It's
a game, but not as we know it
The
idea behind GC is somewhat of a hybrid between Battlezone, Wargasm
and of course C&C. At the beginning of every mission the units
are pre-selected before play so that concentration can be put
on the battle rather than the base. This opens up a whole new
can of possibilities and ways of expanding just the gameplay
itself rather than the management. The need for detailed battle
plans and increasingly deceptive and cunning tactics suddenly
grows tremendously.
With
the focus now firmly on battle, it became obvious that in order
to employ as much strategy and planning as possible, the game
would have to be clever and realistic. As such the engine is
a hyper charged bundle of realistic physics and accurately modelled
explosions. In a sense it's like the sequel to 'Total Annihilation'
that never was. With big explosions, a world based on realistic
physics and units specifically designed for various terrains,
GC sets about in a whole new direction from other C&Cs.
In
fact almost everything in GC has been scripted on real life
physics, from the dust created by tank tracks to the speed at
which bullets fly through the air. You can almost imagine sending
a column of tanks up and over a rugged hill and seeing them
sway, tip and crash back down as they make full use of the realistic
terrain around them.
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