Perimeter is a 3D real-time strategy game that plays a bit differently than
other games in the genre. Sure, you still have units, structures, and resources,
but it is in how these elements are utilized that Perimeter separates itself
from its sci-fi RTS brethren.
There is a single resource in the game, energy, and to produce it you build
special energy core structures. The catch is that these energy cores draw their
power from the ground on which they are built, but the ground is seldom flat
enough to build on. The fully 3D maps are filled with mountains, gullies, and
other terrain features that are not conducive to base-building. That’s where the
game’s terraforming feature comes into play. In Perimeter you can designate a
swathe of land for flattening and special robots will go to work to transform a
mountainous landscape into flat plains. It’s actually pretty cool to watch the
robots at work as they will dig pits in the surrounding terrain to collect the
dirt that they need to create a nice smooth surface.
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| A base puts up its shield. |
There are several reasons why you’ll need to carefully plan your terraforming
projects instead of taking on a grand campaign to flatten each world you
encounter. First of all it takes these robots a little time and energy as well
to flatten the terrain and it won’t do you much good if you’ve got robots all
over the place haphazardly flattening terrain. Also, the energy cores will only
produce energy when they are placed within the transmission radius of another
core and your core network must link up with your “frame”, your mobile
mothership/town hall structure, so you need to expand in a methodical manner.
Finally, Perimeter derives its name from a special feature of the energy cores.
You can use your cores to create a force field around your base that will keep
all enemy units out. The force field requires a tremendous amount of energy to
sustain, but it can be a godsend in a pinch. Of course you’ll need to plan the
layout of your cores well so that you don’t leave gaps in your perimeter field.
Perimeter also takes a different approach to unit building than most other RTS
games. Instead of providing an array of specialized units, Perimeter has only
three basic unit types, soldiers, officers, and technicians. These robotic units
are very versatile and can be combined to form a myriad of unit types – snipers,
rocket launchers, tanks, choppers, and more. All it takes is a little bit of
energy and the presence of the requisite structures and you’ve got a very
dynamic and versatile fighting force. On the downside, once you’ve got this
force in play it can be a little difficult to control. The first issue is that
the units are tiny. Sure you can zoom the camera in, but at the standard zoom
level that gives you a practical field of view, many of the units literally
appear as dots on the screen. Once you find and select them they’ll be
surrounded by a HUD-like green marker, so most of the time it feels like you’re
moving around triangles and circles instead of transforming robots. Also,
there’s none of the standard grouping and unit management features that are
pretty much the de facto standard for the genre and far too often I found myself
hunting for units when I needed them the most. The last issue I had with the
units was with their AI. The pathfinding is too direct and single-minded in that
units will struggle to cross mountains in their path rather than take an easy
shortcut through adjacent flatlands. I’ve also seen units follow each other
lemming-like to their doom through the holes and gaps in the “floating” maps.
Also, while the AI does have the concept of the benefit of concentrated fire, it
follows it to a fault. When faced with an enemy mass of low-level units you’ll
see your entire army haphazardly concentrate its fire on one enemy at a time in
an orgy of overkill.
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