- Finden Sie die Fraktion, die zu Ihrem Spielstil passt — und meistern Sie das Spiel, indem Sie gegen die Gemeinschaften der AI oder Grey Goo antreten.
- Erleben Sie den Konflikt von Ecosystem 9 hautnah und persönlich in der Einzelspielerkampagne.
- Treten Sie dem Kampfgeschehen bei Steam bei, und finden Sie Gegner durch Matchmaking, das auf Fertigkeiten beruht.
- "Ändern Sie die Schlachtfeldregeln durch einheitsverändernde technische Upgrades.
- Liefern Sie vernichtende Schläge, indem Sie spielabschließende, epische Einheiten bauen.
- Über Local Area Network können Sie die Schlacht offline spielen.
Grey Goo
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Über das Spiel

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3135 Std. insgesamt
Verfasst: 21.12.15 00:23
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Verfasst: 23.01.15 19:52
Positiv
- Großartige abwechslungsreiche Singleplayer Kampagne/Story - Kompetetiver Multiplayer mit Ranking System - Starker Soundtrack - Spielfilmreife (Zwischen-)Sequenzen - Map Editor und Steam Workshop Unterstützung - Steuerung/Spielgefühl richtet sich nach den üblichen RTS Regeln (Sammelpunkte, Tastenbelegungen, usw.)Negativ
- PC-Ressourcen hungrig (FPS Drop bei großen Einheitenmengen) - Relativ wenig Anpassungsmöglichkeiten der Grafik, die auch für die FPS helfen - Nur 8 kompetitive Maps sind verfügbar (durch Map Editor vermutlich schnell gelöst) - relativ kurze Singleplayer Kampagne (5 Missionen pro Fraktion = 15 Missionen insgesamt) Grey Goo ist ein solides Echtzeitstrategiespiel der alten Schule und wer die Command & Conquer Reihe mochte wird dieses Spiel lieben. Drei Fraktionen gibt es, die Menschen, die Beta und die Goo. Jede dieser Fraktionen spielt sich auf vollkommen unterschiedliche Art und Weise. Während die Menschen eher auf eine starke Verteidigung bauen, setzen die Beta eine aggressivere Guerilla Taktik ein. Die Goo spielen sich nochmals komplett anders, da Ihnen keinerlei Gebäude zur Verfügung stehen. Sie agieren wie Zellen, die durch Zellteilung sich weiterentwickelt. Alles in Allem hat Grey Goo das Potential zum Überraschungshit des Jahres 2015 und dabei kann mithilfe der Community noch sehr viel für das Spiel erschaffen werden. Hier klicken, falls Ihr für einen visuellen Eindruck ein Let's Play Video von Grey Goo sehen wollt.
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“You and I interpret this 'fun' very differently.” ~Zeratul
Ah, the Westwood Studios... Back in the days? The guys were, like, kings of the world. There was nothing they were unable to do. Everything they've touched used to turn into gold. From Point-and-Click adventures (The Legend of Kyrandia and Blade Runner) to dungeon crawlers (Eye of Beholder and Lands of Lore: Throne of Chaos), open world RPGs (Lands of Lore: Guardians of Destiny and Lands of Lore III), platformers (Lion King) and even Diablo variants (NOX). Most importantly, though, the guys ended up forming what we know as the Real-Time Strategy genre nowadays. Sure, Real-Time Strategies existed even before them, but it was their Dune II that gave the genre its iconic shape. And when Command & Conquer arrived with all of it fast pace, FMV and multiplayer glory? Boy, oh, boy... Unfortunately to us all, Electronic Arts happened and... yeah, yeah, we all know that EA is, like, source of all evil. Like The Blob from Irvin Yeaworth's movie, it consumes everything that is good and turns it into some ugly mess which is always hungry for more. It's kinda awesome just how many great things they've killed. Who would have thought that there'll be a company evil enough to destroy Ultima, Populous and Command & Conquer at the same time? Today, though, I won't be talking about that evil mass of pure ugliness and greed. Today I will be talking about those who tried to escape. About those daring ex-Westwood individuals who tried to save what was still sacred and form a new company. A company called Petroglyph Games. Joseph Bostic (Dune II designer and coder), Michael Legg (designer and coder of The Legend of Kyrandia) and Steve Tall (the lead programmer of Command & Conquer) decided that there's still enough power in them to start from scratch. Some others followed their lead. One of which was legendary composer Frank Klepacki who created all of those iconic songs from Westwood's titles. And you know what? Petroglyph's first game, Star Wars: Empire at War, was actually pretty cool. Unfortunately, soon after it, they started to go down the drain and pretty soon ended up making crappy mobile games and f2p nonsense. And that's where Grey Goo came in. In a way, it was Petroglyph's last hope. Last hope to return to the big game. You can clearly see that it was all or nothing for them here. They've ordered some expensive cutscenes from Axis Animation (the guys who worked on cutscenes for games like HALO 5 and TV shows like Doctor Who), they've put as much money in it as they were able to afford and so on. It was a project with a single goal – to make people see Petroglyph as the guys who made Empire at War (and before that - Command & Conquer), not the guys who created Guardians of Graxia and Coin a Phrase. So... did they succeed? Were they able to redeem themselves? Well, let's just say that soon after Grey Goo release, they've returned to f2p and copy-pasted stuff. And you can easily see why. The problems with Grey Goo begin right in the design documents. Because, even though back in nineties, it was BLIZZARD who used to copy their stuff (while also shamelessly stealing from Games Workshop), this time? It was Petroglyph who copied StarCraft. And yes, I'm well aware of how one thing can influence another, but honestly, what we have here? It's a StarCraft