SunAge
In the last decade, the gaming industry has been dominated by
3D graphics, no matter the genre. From first-person shooters to
adventures and strategies, nothing has escaped the evolution towards 3D
graphics. Unfortunately for us, this momentum and the desire to have
the best graphics on the block didn’t do us much good. Sure, games look
nicer now, but the designers also preferred to concentrate on the
visual aspect, forgetting the fact that a game should be, first of all,
fun, not some postal card slide show. And if we look at the sales of
some titles, considered to be certain successes before the launch, like
Crysis or Unreal Tournament 3, we can see that players have taken the
first steps against this trend.
Swimming
against the current, SunAge is an old-school real-time strategy game,
with a futuristic theme and a couple of more or less useful
innovations. The story, pretty similar to Mad Max, tackles the age old
“Where is the human civilization headed?” question. The story is
(again) placed in a distant and grim future, in which our Sun is dieing
and the natural resources of our world have been exhausted. Thus Earth
becomes a huge desert and the few privileged (read “wealthy”) humans
retreat in Domes – bunkers built for the sole purpose of keeping the
human race alive. Even so, the Domes collapse until only one is left,
with the survivors forming the Federation. The rest of the population
however didn't have the privilege of living in a dome, and many fell
victim to the desert. Under the influence of radiations and the harsh
conditions, they turned into the Raak-Zun, a mutant subspecies of the
human race, who unsurprisingly hates the Federation. Just as
predictable, the Sentinels also make an entry - an extraterrestrial
race which has the key to a wormhole that leads to a paradise planet
called Elysium. And even if the story doesn’t lack its share of
clichés, the producers did their best to familiarize us with the main
characters and lend credence to this post-apocalyptic future of
humanity.
A series of patches now up to version 1.08 have made
the game much more stable and have added the MIA multiplayer, but there
are still loads of major bugs. Troops regularly stop responding to
commands and sometimes move off in a random direction after being
selected with a single mouse click. Buildings occasionally can't be
placed, even in apparently clear areas. Mission objectives are
regularly impossible to complete. Previously explored areas are lost in
saves, so every time you load a game you've got to start peeling back
the fog of war all over again. This game was obviously kicked out the
door way too soon, which is awfully odd because it was apparently in
development for about 11 years.
Battles also feel clunky due to
a bizarre design choice to take firing orders away from you. Instead of
right-clicking on enemy troops to get the guns blazing as in almost
every other RTS ever made, here you have to move your troops within
range of the bad guys to make them open fire. Also, your troops don't
automatically follow enemies once battles have started, which turns
many battles into irritating chase sequences where you have to run
after enemies to keep them in firing range. It's hard to understand
what Vertex4 was trying to accomplish here. There aren't any obvious
pluses to making this drastic change to such a longstanding RTS
convention, so this offbeat movement mechanism will only frustrate
players.
Download:
http://rapidshare.com/files/93062136/dsrhderwet.part1.rar
http://rapidshare.com/files/93063004/dsrhderwet.part2.rar
http://rapidshare.com/files/93063250/dsrhderwet.part3.rar
http://rapidshare.com/files/93065212/dsrhderwet.part4.rar
http://rapidshare.com/files/93065213/dsrhderwet.part5.rar
http://rapidshare.com/files/93064659/dsrhderwet.part6.rar
http://rapidshare.com/files/93064668/dsrhderwet.part7.rar
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