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Soulstorm’s developers, Iron Lore, have shut down since they made this game. Which seems ridiculous, given the spectacular number of copies it’s going to sell. It’s also sad, because while this wasn’t as brave or interesting as Dark Crusade, Iron Lore were talented guys who had a rare gift: they could see what made another game great, and mimic it. Even if that wasn’t their intention, they were one of the only developers who gave the impression that they truly knew the nuts and bolts of what made games fun. I had plenty of complaints about Soulstorm, but for weeks I couldn’t stop playing it. Now I’ve moved on to their previous game, Titan Quest, and it’s far better than I’d been led to believe. It’s convinced me that we really have lost a great team in Iron Lore, and if you’re interested in an insider’s perspective on why, and how, a THQ guy has posted his thoughts over at Quarter to Three. | ||
Seniath: Picked this up last Friday, yet to actually try the two new races, I enjoy the Necrons far too much, especially when you get a nice big Honour Guard on the go (though that can make the more straight forward maps a bit of a cake walk). All in all, I agree, it shares much of Dark Crusade's failings, but does little to improve on its good points.
Seniath: The Dark Eldar took out Chaos during my Necron campaign, so I'm going to go back and play as them to do the two final levels.
I had some real fun on the Sisters of Battle one; teleported my 'lith to the back of their base, along with 3 squads of Immortals and my Necron Lord and somehow managed to take out their Monastery thing. Which was odd, since a) I hadn't destroyed any of their statues and b) their Saint thing was still flapping about. Not quite sure what happened there o_0.
Jason L: Yeah, whoever led you to look down on Titan Quest misled you. It is nothing more or less than an alternate Diablo III, and that's a very good thing. It might be a bit imbalanced - my brother spent a playthrough leveling virtually nothing but Earth's Grenade spell to great effect - but then, he also spent that whole playthrough cackling nonstop, which I think is the point of a Diablolike. Any game wherein the most feared foes include giant snapping turtles is doing something right too.
Seniath: Not to mention the giant Lime flavoured Ring Pop of Doom.
Maybe that's what really threatened the Necrontyr race with extinction; mass tooth decay and diabetes.
Lukasa: Hate to talk strategy, but...
a) Penta, you do realise that if you select a unit and hit 'delete' it dies, right? b) The saint only protects buildings nearby it. If it's off defending something else, you can kill whatever you want. I took advantage of that with Guard, as they get hammered if you split your forces too much. So I sent a couple squads to distract the Angel, then banebladed the Monastery. End of. Seniath: Except she was hovering nearer the Monestary when I killed it. Not to mention the fact that my Monolith barely took any damage. *shrug*, it's done.
Wasn't aware of that Del thing; useful to know, cheers :)
Lukasa: Hmm, maybe Iron Lore decided that Monolith > Complete Invulnerability. I have to say, it would certainly be in keeping with the style of the games. =)
And no problems with the 'delete' tip: I only know it because I played the things to death, and was sick of Leman Russ tanks worth 5 unit cap getting stuck behind a poorly placed building. Seniath: Having played a few more of the Stronghold levels, the tactic of building a Monolith behind a big wall and then teleporting it into the main enemy base (followed by an entire army of Warriors/Immortals) seems to result in an overly simplistic victory. Usually quite possibly to ignore all ancillary objectives and just take out that one key structure.
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