
Fight for control of a frontier world. Gather resources, build your base, and command your forces in battle. Survive long enough to unleash your ultimate weapon - THE EPIC.
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[h1]江郎才尽[/h1] [h2]天音的RTS巡礼之路——第一站:灰蛊[/h2] [i] 在此感谢老刘几年前送的礼物 [/i] [i] 《灰蛊》 充分地证明了岩石壁画已经完全失去了设计RTS战役关卡的能力。纵使阵营设计充满新意,但是无法掩盖粗糙的本质。整个游戏就是一个滑稽的烂尾半成品。如果我当初花了50美刀,买了这么个垃圾游戏,想必我会骂的更加难听。 [/i] 灰蛊的派系设定确实新颖,但是科技树太短,单位设计缺乏深度,每个阵营的单位都大差不差。单位生产速度缓慢,移动速度更慢,ttk时间却很短,赶路三分钟,集结部队只需要半分钟。每个阵营的史诗单位的建造时间更是以分钟计,蛊族的史诗需要漫长的5分钟才能建造完成,放在快节奏的RTS里,五分钟甚至已经运营出一个完整的生产流程,开始疯狂暴兵准备推进了。在红警3中,五分钟甚至足够玩家在困难难度下的月亮永远无法到手任务中推掉第一个甚至第二个铁幕了。五个可选科技看上去花里胡哨,事实上就几个能够自动维修,加血,增加单位对抗属性的升级有用,其他的全是花瓶。 本作最令我感到愤怒的,是毫无设计可言的关卡设计,说难听点这些关卡就是加了一点点机制的遭遇战。每一关的任务流程都大差不差:建造基地,推平对面的基地。至于支线设计怎么办呢?这样好了,让玩家拼死命送光单位才能救出的目标(人类第二关);要么弄点让玩家找不到的东西,让玩家锻炼视力(人类第三关)。欸,可是灰蛊明明就有非推平敌人基地,要完成地图目标才能通关的关卡啊(人类第四关:保护平民,但是这关有超时空传送仪,完全没有难度,DLC第二关),这就更简单了,设计师直接在地图上平白无故刷出敌人的单位,这在蛊族第五关,DLC第三关中表现得淋漓尽致——甚至连敌人的史诗单位都是刷出来的你敢信?这种设计简直就是把玩家当猴耍,是极其低级的设计。你在我地图上平白无故地刷兵,那我给你差评,天经地义。 剧情也没啥意思,全英文也就算了,四级水平就能看懂,Beta族和人类语言交流障碍,动不动打起来情有可原,你Singleton明明都夺舍了蛊的控制权,不和你指挥官直接交流,反倒谜语人,还要打一架,剧情水平堪比幼儿园小孩写的科幻。整个游戏铺垫的Shroud族,最后就来了五根柱子,然后直接烂尾。 很难想象吧,灰蛊的创作者曾经创造了命令与征服这一RTS传奇IP。玩家不难看出灰蛊的野心,岩石壁画希望用灰蛊狙击星际争霸2,尝试从当时尚未衰落的RTS市场里舀一勺羹。但结果大家都知道了,灰蛊商业上取得了巨大的失败,烂尾,进了一刀包,此后岩石壁画一蹶不振,再也没有3A级别的投资让他们挥霍。直到EA让他们复刻命令与征服1和红色警戒1,再然后嘛,他们接了个一战的RTS的项目,然后果不其然,又一次的搞砸了。在如今这个RTS开始有点复兴的年代,岩石壁画却总能掉进一个个莫名其妙的坑里。也许岩石壁画需要Brett Sperry,Louis Castle这样的大佬,才能够做好自己的IP吧。
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Languages: English*, French, Italian, German*, Spanish - Spain, Portuguese - Brazil, Russian, Polish*languages with full audio support
Hours played at review time, across 809 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Heads up: This campaign does not have an ending and will likely never. The best parts of this game are the cut scenes they saved for the trailer. The game is very very slow played leaving you waiting for units to get to their location or finish killing an enemy. This can sometimes take minutes. The repetitive strategy of artillery mixed with cheap units will get you through almost every level of the very short campaign. The story is not very well written and completely lacks a real end. The best part of this game is the actual mechanics of the Grey Goo faction itself. Which is a shame as it gets bogged down by everything else. I really wanted to like this game but sadly it plays like a time sink with little reward.
