![]() The three tutorial missions reintroduce the two staple gameplay mechanics from the previous game. While the concept of a rate of fire that increases over time is retained, this form is more capable of attacking on both sides of itself at the expense of range. When the squad encounters aliens held up on both sides of a narrow canyon, this unit turns into a flamethrower-wielding Hell Hound. The prologue introduces the first new unit, the Assault Hound, which has a Gatling Gun that fires faster the longer it keeps attacking. The units can now transform into a mech form on command, offering a greater emphasis on strategy and real-time reaction. This opening level also introduced me to the big new mechanic that Anomaly 2 has. There also feels like there’s more dialogue between units when the squad leader, controlled by the player, manages to link up with the other survivors of the crash. The level opens with a monologue setting the scene of the world’s state. The prologue level opens up shortly after a helicopter crash, following the small surviving team as they try to recover data to a weapon that can help humanity reclaim Earth from the alien invaders that have conquered it after the events of the previous game. The menu feels slicker, the pre-mission dialogue is fully voiced, and even the in-game cutscenes are choreographed with a lot more flair. The absolute first thing that popped out at me was the production level that Anomaly 2 has over its predecessor. The preview build that I got to look at featured the first handful of levels in the game, including three tutorial levels, the first three missions, and a prologue level. ![]() I remembered spending a lot of time with the first one once I got it on my Android phone and enjoying playing it, so I was eager to jump in and check out what new goodies and updates were in store with the follow-up game. I recently got the chance to check out a preview build of the upcoming sequel, Anomaly 2. In any case, the result was a pretty great game. I don’t know for certain if the game arose just purely out of experimentation around a single idea, or if perhaps the developers instead saw an opportunity to do something unique in a stagnant market for the genre. Anomaly: Warzone Earth had one of those experimental ideas - controlling the troops that rush past towers rather than the defensive structures themselves - that turned out to be really cool in practice.
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