But like the multiplayer, it’s still a polished and satisfying challenge. It’s an impressive initial foray into competitive player-vs-player.Īnomaly 2’s four- to five-hour campaign might be more of the same – it’s played exclusively from the column point of view, and until the final missions there are barely any radical new units or features to play with other than cool robot transformation effects. Whether the multiplayer community will grow into a balanced and thriving metagame remains to be seen, but if it does it’ll be well-supported by great features like stat tracking, matchmaking, leaderboards, persistent ranks, and comprehensive tutorials to help ease into the complex multiplayer ruleset. Multiplayer is a complex beast full of scoring rules and unintuitive limitations, and it’ll take time to fully understand. But that strategy may prove is as risky as a Starcraft Zerg rush against an experienced player as the community learns and evolves. Even with ample in-game help and guides, many of the games I’ve played so far devolve into the tower player just spam-constructing as many towers as possible at the last moment to try to ambush convoy players. I’ve never played anything quite like it, but that originality makes it unfamiliar, and there are some growing pains as the community learns to handle Anomaly 2’s new mechanics. Think you’re going to burn down my Scorcher before it eats through your units? Think again. My personal favorite is Taunt, a tower ability which forces the convoy to focus all fire onto a single target. When they meet in short, intense confrontations, both players set off abilities to counter and re-counter one another in an ever-shifting power struggle.īoth sides have a collection of power-ups that can help tilt battles in their favor and open up a great range of tactical possibilities. The tower player must sell and replace poorly positioned towers in anticipation of the attack, and the convoy player must reconfigure his force to counter those towers as he circles around probing for weakness in the lines with his nimble, free-moving commander unit. Both players need these moments to advance through the tech tree and observe their opponent as they feint and parry without ever coming into contact. Most matches start with plenty of downtime as the column meanders around the map gathering resources for its assault, but it’s a time of tension. But it works for the most part, because defeating a wily human opponent requires clever tactics and excellent on-the-fly strategy. A real-time strategy game where one side plays the defending, immobile alien towers and the other the attacking human convoy sounds incredibly strange – and it is.
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