Besides the linear story campaign, there is also the conquest mode, which is a more freeform open-globe system with various challenges like "take over Africa in 10 game days." Find and take out the cloaking field generator, and now intel on where the enemy is pops up on your map, which can then open them up to be attacked by your other armies. As expected, actions performed in the tactical game have effects in the strategic layer a region might be blank due to an occupying army with a cloaking field. some heroes can rapidly call for reinforcements while others can cloak the army). Your armies on the map are attached to specific hero units, which confer special bonuses and abilities to their armies (i.e. The strategic map is a hefty 3D globe (directly inspired by X-COM) with color-coded regions indicating who's holding which country. There's also a strategic layer, a holdover from Petroglyph's Star Wars: Empire at War days. Remember attack dogs and anti-battleship squids? All him. It helps that Petroglyph has people like Design Director Adam Isgreen, who conceived some of the most memorable and bizarre units from Command & Conquer: Red Alert 2. Despite its obscenely generic name, Universe At War: Earth Assault ( Petroglyph and Sega are hoping this will be the first chapter in a new universe) manages to house a lot of familiar elements from both popular movies and classic RTS titles, while providing its own unique and quirky spin.
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