I really wish I could give this game a side-ways thumb. Did I enjoy the game? Yes. Do I think it's a good game? Yes. Would I recommend it to players looking for an RTS fix? No. Most AAA RTS titles keep players hooked with vibrant multiplayer content, or something like a 4x-style empire-building mode where you conquer your way across a world map (or galaxy map, as the case may be) Grey Goo... doesn't do that :B This game's greatest strength is also its greatest weakness: the factions are TOO unique! There is virtually zero competitive balance between races in Skirmish mode, and after you beat the Campaign (which is only about 15-16 mission long) there's nothing left to do EXCEPT Skirmish mode. In most RTS games, economy buildings and resource-gathering units are more or less palette swaps of one another - or if they're not, they're CAREFULLY balanced to ensure each faction / race gains income at the same rate for a given investment. Grey Goo LAUGHS IN THE FACE of that convention. The only way to realistically balance skirmish mode would be to specifically tailor each map so every race had their own unique starting location (which is basically impossible, since you can have any combination of races on the field during any given match) Traditional RTS games also ensure that unit and structure build-times are roughly the same across factions, but once again Grey Goo gives that the middle finger - the most extreme example are the Goo, which produce all of their units INSTANTLY, and the Shroud, who build units extremely slowly compared to everyone else. This segways nicely into the building mechanics themselves - every faction builds VERY differently from one another. *Humans - with the exception of Extractors and Walls, ALL of their buildings must be physically connected to their Core using Power Conduits. Conduits CANNOT be built on slopes or rough terrain, meaning on smaller skirmish maps it can be literally impossible for Humans to expand beyond their starting position, which is essentially a death sentence in RTS. On the flip side, they can build a wide variety powerful turrets to defend their bases with, and their conduits can be upgraded to deploy proximity mines, making humans very difficult to dislodge when properly entrenched with redundant conduits powering their defenses. *Goo - the Goo are on the opposite end of the spectrum - they don't build buildings at all! Instead you have Mother Goos, which are a mobile production / resource gathering / tech researching unit rolled into one. Mother Goos collect resources which they "digest" over time, restoring their HP. HP is expended to research tech and spawn off additional units from the Mother Goo, including additional Mother Goos (up to a limit of 12 mother Goos total). Other factions have no limit on the number of structures they can build, making it much easier for them to ramp up production early on and dig in and hold ground compared to the Goo. Oh, and the Goo don't build air units. Instead some (but not all) of their units can freely move across cliffs and other obstacles that other faction's land units need to path around. *Beta - the Beta are the closest thing to a "traditional" RTS faction. They use modular construction in that their production and tech buildings are add-ons that you build on hubs, but these hubs can be built anywhere on the map (they're literally flown in on flying construction cranes) giving them an amazing amount of flexibility. The Beta can't build turrets, but instead their walls double as garrison points for their units - a unit garrisoned on top of a wall DOES NOT TAKE DAMAGE until the wall is destroyed, effectively giving Beta ground units a massive secondary health bar. *Shroud - the Shroud combine the best qualities of all the factions. Like the Beta, they have no restrictions on where they can build (which is kinda busted, considering they can build turrets like the Humans can), and like the Goo, they don't have to worry about refineries or silos, instead having mobile Extractors that can re-deploy and refine resources on-site (they also move surprisingly fast when packed, meaning they can usually out-run incoming danger). Their only limitations are their relatively slow build times, and that their turrets and walls cost 1 pop a piece, (most units cost between 2-6 pop across factions, so 1 pop for a turret or wall is actually a steal) . TL;DR, playing Grey Goo is a lot like Bayonetta in Smash 4. It's a far cry from being fair and balanced, and whether or not you find it insanely fun or hella frustrating largely depends on whether you're the one dishing it out, or are unfortunate enough to be on the receiving end xD (Oh and if you do get the game, make sure you play through the Campaign before diving into Skirmish mode - it's the closest thing the game has to a proper tutorial, and has very solid lore for an RTS.)
Old school RTS game from the people who made Empire at War, Red Alert, and Command and Conquer. Horribly underrated gem of a game. Deserves much more love than it got.
Crashes, inconsistent/confusing UI, and a somewhat tedious campaign await you in grey goo. It does have some interesting gameplay mechanics for the less traditional factions in the game though, so could be worth a play around if you're a curious critter
I might be biased because I was the voice for some of the characters, but this is a really unique RTS with a great storyline. Quick to learn and tons of in game time to keep you interested.