rip-off. Think 'bout it. There are three factions here. Humans, some sort of strong alien humanoids and so-called Goo that spawns the new units from what's called Mother Goo. Everybody fight each other, Zerg wins. I mean, Goo. Yea-a-ah... it's a f*cking StarCraft. No matter how you look at it, the source material is painfully obvious and looking at some godlike design we used to have in Westwood times? The only thing I want to ask here – where all the talent went to? Are those even the same people? Well, to be honest, no. Not entirely. Joseph Bostic is still here, but the lead designer here is Andrew Zoboki, whose biggest work was Warhammer 40,000: Space Marine, in which he dealt with Games Workshop's design, while the story was done by Andrew S. Walsh, who's best known for his work on X³: Reunion. So... yeah. Not the best choices. Unfortunately, I must say the same thing about the gameplay. First of all – this game is short. Like... really short. Seriously, it comes with only 15 missions. Like... what the heck? Command & Conquer had something like that for every side of the conflict. And it was back in 1995. Now Grey Goo? It offers us only five missions for each side and calls it a day. Like... seriously, guys? Seriously? And guess just how many missions in that shiny new DLC you can buy? Three. Three painfully dumb missions. Good grief... It's not like you'll want more, though. Because this game? It's laughably unbalanced. Like seriously, what were they even thinking? There's a single OP faction here (yes, it's Goo), while the others just suck dirt. Even when controlled by people who know their stuff. And it's really, really sad because clearly, the main thing this time is multiplayer. Heck, they even added VAC to it. Except... with no balance at all, there's literally no reason for that. And the single player? Not only it's short, it's also painfully slow and limited. I'm not kidding, even though C&C had speed settings since the very first game, in Grey Goo? You're supposed to take things slowly. Every bloody unit here is as slow as Mammoth Tank on slowest settings. And as a person who usually plays C&C on highest speed? I found this unbearable. Sure, there's always a speedhack to save the day, but still, it's hardly an excuse. Also, don't forget to disable it before trying the multiplayer. Otherwise you'll get one of them VAC bans. And we don't want that, aren't we? Node-based base building (for everybody except Goo, because f*ck 'em!) may look promising at the beginning, but in reality it is not. The actual missions aren't nearly as interesting as you may hope (not a single interesting goal or condition here). The AI is dumb. And so on. Even Frank Klepacki's score for this game feels uninspired. As the result, even though the final cutscene in this game suggests that originally, Petroglyph had plans for the same exact thing BLIZZARD did with StarCraft II, let's just say that it's easy to see why it never happened. I mean, Grey Goo? I can't even call it “StarCraft for poor people”. In a period since early nineties and until the late 2000s? Something like that would have go completely unnoticed. Just because there were so many RTS games on market and most of them were way, way better than this. Up to this day you can just open MobyGames and start making a list of what you've missed back then. With much better results. Battle Realms, The Lord of the Rings: War of the Ring, Armies of Exigo, Rising Kingdoms, Dungeons & Dragons: Dragonshard, Lords of the EverQuest, The Golden Horde... Even though all of those above were flawed in one way or another, I still had more fun with them than I had with Grey Goo. So, here's the question – what's the point of seeing something like that in 2015? With so many third-party StarCraft II campaigns around? I guess, some questions in this world just can't be answered.
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Conclusion:
6/10. It’s definitely great to see that at least some of the minds responsible for the CnC universe are still trying to create something great. Sadly, so far they seem to be out of luck.
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A Glorious Return To Classic RTS // Recommended for all fans of strategy & RTS gaming
+ UI is actually extremely user-friendly + Voice-acting & character animations are absolutely fantastic + Overall visual presentation looks great + Cinematics help pull everything together & move the narrative along + Faction designs feel unique & interesting relative to one another + Goo faction plays very unconventionally & is a breath of fresh air for an RTS title + Map editor is available in-game + Soundtrack is both quite good & also is customizable + The plot is very well-imagined, particularly for an RTS title + The fourth (Shroud) faction is playable in skirmish mode without requiring DLC purchase, although DLC will be needed to play through their campaign - Human conduits cannot cross ramps or terrain, making for a serious late-game restriction - Building requirement icons can be annoying to discern (especially when trying to remember upgrade or building requirements) & are not labeled in some cases - Beta faction feels disproportionately OP in that they are the most versatile, though this may be a subjective observation - The Goo faction can be disproportionately frustrating & difficult to wholly defeat - Stock list of maps is quite small & games only support up to 4 playersLockeProposal's Big Day Out
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Release:23.01.2015
Genre:
Echtzeitstrategie
Entwickler:
Petroglyph Games
Vertrieb:
Grey Box
Engine:keine Infos
Kopierschutz:Steam
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel