1 |
Zero-K
is
basically
what
I've
been
looking
for
for
a
long
time
in
an
RTS:
|
1 |
Zero-K
is
basically
a
mashup
of
all
the
elements
I've
been
looking
for
for
a
long
time
in
a
single
RTS:
|
2 |
Commander-based start, though the lack of com-ends was something to get used to, it works quite well here.
|
2 |
Commander-based start, though the lack of com-ends was something to get used to, it works quite well here.
|
3 |
Physical simulation of the world.
|
3 |
Physical simulation of the world.
|
4 |
Map-oriented play, both in terms of economy and clear display of game state.
|
4 |
Map-oriented play, both in terms of economy and clear display of game state.
|
5 |
Scale balanced nicely between large army manipulation and physics-oriented attention-focusing tactical maneouvres to ensure the physics matters in noticeable ways. That scale part is what specifically draws me to ZK over other Spring games.
|
5 |
Scale balanced nicely between large army manipulation and physics-oriented attention-focusing tactical maneouvres to ensure the physics matters in noticeable ways. That scale part is what specifically draws me to ZK over other Spring games.
|