If this game had come out in the mid-90s or so, it would probably have been much better received. Definitely not at the level of a Westwood or Blizzard type RTS, but infinitely more memorable than it is in the 2010s-2020s. The game itself tries so hard, but it's just bland on almost every level. The decision to start the campaign with aliens rather than humans was a risky one that ultimately doesn't pay off, because these aliens, the Beta, have absolutely no personality. You could replace them with humans in the story and absolutely nothing would change. The story itself is so incredibly sparse that I felt a sort of imposter syndrome on behalf of the game; I had no idea what was happening, figured I might have missed some important cutscene or exposition dump, only to go back and realize no, I hadn't missed anything, there's just barely any story there. I haven't yet got to the Goo portion of the campaign but the Human portion is exactly the same. There's nothing interesting going on yet tons of exposition is devoted to these bland talking heads droning on and on about something or other that all just screams generic cliches scraped together from a number of different scifi properties and mushed together into a familiar, but formless gray blob. So in a way, the story lives up to the game's name. As for the gameplay... It's just not good. It's not fundamentally flawed or awful, but it's just not good. The unit design is horribly uninspired, resulting in bland units with generic names like "Titan" or "Lightning" or "Hunter" or "Predator" or "Trident", and only 1 of those names I made up. They all look like a random assortment of shapes, so while you eventually get used to figuring out "Big triangle is good anti-armor" or "Little triangle on legs is good anti-armor", that's pretty much as far as it goes in terms of pattern recognition for these units. As well, every single unit moves painfully slowly, so when there's timed checkpoints or objectives on the map, it becomes incredibly frustrating seeing just how long it takes to do what should be simple things like reach a waypoint in time, or clear out all enemy units from a map. And despite going for a Starcraft-style 3 separate race gameplay with completely different styles and playthrough, they don't stand out very much. There's not much to actually build and not much to do in terms of strategizing. If it weren't for how painfully slow all the units move, each mission would probably take 10 minutes at most. It's really frustrating to see that a genuinely unique attempt at a new RTS just doesn't try hard enough. If they'd sold the game engine to some other IP like Warhammer it might have made for a fun game, but when the very base game foundation is just an exercise in "adequate", it doesn't really matter how much work gets put into the CG or the lore or the cutscenes. It just becomes bland, boring, and forgettable, and you get reminded of just how forgotten this game is every time you go to the main menu and see the long abandoned Message of the Day greeting you with "Message of the Day is currently unavailable" forever.
你官方没有汉化,民间做了汉化补丁给你补完,然后打了汉化补丁就被VAC直接ban掉,真有你的啊,八国语言就是没中文
To explain my problem with the game, I'm going to discuss the "not as succesfull as AOE2, Red Alert, Dawn of War, or Starcraft but still balanced" Age of Mythology as I feel that would be the most fair study as to why this game fell flat. AoM had a intertwined set of triangles throughout its unit. Infantry beats Cavalry, Archers beat Infantry, Cavalry beats Archers. Add to the Myths and Hero units you get Hero>Myth>Human>Hero. They even did the same with their naval combat. Not really extravagant, but it gave reason to mix units. Grey Goo on the other hand has only anti-infantry and anti-armor so all units are either armored or infantry. Every factions basic barracks (save for the titular Grey Goo) Start with access to cheap, quick to build light units who are one or the other, and for the price of a vehicle you could amass a squad of anti armor infantry. There is little to no reason to invest in heavier units. Also, since almost all units are ranged, aerial units make less of a difference in combat aside from ignoring terrain while traveling. AoM had only 3 factions in base game. Greek, Norse, and Egypt. Each faction had its own unique quirks and play styles. Greece was your generic but balanced run of the mill faction the only unique thing being citizens worshipping at the temple to generate favor points, Norse had it's soldiers build stuff instead of citizens while generating favor points through fighting, and Egypt had pharoahs who could buff buildings, heal people. and were hero units while generating favor by citizens building monuments. If that wasn't enough, as players upgraded to the next tier, they would pick one of two gods who had unique units, upgrades, and single-use powers. This produced a very unique experience and style between each faction, and the multiple combinations of gods and their tech trees/units allow for much replayability. Grey Goo also has 3 factions, but the Beta (Aliens) and the Humans feel too similar. With the exception of Human base building gimmicks, there just isn't enough to separate the two in terms of tactics. With a selection of only three factions to choose from, the differences needed to be more than what amounts to visuals. The titular Grey Goo is vastly different and possibly unlike anything i had seen. Homebase is a blob that produces units via mitosis and is completely mobile. This allows the players base to act as a barracks, gathering point, and unit all in one. rather than producing light or heavy units from a building the goo creates varying sizes of copies to form into whatever unit the player wishes. I'd argue the AI in both games feels basic, but AoM wins that one too because I can put my troops in formation and i never had a flying unit in that game think it was being blocked by a hill that a blob could crawl over. TL;DR For a game with only 3 factions to choose from and probably 9 units each, there isn't enough variation to justify putting thought into combat let alone replaying the game.
underrated
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