There are no “worker units,” so resource harvesting is more of a “set it and forget it” situation. The Beta and Human races place Refineries down with Extractors over resource areas, while the Goo has their Mother Goo unit hunkered down on top of them. There is only one resource, called “catalyst.” Catalyst exists in certain areas around the map and needs to have a structure on top of it to harvest. Matches focus around gathering resources, building armies, and then destroying the opponents. Luckily there is an in-game encyclopedia to help players understand what units do and how each race works. However, while the player can jump straight into the Goo in any skirmish, the Goo campaign, which helps teach players about the mechanics and strategies, is locked behind two other campaigns. They are by far the most mechanically interesting race in the game, the most aesthetically pleasing, and the game is named after them. The inherent problem is that logically, everyone will want to play as the Goo. It is disappointing to say the least, especially since the cliffhanger it uses is so clichéd in nature. While the cutscenes are absolutely stunning, the campaign unfortunately ends with a cliffhanger, perfectly setting the game up for a sequel or an expansion (my guess would be on the latter). There are fifteen missions total, with five dedicated to each race. Some missions are incredibly repetitive, which is why I recommend playing on Easy or Normal difficulty and just getting through to the cutscenes and messing around with the units. Missions generally last between 30-60 minutes, depending on playstyle and the difficulty selected. The campaign does give a relatively stress-free environment to play with the units and experiment, at least. Mission types can be varied, but tend to not stray far from destroying the enemy or defending an area. The difficulty can be adjusted for each mission, so if a mission is too difficult, players can drop the difficulty down a level when needed. The campaign would be rather lackluster if not for the cutscenes to keep the player interested. Grey Goo‘s plot revolves around the three factions, Beta, Humans, and Goo, fighting for control of the planet Ecosystem 9. The opening cutscene is guaranteed to bring most players right in to the plot, however whether or not they care to stay is another issue. Right from the beginning the game hooks the player with its visuals. Anyway, all I’m trying to say here is watch where you step.įirst of all, the cutscenes in this game are gorgeous. Like a ball of goo, I have watched the life of Grey Goo, a new real-time strategy game from developer Petroglyph, expand with enthusiasm, begin rolling, and slowly but surely lose mass as it turns into a tiny goo-ball that no one really notices anymore.īut the goo-ball is still a decent goo-ball! Sure it’s missing a big part of what made it so appealing in the first place, but it’s not like it disappeared completely.
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