![]() Where just recently I've complained about the deposit, here's Riftbreaker practically paying it for you. It's a compelling hybrid of a looter-shooter action RPG with a wave defence base building game. ![]() Supplying and researching this is your base, which is where the strategy side comes in. To enable this, your mech can be outfitted with three weapons on each arm, a heap of abilities and armours and special moves (mines, repair buzzes, shockwaves, even a game-changing cloak). Where Factorio made it difficult, but possible to minimise your impact on the aliens, your goal is to supply a teleporter big enough to get you home, and that requires liquifying enough biomass that you could probably build a bridge out of the bodies and spacewalk there. Embedded in a powerful mech, your real job is to travel the planet gunning down hundreds of thousands of living things, ostensibly because they keep attacking your base, but eventually because they're in the way of your insatiable thirst for resources. "The planet is teeming with life, which you repeatedly insist must be protected (aaaahahahaha dieee you nest bastard! Laser drone! Fire!), lest we repeat the mistakes of Earth." Said planet is teeming with life, which you repeatedly insist to your thankfully non-wacky AI companion must be protected (aaaahahahaha dieee you nest bastard! Laser drone! Fire!), lest we repeat the mistakes of Earth (acid gun! Upgrade the furnace that burns alien corpses for fuel! FIRE). You're a "scientist" (fire! More grenades! Rocket towers GO!) who's teleported to a distant planet in an explorative attempt to find a new home for humanity (Cryo mines! Build more storage on top of those grasslands! Fire!). It sort of is a different interpretation of Factorio's premise, though. With the exception of liquids and electricity, everything magically appears wherever it's needed, even across the many continents you'll eventually be zapping back and forth across. Factorio is all about logistics and complex gathering and delivery chains that don't appear in Riftbreaker at all. If you're looking for another machine-building paradise, this will disappoint you. Enemies come near you at their peril.Comparisons are sometimes made to Factorio, which are perhaps unwise. Linking this to other defensive mechanisms that have already been developed in the base game (the laser turrets are the best) will mean you can soon have a pretty impregnable base set up. In the meantime, your Morphium power plant will provide a lot of energy, and again just needs a pump and pipeline to make it work nicely. ![]() What makes it interesting is that the towers need no AI Cores: just a pipeline and a pump for the tower to keep your base safe. In the levels of the DLC, you will find liquid called Morphium, and this can be used to not only provide power to the base – with powerplants once you have researched them – but it can also power the towers. Now, the new stuff that you can do in Metal Terror is pretty interesting. Add in the new exposition and dialogue between the two main characters and all in all, the present is correct, and fits in perfectly. The audio that plays through this new technology is very well done as well, and the noise that the Morphium Towers make -while odd – is strangely right. These Flurians are funny looking things, but fit the overall aesthetic very well. However, be warned, not all the alien structures are dormant, and as you go through, their defenses start to wake up and they begin to make organic creatures fused with machines to attack you. Building new alien artifacts, such as Morphium Towers affects the way the landscape looks, as they can not only defend your installations, but also act as keys to disassemble some inconvenient alien structures, allowing you to explore to your heart’s content. The vegetation here seems to be blended with metal, as does the local fauna, and these are very well designed. Visually the Metal Terror expansion ties in nicely with the main game, integrated with a new biome to explore, the aforementioned Metallic Valley. With a whole new set of technology that becomes unlocked, the scene is set to make sure that the world of Galatea-37 is going to be hot like never before. Or did they? Ashley and her robot buddy find that some of the works of the aliens, that they christen X-Morphs (flashbacks to EXOR Studio’s last game), are not only still active, but hostile. This leads to scanning a new area of the world, called Metallic Valley, and contact with an alien race that lived – and died – there a long time ago. Basically, Ashley and Mr Riggs witness a meteorite hit the ground, which is giving off dark radiation.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |