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Civilization: Beyond Earth trailer explains how game works

Civilization: Beyond Earth developer Firaxis Games has released a new 10-minute trailer that explains how you’re going to typically progress through the game.


Starting with the choice expedition sponsors of from the list of available one, and going all the way to explaining how to achieve victory, this trailer is aiming to familiarize anyone with the game, even those without any prior knowledge of how this genre works.

Civilization: Beyond Earth is out October 24, on Linux, Mac and Windows PC.


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A deeper first look at Civilization: Beyond Earth

It takes just a single turn in the new Civilization: Beyond Earth to realize that your first opponent is the planet itself.

Beyond Earth takes the popular 4X (explore, expand, exploit, and exterminate) series into space, enabling you to colonize alien landscapes full of greenery, deserts, or fungal areas and sometimes-cranky indigenous life. It releases October 24th on PC for $50; developer Firaxis and publisher 2K Games promise Linux and Mac OS versions will come later.

The first 250 turns of a traditional Civilization V: Brave New World game and then went through the first 250 of Beyond Earth, comparing the experience. Rest easy, Civ fans: CBE is the turn-based strategy game you remember from Civ V, both prettied and expanded. But it has a few changes that twist your gameplay.

Getting started: Making planetfall

The planet chosen was Protean, a fungal type with a handsome blue-green color scheme and plant life that fit the alien-mushroom theme. Players of Civilization should recognize the one-unit-per-hexagon setup from Civ V immediately.

Instead of starting with a small town as in the traditional Civ games, you start with a spaceship that you plunk down on the landscape, establishing your colony. That’s also how your human rivals will arrive later on.

civilization_ beyond_earth_screenshot

Chosing the Brasilia faction (one of eight choices, each of which gives a different bonus – mine was +10% strength in melee combat), Engineer-type colonists (one of five, giving me a +2 production bonus), and the Lifeform Sensor ship, which immediately showed me clusters of aliens on my map.

The cargo was Weapon Arsenal, one of five choices, which gave me an instant unit of soldiers – CBE’s equivalent of Civ V’s warriors. So having moved them out and then watched in dismay as they started to die with nary an enemy in sight. Unknowingly parking them on miasma, a marine-killing gas present on some hexes of the terrain.

Roving bands of barbarians would attack you in Civ V, and their equivalents are the fly-, bug-, and scorpion-like unintelligent aliens that roam the landscape in CBE. But the Earth itself would never slowly poison you.

Choose a harmonious path — or choke on the gas

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Miasma isn’t always deadly; it depends on the choices you make. You may choose and put points in three Affinities: Purity, your option if you want to take a flamethrower to everything and create a new Earth; Supremacy if you want to choose a more intellectual, robotic route; and Harmony if you want to take advantage of your alien world’s own resources.

Which route you choose guides how your units will evolve (choose an upgraded form and all units of that type will automatically change, unlike in Civ V). Soldiers become Marines and then could become Brawlers or Sentinels or Disciples, depending on what you choose, and so on down the tree. Unlike Civ V, it’s not just dependent on your original faction or your tech.

Level up your Harmony far enough and your troops will actually heal in miasma. Sadly, I was nowhere near that level, so I kept moving.

Exposing a part of the map with aliens on it – the fly kind – and watched warily as we parked next to the group. Unlike the barbarians in Civ V, these guys were neutral and didn’t attack. Later, they changed their mind and did, so they were annihilated.  So much for my resolution to live in harmony with my native friends: Supremacy it is.

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And so it would go throughout my colonization efforts. Some aliens immediately jumped on my units. Others would be friendly, or neutral, or shift between feelings about my virtual colonists, presumably as a result of the choices made in-game.

Discover quests, make tough decisions, and reap the rewards

Further exploring found a downed space pod that friends back home had sent ahead, packed with supplies. This brought up the first quest: to find two such pods in the landscape. CBE’s quests ask you to do everything from establishing trade routes to building particular types of buildings to finding things in the game world.

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Some are similar to the quests you used to get in Civ V (and still do in CBE) from other cities; many are very different, and they pop up from actions you take, not from a particular NPC. They can award gold, or supplies, or technology, or other bonuses.

A few of the quests were more like achievements in other games – they offered you a reward for doing something significant, such as the first time you down one of the huge diving alien squid-worms that like to eat cities.

Many quests come with decisions: What you choose affects gameplay, the bonuses you get, and even how you progress in your chosen Affinity.

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Choose to save the aliens and betray the humans if you like (the aliens are sometimes nicer)

Gameplay gets a lot more interesting when the other human factions start to arrive. This is familiar territory for Civ fans; it’s all the backstabbing, squabbling over borders, threats, trading, and war/peace declarations that you’d find in past games.

The tech web, CBE’s version of the normal Civ tech tree, is also only slightly different from the earlier games. You must navigate through the web, buying each new technology in turn with Science points.

Opening up a new node enables you to drill down to two sub-choices, which cost more than the main nodes but offer some pretty interesting rewards. Ecology’s fencing and Miasma repeller lead to Geophysics for geothermal wells and Alien Biology for miasma immunity and Harmony bonuses, for example. The sub-levels are new for CBE.

Most nodes in the web relate to one of the affinities, but you’ll find yourself taking items from other nodes, too – at a basic level, they’re all useful, offering bonuses to your colony’s Health or Culture or Energy (the CBE equivalent of Civ gold) or Science points.

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Each node and sub-level allow you to construct different buildings. CBE has many more building types than Civ V carries, and some of them change your gameplay dramatically.

Researching Computing to build a Spy Agency, for example — because hello, spies are the best part of the Civ V Gods & Kings expansion — and it opened up a Covert Operations menu for me, allowing me to recruit spies and send them on missions in other human settlements, stealing resources or generally causing mayhem. Computing also enabled you to build Missile Rovers, which could shell other cities (and those nasty city-eating worms) from range.

In space, no one can hear you say that everything old is new again

Choosing building options will be familiar to anyone who’s navigated a Civ tech tree before, but there are so many more of them that it starts to feel like a playground.

And that’s the crux of CBE’s initial appeal: Everything’s here that you remember from Civ V. Gather resources, build your buildings, research your new tech, send out new settlers by land or sea to colonize new areas, and try to get along (or not) with the other humans.

But the things you remember appear offer deeper play in CBE, and the new elements, such as that hostile landscape and the ability to throw things into space, seem destined to change your tried-and-true strategies … at least a bit.


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Battle Chef Brigade, battle and cooking on Kickstarter

Trinket Studios has officially put Battle Chef Brigade up on Kickstarter for funding. This wonderful little game is set to task players with hunting monsters in 2D combat, picking up their meat and using all the goodies found to impress judges in cooking contests.
Battle Chef Brigade fuses the dangerous monsters and fun characters of traditional high fantasy with the lightning pace and creative passion of our favorite cooking competitions. The campaign in Battle Chef Brigade has you play as three different chefs vying against one another to win the annual Battle Chef Royale. Each elimination round, chefs must produce as many quality dishes as they can before the time limit is up. Contestants must also be careful to mind the round’s required ingredients, special rules, and the preferences of each judge. Of course, Battle Chefs only work with the freshest ingredients that they’ve gathered themselves. So if you’re seeking the finest filet of dragon, you’ll have to subdue the mighty beast yourself in the Kitchen Stadium Arena. The winner of the tournament gains induction to the renowned Battle Chef Brigade: a cadre of those with the most elite martial and culinary skill.
Yep, Battle Chef Brigade had our attention when we first got word of it earlier this year.



  • Unique free-form cooking mechanics. You decide what to make and how to make it!
  • Gorgeous hand-animated 2D art.
  • Great cast of fantasy chefs.
  • Deadly and delicious monsters. Subdue them in the arena!
Trinket Studios team quit their game industry jobs because they wanted the creative freedom to make something awesome.
We released two tiny mobile games soon after forming Trinket, including the very well received Color Sheep. Battle Chef Brigade is the type of game that we quit out jobs to make. We’ve self-funded BCB for over a year now. We spent a lot of time prototyping the creative Kitchen mode, since it’s the toughest design challenge. These prototypes were invaluable for nailing down which aspects of cooking could be nicely abstracted into clear, fun mechanics and which were just too clunky. On the programming side, we’ve been able to keep building on our years of industry experience. Integrating new characters, foods, and chef challenges will be a straightforward process since we’ve been preparing for them all along. We invested a good chunk of our time building a robust combat system that integrates into our animation tools. Our biggest remaining tasks are related to our illustrated, hand-animated art style. There are very few shortcuts to creating hand-drawn animations and environments. Our tools help smooth out the process, but each chef and monster still requires a lot of Photoshop time!
Trinket Studios is seeking $38,000 to push Battle Chef Brigade to completion. The game will release on the Linux, Mac and Windows PC platforms, and it will be available through Steam and the Humble Store.

$15 in backing will get you a DRM-free copy of the game on the platform of your choice. The higher tiers bring in beta access, in-game content, physical merchandise and even becoming a celebrity judge in the actual game itself. That one cracks me up.

Battle Chef Brigade is not slated to release until 2016, so backing this effort would be playing the long game. Still, if you like offbeat titles with gorgeous assets and a penchant for the crazy world of cooking, I suggest you give this one some consideration.


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Nova-111 will be the first turn-based real-time puzzler


In a post on publisher Curve Studios website, PR and Marketing Manager Rob Clarke said NOVA-111 has already been announced for Linux, Mac, and Windows PC. The title will also be coming to the Xbox One and Wii U. A game, which Clarke calls “the world’s first turn-based real-time puzzle game.”

NOVA-111 takes place in a futuristic world where players will be trying to save 111 scientists who are trapped in some kind of time vortex. You won’t just be solving puzzles but also fighting enemies, which you can choose to attack head on or take a more strategic route.
Navigate your trusty orange science vessel as you voyage through mysterious planets in search for the famed scientists who were lost into the cosmic REAL-TIME vortex. Solve puzzles and engage in strategic battles with astrobiological creatures in a twisted environment where a turn-based world gradually transforms into real-time. Collect new abilities and upgrade modules for your ship along the way!
“Key to the game is the idea of blending together both real time and turn based gameplay seamlessly,” says Clarke. “This isn’t about having separate turn based and real time sections – the way the game, enemies and the environment react to you can be mixed up at a moments notice making for a game that’s both very strategic but easy to pick up and play.”

The game is being developed by the relatively small independent company Funktronic Labs, whose past games include Kyoto, Lotus, and Collider.


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Reflex a competitive arena FPS now on Kickstarter


Reflex describing itself as a rare return to the old-school FPS was somewhat disingenuous. It’s another 90’s FPS, this time on Kickstarter . Could this be the start of a new FPS-off; the Quake vs UT of post-2010 gaming. Only if the game raises $360,000 AUD (£194,500/$318,230) in the next four weeks.

As you might expect, the feature list is extremely no-nonsense:
  • "Hunt through complex maps filled with jump pads, teleporters and tempting looking rocket jumps and gather weapons, items and powerups.
  • "Bunny hop and double jump around until you see something to shoot, then splatter that something all over the walls with a rocket launcher.
  • "Over 10 game modes including Free-For-All, Capture the Flag and Team Deathmatch.
  • "Designed for "easy to learn, hard to master" gameplay — there will always be new strategies to devise and new trick jumps to find.
  • "Fancy, in-game map and replay editing tools (included with every version).
  • "Matchmaking, ranking, regional ladders, player created ladders — both public and private.
  • "Custom built engine that contains everything we need and nothing we don’t."
There’s a major focus on movement, which is no bad thing. Expect it to be fast, frantic, and—to those that don’t have the time to master it—borderline chaotic. Perhaps more importantly, though, the game’s creators want to support the game through a host of options. Regional ladders, team tracking, tournament hosting, dedicated servers and custom ladders will be supported, alongside clans, spectator features and LAN. Perhaps more than the arena shooter itself, it’s the flexibility of the genre that seems lacking from the modern AAA FPS.

Linux? Mac? 

Yes and yes.
Initially, we’ll be Windows only as we don’t currently have the resources to develop and test on three platforms. The moment we do, we’ve already got some people lined up to take care of getting the game on anything that supports a mouse, keyboard and reasonably modern GPU.
For more on Reflex, head to the Kickstarter page, or find it on Steam Greenlight.


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Within 4 days Wasteland 2 generates $1.5 million in sales


Wasteland 2 sales generated $1.5 million in the game’s first four days of availability, according to inXile Entertainment.

This report initially said that over 1.5 million copies of the game had been sold in that time, but the PR firm which sent out the original press release has since been corrected to say that wasn’t the case and to apologise for the confusion.

The crowdfunded post apocalyptic RPG sequel launched on Steam last Friday for Linux, Mac and Windows PC.

“We are ecstatic that the style of game we love so much has been embraced so well,” said inXile founder Brain Fargo. “That’s a significant take for the independent game, which had a budget of around $6m - “we put in twice as much money into this game than we raised from Kickstarter”.


Fargo raised over $3 million to fund development of the game, which was originally scheduled to be released in October 2013 but was delayed last July due to its growing scope.

The project quickly raised its initial target of $900,000 through Kickstarter, with the drive going on to bring in $2.9 million from over 61,000 backers. A further $110,000 was pledged through PayPal.

The title currently has a Metascore score of 80 based on 19 reviews.


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The greatest four-player game Gauntlet now on Steam

Nearly 30 years after Atari introduced us to Gauntlet hack-and-slash action, Arrowhead Game Studios have successfully revived one of the greatest four-player arcade games in the history of the industry. And it released on Steam today.

Like the 1985 classic, players will be able to choose from a collection of characters that includes the Elf, Valkryie, Warrior and Wizard; collecting gold to purchase better equipment, items and skills as you progress from level to level. Each class will have its own particular strengths and weaknesses, and those interested in playing the game cooperatively will have the option of either local or online multiplayer.

Linux Game News has been made aware of a 25% discount on Gauntlet for all you eager gamers, and it works.  Once you get to checkout, enter the voucher code and proceed, you will save $4.99 USD off the release price of $19.99 USD, and issued a Steam key upon completion. Keep in mind, the Linux/SteamOS build has yet to be released, but it is coming soon.


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Shroud of the Avatar successfully Greenlit

Shroud of the Avatar, the new Richard Garriott RPG for Linux, Mac and Windows PC is staking a claim for a Steam release via Greenlight.

It has a prospective release date of first-half 2015.

That’s not particularly exciting but reminds us that development has been chugging along and that this crowd-funded game, unlike others, is well on its way to release.

Backers have been intermittently invited, since Christmas 2013, to play-test new builds of the game. What started off looking like a housing simulator now has proper player-versus-player combat and team arenas.

The budget, too, has risen, from the original Kickstarter sum of $1.9m, up to $4.8m.

Full-time live access to the unfinished game - rather than intermittent - is schedule for the end of the year.

Here’s a video with, err, interesting music, taken from the latest release - Release 9 - and showing PVP.


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Mother 4 coming to Linux and it will be completely free


Rather than waiting for Nintendo to make a sequel to Mother (Earthbound aka Mother 2), a small team made up of fans of the original, are taking matters into their own hands by making a sequel to the highly-regarded RPG. After having been dormant since 2006, when Mother 3 hit the Game Boy Advance in Japan.

Starting work on a fourth game in the series — something which original creator Shigesato Itoi believes is “impossible” — a group of dedicated fans has decided to take matters into their own hands and produce Mother 4 themselves — without Nintendo’s support or, more importantly, its permission.

The game is scheduled for launch this year on Linux, Mac and Windows PC, and will only be released in English. Oh, and it’s going to be completely free of charge, too.

As you can see from the trailer, the team has certainly captured the look and sound of the original games. However, projects like this — even when not being produced for any commercial gain — are often viewed very dimly by copyright holders. It remains to be seen if Nintendo will allow such a venture to proceed without getting its legal department involved, but from what we’ve seen, it would be a real shame if such a heartfelt endeavour was nipped in the bud before release.


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Doublefine to release source code for Spacebase DF-9

Doublefine is set to pull the plug on Spacebase DF-9, to the disappointment of some who bought in via Steam Early Access.


Spacebase DF-9 will officially exit Early Access as version 1.0 in October. The full source code will be released shortly thereafter, according to a Steam Community post.

Reception to the news has not been entirely positive. Doublefine has been accused of mismanagement of the project, and some users feel that the version 1.0 feature set is not as complete as they expected when they contributed to the game’s funding via Early Access.

Doublefine boss Tim Schafer opened a Steam Community discussion to respond to user questions, saying that Doublefine had an “open ended-production plan”, and was hoping to see the sort of successs some other alpha-funded games have enjoyed.

“We wanted to keep working on Spacebase for years. But Spacebase spends more money than it brings in, and that’s just not something we can afford to do any more.”

“Some of its early sales numbers indicated this might be the case, but slowly things changed, and it became clear that this was looking like a year and a half of production instead of five or so,” he said.

