Once you've done this, you simply jump back into the action and watch the whole thing unfold. However, the most incredible way to experience Hostile Waters is by getting involved yourself.
Man an aircraft and take to the sky, gunning down bogeys in tandem with your hugely intelligent computer-controlled units. During the heat of a battle, there are few other games that equal Hostile Water's atmosphere and authenticity, its thrilling, adrenalin-pounding action and excitement. And there are so many different ways to tackle each mission. You can approach a level by building a squadron of helicopters, assigning them as your wingmen and navigating round a beautifully rendered coastline in perfect formation to flank the enemy, or just use a frontal assault of ground units, backed by air support.
Both ways will provide you with a completely different experience and set of obstacles to overcome, showing just how freeform and intuitive Hostile Waters is. But that's not to say it's not without faults, which is why I said it was verging on brilliance, rather than saying it is brilliant.
Firstly, it takes way too long to get your hands on some of the more impressive units and weaponry, which can make the first few missions annoyingly repetitive. Then there's the Al, which is undoubtedly some of the best I've ever seen during battles, but tends to be overly passive in less hostile situations. After you take out one of the enemy's bases, you'd think they'd come at you with all they've got to stop you regrouping and doing any more damage.
But more often than not, the enemy tends to just sit back and wait for you to come to them, which gives you more than enough time to gather resources and build up your attack force. While I can almost turn a blind eye to the two criticisms above, it's hard to ignore the fact that there's absolutely no multiplayer options to Hostile Waters, whatsoever.
Your property was freely available and that is why it was published on our website. The site is non-commercial and we are not able to check all user posts. Hostile Waters: Antaeus Rising screenshots:. Size: Related By Tags Games: Revolve. Amerzone: The Explorer's Legac. One of the things that holds Hostile Waters above its competition, by far, is its wonderfully intricate storyline. Hostile Waters is set in the near future in a world that is very different from what we would perceive.
The human race has progressed, thanks in part to nanotechnology and the assumption to power of a benevolent global government. Electricity, for example, is gathered in orbit and beamed down to the cities below. Airborne nanites are intentionally released to keep the populace healthy. Pollution, dirt and waste can be re-assembled by nano-sized machines into beneficial items like food and water.
In this haven, war apparently has been discarded. Yet, the world is too frighteningly utopian. The obligatory Ministry of War has turned into Ministry of Peace.
And the heavily centralized global government seems to touch on what was recently happening at the G8 summit. Globalization, it seems, has turned out to be a good thing.
Though the game does not say, we're called in to, I believe, question whether eternal socialism is a good idea. In most RTS games, you can amass a huge number of units and swarm an enemy. No explanation or rationale, for example in Command and Conquer, is given for why your barracks can miraculously churn out a few hundred grunts.
Cutscenes in Hostile Waters either illuminate on the game's backdrop, the various profiles of men under your command and the game's plot. Although by the end, they concentrate mostly on advancing the plot more than anything else. Hostile Waters carries the torch from a few genres. For one, it resembles a lot like Uprising or the more recent Battlezone 2. Secondly, its concept is a lot like the much-lauded Homeworld. Finally, it also has shades of camaraderie, found recently in games like MechCommander.
To combat the Cabal, the global government or council, known only to you as Central, raises a wreckage of a prototype nanotechnology-driven fleet carrier called the Antaeus. Indeed, that this weapon became the premier flagship of war before the human utopia, must have made some US naval personnel proud.
The carrier can defend itself, create units, gather resources and what not by generating craft of its own. Thus, if a harvester is needed, nanites can construct such an option based on energy you collect. You do not collect energy from mines but rather use technology to assimilate whatever wreckages or existing structures exist.
With that said, this part seems most like Homeworld. Much of the plot has you scavenging for technology to restore your Antaeus prototype to a fully functional status. With the help from a group called Minitech and raids on Cabal-controlled technology, you are able to slowly bring your carrier back to speed. No multiplayer option is a huge setback for any game in either the 3D shooter genre or in the RTS genre.
No joystick support is enough to make one raise his eyebrows when he needs to fly helicopters in a 3D environment using a keyboard and mouse.
The interface is fairly confusing at first, but you will get the hang of it by playing through the first few missions. There are tutorial text boxes you can use during the missions to get your bearings, although there are no separate tutorial training grounds. Using the mouse and keyboard, you will create, equip and command your units through each mission. From the War Room, you can view the mission map in a?
You cannot, however, control your units in real time from the War Room. Basically, you give them orders or set waypoints, then click "Leave the carrier" and watch them do hopefully what you asked of them. If you want a little more hands-on action, you can take control of any unit in a first-person, 3D view, where you can do things like dogfight enemy choppers or roll your scavenger over hills to gather energy units from the bits of metal found lying rather conveniently around the enemy base.
Of course, dogfighting enemy choppers using keyboard controls is tough enough to make you want to stick to the War Room controls and just watch the computer fight your battles for you, at which point you naturally lose a lot of personal involvement in the game. Another option is to use the Command Interface, which lets you give quick commands such as attack, pick up object, or scavenge from a small square area at the upper right of the screen.
After being trained to use the War Room and 3D controls for the first three missions, I found myself hesitant to learn the Command Interface, and when I did learn it, I often returned to the War Room to set waypoints and give commands there. Around the fourth mission, I started having trouble with the game spontaneously quitting on me. Experienced gamers will find the enemy AI pretty easy to beat.
As I mentioned previously, if you are patient and keep building units and scavenging resources, you can wear down the opposition in most missions without feeling your pulse quicken.
The 3D engine and virtual environment are among the few saving graces of Antaeus Rising.
0コメント