virtue of their superiority. Unlike their Beta counterparts, the Humans have more traditional “turret emplacements” that come in 4 flavors: Anti-Heavy, Anti-Air, Artillery, and Detector. The ability to safely build these defensive structures in the heart of your base and then teleport them to anywhere along your conduits can be an amazing asset and the ability to create dense clusters, as opposed to the long thin walls of Beta, make them incredibly deadly and effective. While it is true enemies can try to cut power to such an arrangement by destroying key links in the conduit network you’ve laid out, Sentinels can always just teleport to another powered section, or eventually be upgraded to function even if disconnected from the conduit network entirely. Human air units, while differing in stats and appearance, work much the same as Betas' in role (scout/fighter/bomber) and hanger dependence. Finally, the Human’s Epic unit is the Alpha: a massive construct that can absorb and redirect damage back at foes.
While the Beta had versatility in their base defenses the Humans arguably claim defensive superiority by virtue of their superiority. Unlike their Beta counterparts, the Humans have more traditional “turret emplacements” that come in 4 flavors: Anti-Heavy, Anti-Air, Artillery, and Detector. The ability to safely build these defensive structures in the heart of your base and then teleport them to anywhere along your conduits can be an amazing asset and the ability to create dense clusters, as opposed to the long thin walls of Beta, make them incredibly deadly and effective. While it is true enemies can try to cut power to such an arrangement by destroying key links in the conduit network you’ve laid out, Sentinels can always just teleport to another powered section, or eventually be upgraded to function even if disconnected from the conduit network entirely. Human air units, while differing in stats and appearance, work much the same as Betas' in role (scout/fighter/bomber) and hanger dependence. Finally, the Human’s Epic unit is the Alpha: a massive construct that can absorb and redirect damage back at foes.
A pack of Goo units falls to the mighty Human Alpha |
A Mother Goo spawns a copy of itself while I examine some Tech upgrades. The UI feels a little large at times but you get used to it. |
Petroglyph didn’t skimp on the frills either. Every unit for all factions has fully voiced and unique barks and, while hearing that, “Your refinery is under attack!” for the 10,000th time might get obnoxious I found it no worse than other AAA RTS titles. The levels themselves are designed fairly well and the soundtrack is pretty good. The video cut scenes, along with the fully animated and voiced mission briefings, are easily on par with anything ATVI/Blizzard can put out. The story itself isn’t the most original, but it’s enjoyable enough for a fan of science fiction and personally I enjoy the involvement of von Neumann Probes.
The campaign is not quite as long as I would have liked (5 Missions per faction from a $50 larger studio title), but the difficulty ensures it’ll take you a few days to get through it and, without getting into spoilers, it does end on a cliffhanger that implies there’s more to come. Currently people seem to still be in the learning stages and I’ve had multiplayer matches range in experience from a bumbling tug of war for control of the map to brutal routs where it’s over before one player can even find their footing. That is, when, I'm able to stay connected to all members of a match. Frustratingly, the online multiplayer is not where it should be considering this is not an Indie title/release. I'm not the only one as the Steam forums seem to have a decent number of others complaining about similar situations or random drops and disconnects. Paradox claims they are working on a fix, but I have yet to see one implemented.
The campaign is not quite as long as I would have liked (5 Missions per faction from a $50 larger studio title), but the difficulty ensures it’ll take you a few days to get through it and, without getting into spoilers, it does end on a cliffhanger that implies there’s more to come. Currently people seem to still be in the learning stages and I’ve had multiplayer matches range in experience from a bumbling tug of war for control of the map to brutal routs where it’s over before one player can even find their footing. That is, when, I'm able to stay connected to all members of a match. Frustratingly, the online multiplayer is not where it should be considering this is not an Indie title/release. I'm not the only one as the Steam forums seem to have a decent number of others complaining about similar situations or random drops and disconnects. Paradox claims they are working on a fix, but I have yet to see one implemented.
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