“With each Alpha release there was the hope that things would change, but they didn’t. We put every dime we made from Spacebase back into Spacebase, and then we put in some more. Obviously, spending more money than we were making isn’t something we can afford to do forever. So, as much as we tried to put off the decision, we finally had to change gears and put Spacebase into finishing mode and plan for version 1.0.

“We are not silently pulling the plug. We are announcing our finishing features and v1.0 plan. I know it’s not a lot of advance notice, but we’re still here telling you our plan instead of vanishing quietly in the night.”

Schafer said that Doublefine has learned a lot during this first foray into alpha-funded development and one of its key takeaways is that it needs to communicate more.

“There should have been more communication to the players about the state of the game, and we apologize for that,” he said.

“But for us, it was never clear whether development was going to end because we always hoped that the next update would turn it around and allow us to extend development. So I suppose, ultimately, the answer was we always had hope we weren’t going to end it, until the end.

“I understand that the recent announcement was a disappointment. It was for you, and it was for us. We wanted to keep working on Spacebase for years. But Spacebase spends more money than it brings in, and that’s just not something we can afford to do any more. Set up against the expectation of the game being in development as long as Prison Architect or Dwarf Fortress, it’s hard not to find fault in the game by comparison. But we continued to sell the game, and will continue to sell the game, because we feel that based solely on its own merits, Spacebase DF9 is still a fun, clever, hilarious, beautiful and complete game.”

The full post is a highly recommended read.

An Amnesia Fortnight project, Spacebase DF-9 hit Early Access in October 2013. It was partially funded by investment from the Indie Fund, and paid back that amount in less than two weeks.


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Action-roguelike TinyKeep released the end of September


All the intense creature filled, randomly generated dungeons, ruins and hellscapes you could ever want will be available on Steam and other major digital distribution channels when Phigames and Digital Tribe release the highly anticipated indie crawler TinyKeep this September 29th for a suggested retail price of $14.99 on Windows PC.

Gamers eager to be the first to try and fight their way through the hordes of clever beasties and ever-changing trap-filled twisting pathways will be able to pick up TinyKeep on Steam at a special discount of -33% off of the suggested retail price at launch. This celebratory discount will run for a limited time.

Linux Game News reached out to Digital Tribe to make sure a native build is still in the works, “Linux ver is planned but still TBD on a date." Which makes the upcoming release sale of TinyKeep and randomly generated dungeons that much more appealing.

Players will assume the role of a hopeless prisoner held deep in a forgotten dungeon - left to perish in the deepest, darkest cells of the keep. The nights pass by and all hope seems lost, you realize that the end is drawing near. But on one fateful day, you wake up and find yourself mysteriously free of your shackles, and in front of you lies a broken, unlocked door. There is only one thing left to do, you must now escape TinyKeep!

"We wanted to create a game that feels alive, where the dungeon’s inhabitants have their own motivations and needs” says Phi Dinh, founder of Phigames. “For example, in one playthrough I decided to release a fellow prisoner from a makeshift wooden cell, but instead of being eternally grateful, he attempts to attack me in his crazed delirium. The noise attracted some nearby prison guards, who come rushing into the room, accidentally setting off a number of deadly spike traps. The next few minutes were absolute mayhem and chaos.”

Get a glimpse of what everyone is waiting for in this all new Teaser Trailer:

  • Procedurally generated random dungeons. No play-through is ever the same!
  • Watch your step as it can be your last! Extremely challenging Permadeath gameplay.
  • Explore a variety of beautiful but deadly environments. From the cold slimy walls of the dungeon to the hot fiery pits of hell, TinyKeep is a visual treat.
  • Battle a variety of intelligent enemies, each one determined to make your escape as difficult as possible. Creatures work together to chase you down, flee from threats and fight each other for dominance.
  • Use traps and environmental hazards to your advantage - fire, spike pits and rotating crushers hurt your enemies as well as you!
  • Collect coins from fallen foes to purchase random player-altering Buffs that just might give you the advantage you need to make it out alive.
  • Rescue other captives to fight alongside you, but beware as you never know which ones have gone crazy trapped up in the Keep.
  • Experience 3 separate endings to the game, depending on how you play.
  • Hours of gameplay with Secrets that extend the experience – Discover secrets and weapons that can slow down time, render you invincible or provide secret saves.
  • Includes Steam Achievements, Trading Cards and partial Controller Support.
TinyKeep will be available for Windows PC at launch, September 29th, for -33% off of the suggested retail price of $14.99 on Steam and other major digital distribution channels.


