![]() The Horde's race-exclusive ability to leap gave them superior mobility and early-game map control, a fact that was severely overcompensated for by the Legion's overwhelming firepower, durability and battlefield recall. Races were dramatically unbalanced as a result of trying to offer the diversity of an actual RTS. This highly experimental blend proved extremely problematic and created contingencies that most game developers and game players had never encountered before. It departed from real-time strategy conventions markedly by making each commander's army controlled not by artificial intelligence, but rather by other human players, who fielded units and purchased equipment at cost. ![]() This mythical war was expressed in playable terms as real-time strategy battles, with many of the characteristic features of that genre: building construction, resource harvest, technological advancement, and the ultimate goal of enemy base destruction. Set in a fantastical post-apocalyptic future eons from now, it pitted the survivors of the human race, known as the Legion of Man, against a race of humanoid beasts, known as the Beast Horde, in a war for survival and world domination. That predecessor was Savage: The Battle for Newerth, a game that attempted to meld real-time strategy with third-person action and first-person shooting. It belongs to a hybrid genre that can tentatively be called Competitive Real-Time Strategy Role-Playing Action, a genre with only three games, one of which is its ultimately superior predecessor. ![]() Savage 2: A Tortured Soul is a game that defies, complicates, and undermines the process of game categorization altogether. It belongs to a hybrid genre that can tentatively be called Competitive Real-Time Strategy Role-Playing Action, a genre with only three games, one of which is its ultimately superior predecessor." "Savage 2: A Tortured Soul is a game that defies, complicates, and undermines the process of game categorization altogether. ![]()
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