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+ beautiful bread crumbs effects
+ nice pause animations
- no combat effects Schreiter against Schreiter
+ game world and the trappings of a piece
+ thrills through crumbling fields
- only text messages
+ massive explosions at gunfire
+ nice, unobtrusive swing music
- total varied soundscape poor
- no voice
+ three levels of difficulty
+ very elaborate interplay of the units and buildings
+ good tutorial
+ very different maps (islands, landmasses, etc.)
+ maps must be unlocked
- but no info on how to get the maps
- only symmetric maps
+ credible AI at three levels
+ ai opponents makes on the two lower levels sometimes error
- no requests to speak or comments
+ schreiter, digger, guns and aviator perfectly matched
+ digger used in many ways, as the case
+ terrain tactically useful
+ pleasantly challenging campaign
+ especially battles with three or four parties thrilling
- fractions different only visually
- weak story
+ solo playtime around 10 hours
+ twelve cards for two, three, and four player
+ solo campaign with 24 missions
- no editor
Multiplayer: good 4 / 6
+/- multiplayer playtime around 6 hours
+ with real opponents, the already high gloating factor is even greater
+ hotseat mode
- the anonymous matchmaking, lack of chat.
Hundreds of units, gigantic battles, sea and air battles - all this you will not find in Greed Corp. But the proof that you can experience darn exciting battles with a single troop type.
In turn-based strategy game Greed Corp to build hexes raw material factories, throw each round you money in the collection plate war. So far, so classic. Only that this pounding "Digger" let Goofy each round sag the hex on which they stand. After no more than six laps the field falls through the floor and breaks with everything on it.
That does not sound terribly dramatic, but provides very fast for duly claustrophobia. The battlefields are in fact not very big. And, if a digger is once placed, it can not rip off, so jerky every round mercilessly deeper. About nasty strategists now blinking frantically determined an imaginary light bulb, "Hey, I could but ..." Right! If you place a digger as the enemy, is the completely defenseless and should move his units quickly before they tumble helplessly from the map.
But actually what units? Greed Corp knows exactly a troop type, the Strider. With the take a neutral or enemy hexes. To conquer a hex stand on the already hostile Schreiter, You must send the same number back. So there is no impregnable positions; when you save a field with the maximum possible 16 writers in, it can be cracked with also 16 writers in. Then the attacker no Strider remains, but your box is still gone. The winner is the last one still has at least one Strider or a building.
Finally, visit Greed Corp two buildings: weapons factories produce up to eight Strider per round. Stationary guns shoot a grenade two to five hexes that decimated on the target field Strider - and it does sag a bit. Especially common is the bombardment of a critical field anyway, because then fall crumbling adjacent hexagons also decreases. Theoretically, you can send seven fields, including writers in factories, Digger and guns to destruction so with a single hit! A hook have the guns, oh wonder, of course: Each shot costs reasonable amount of money (converted ten Strider).
I did not think that a strategy game with only one troop type so can make mood. But the idea with the destructible maps parts is simply brilliant and calls nasty decisions: Do I use really a digger in my tight outback, collect more money, but have no retreat area? Greed Corp plays with the natural claustrophobia and sets the really simple principle to almost perfect. So if you want to try something else beyond the extended strategy highways, you will experience an exciting tour here.
Score: 72 / 100
Sorry for my bad english.
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