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Moon Project (Jewel Case)

Moon Project (Jewel Case)

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Rating: 4 stars
Summary: Not Perfect, but definitely raises the bar for RTS gaming.
Review: By now a nice 3d engine is standard with RTS games, so that alone isn't going to win Moon Project any fans. The engine is nice, very nice actually, my only complaint being that sometimes units are a bit small and hard to pick out amidst other units and structures. I've found this to be a common problem with full 3d RTS games, however, so that's nothing major.

The main perk here is the sheer depth of the gameplay offered. Rather than just building your stuff and units and going out to smash the enemy you're able to really customize your approach through "tech tree" research. This allows you to outfit your army as you deem fit, rather than being tied to preset units. Now, while that would surely be left open to exploit (just building the most powerful units possible) Moon Project implemets a very intuitive "built limit" (which CAN be turned off) on units. Rather than being based on numbers, its based upon the credits required to build them. Hence you could make a large army of smaller, cheaper units, or a small, powerful platoon of well-outfited machines. Striking a balance is really the key. Moon Project really seems to FORCE you to develop a well-rounded army in order to suceed.

Another realitively unique feature is being able to custom arm and outfit not only defensive structures, but many of your normal base structures with shields and defensive weaponry.

This "mad scientist" approach is compounded by the subtle diffrences within the game's 3 waring factions. Each of which offer unique blends of weaponry for you to tweak to your needs.

The AI and unit management is also excellent. During a game you'll have supply vehicles flying about to re-arm your units (all structures and units have finite ammo supplies) and repair units running to and fro to keep them up and running. There are a few snags here and there, but the AI of your units is some of the best I've ever seen in an RTS game. (unfortunately the computer enemy's AI is about average, heh)

Another interesting feature is the ability to tunnel under the battlefield. True subterrainean warfare! Can be very useful, also. You can even use your builder units to carve trenches in the 3d terrain to block the passage of enemy units! Personally, I think that is a very cool little addition, especially since the terrain morphs in real-time when your digging.

Lots of good stuff here, RTS designers would do well to bat an eye to the features of Moon Project and learn a thing or two! Definitly grab this one, its a steal for the price.

Rating: 4 stars
Summary: Not Perfect, but definitely raises the bar for RTS gaming.
Review: By now a nice 3d engine is standard with RTS games, so that alone isn't going to win Moon Project any fans. The engine is nice, very nice actually, my only complaint being that sometimes units are a bit small and hard to pick out amidst other units and structures. I've found this to be a common problem with full 3d RTS games, however, so that's nothing major.

The main perk here is the sheer depth of the gameplay offered. Rather than just building your stuff and units and going out to smash the enemy you're able to really customize your approach through "tech tree" research. This allows you to outfit your army as you deem fit, rather than being tied to preset units. Now, while that would surely be left open to exploit (just building the most powerful units possible) Moon Project implemets a very intuitive "built limit" (which CAN be turned off) on units. Rather than being based on numbers, its based upon the credits required to build them. Hence you could make a large army of smaller, cheaper units, or a small, powerful platoon of well-outfited machines. Striking a balance is really the key. Moon Project really seems to FORCE you to develop a well-rounded army in order to suceed.

Another realitively unique feature is being able to custom arm and outfit not only defensive structures, but many of your normal base structures with shields and defensive weaponry.

This "mad scientist" approach is compounded by the subtle diffrences within the game's 3 waring factions. Each of which offer unique blends of weaponry for you to tweak to your needs.

The AI and unit management is also excellent. During a game you'll have supply vehicles flying about to re-arm your units (all structures and units have finite ammo supplies) and repair units running to and fro to keep them up and running. There are a few snags here and there, but the AI of your units is some of the best I've ever seen in an RTS game. (unfortunately the computer enemy's AI is about average, heh)

Another interesting feature is the ability to tunnel under the battlefield. True subterrainean warfare! Can be very useful, also. You can even use your builder units to carve trenches in the 3d terrain to block the passage of enemy units! Personally, I think that is a very cool little addition, especially since the terrain morphs in real-time when your digging.

Lots of good stuff here, RTS designers would do well to bat an eye to the features of Moon Project and learn a thing or two! Definitly grab this one, its a steal for the price.


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