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Cannon Brawl gets an official Linux release on Steam


Cannon Brawl officially released on September 19th with native Linux support at 25% off on Steam (Mac and Windows PC included)! Influenced by GunBound, developer Softnyx’s turn-based multiplayer game, as well as several other of his favorite game types. The release of Cannon Brawl also comes with full controller support while giving the gaming community another completely playable game on our beloved platform.

Here is the gist behind Cannon Brawl:
Cannon Brawl is an exciting mix of real time strategy and artillery gameplay. Command your airship to capture gold mines and build everything from cannons to lasers. Drop attack buildings from your airship, then pop into them to take skill shots at your opponent in real time. Upgrade each building to boost its devastating power. Advance across the kingdom in single player to unlock and discover new buildings, then experiment with each one to find your favorite combination in online multiplayer.

Addictively fun and fast-paced, Cannon Brawl is launching on Steam for PC and Mac.  This is an intense action-strategy game that combines the skill-based play of a classic artillery game with the rapid-fire pacing of an RTS. Matches are quick and players will need to think fast to outwit and outmaneuver their opponents.  Players choose from a wide array of pilots and war machines to create a combination of buildings that they can drop from airships across destructible 2D multiplayer maps to decimate their opponents.  With resource management, territory control, and war machine upgrades, players will find a fierce real-time battle experience wrapped up in an enchanting fantasy world.

When a round begins, you find your castle positioned near the edge of a cramped map. As rousing battle themes pipe from your speakers, you stake your claim to verdant hills and blue skies, to deserts so yellow you might wish you could vacation within one. Floating landforms populate the foreground, which you and your opponent can blast away with shots from cannons, lasers, and other such contraptions. There’s no turn-based respite, though, in spite of the cheery vibe; you make your decisions and you execute all plans on the fly, with as little hesitation as possible. Speed is a necessity, or else you might line up a beautiful shot just in time to find out that your laser tower has been blasted to smithereens by a roaming ball of explosives.

Using your keyboard or a gamepad (the latter works particularly well), you can pilot the ship anywhere you like without having to worry about taking damage. You must make quick trips back to your castle to grab new structures, then plop them down at key points along the map. Your expansion options are limited at first, until you have placed enough surveillance balloons, mining camps, and other such attractions along the way. Then you can dock with a given point of interest—for example, a rocket launcher—and direct its actions. Although there are times when dropping buildings and docking require excess fiddling, particularly when too many structures are in close proximity, the interface works beautifully and allows you to work at the brisk clip gameplay demands.

As the game begins, there are only a few offensive measures available. Even once you advance far enough in the campaign that your list of options expands, you can bring along only a handful of tools. You almost always have to survive without something important, and your computer opponents are great at adapting to diffuse any winning tactic you might employ. This means that if you try one technique in a round and it fails for a particular reason, switching to a different one the next time around is no guarantee that you’ll find success: the AI could easily adapt and catch you by surprise in some other manner. Such adaptations keep matches interesting, because you always have to stay on your toes and watch for attacks from a few potential directions even as you replay the same map.


You start by claiming as much territory as possible and building mines. Then you drop a few towers and dart between them, firing shots at your opponent and hopefully taking out his or her resources before the tide of battle can turn against you. Your greatest ally besides speed is momentum, and the combination of the two often wins out against the more creative and interesting approaches that the the game allows you to explore. Even in online matches, simple strategies easily overwhelm opponents using more varied forms of weaponry. Over time, you earn experience points that allow you to access additional pilots and structures in the armory.

The game’s difficulty level already feels punishing enough when you play on the higher settings. Almost before a round even begins, it throws up shields, health-regenerating towers, and upgrade cannons. Meanwhile, you might still be struggling just to get a few balloons in the air so you can start mining. Such battles commence with momentum and resources already working against you; the obstacles are hardly insurmountable, but if you want a fair conflict, you’re better off finding human opponents instead.


Cannon Brawl is interesting to keep you more than entertained but once you start, time passes, you get apt to finding new in-game challenges. Then if you’re brave, take on higher difficulty settings or play online. If you can find a few friends at a similar skill level to challenge, you’ll likely enjoy several hours of strategy mayhem. Coupled with exceptionally nice graphics on accommodating sound effects and music, you will be engrossed in no time. To top it off… Cannon Brawl is now 25% off on Steam.


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