![]() ![]() And along with skirmishing in Command and Conquer 3, revisiting the Battlezone Redux campaign, and faffing around with Total Warhammer 2’s DLC, I decided to pick up Hunter/Prey, a new DLC scenario for Ashes. Normally, multiplayer is really important to me, but I’ll admit that I’ve stepped back from that for a bit. It has its issues (some sort of ferrying system still feels badly needed for instance, and I want new, higher tier air units) but overall I’ve had fun playing skirmishes in it and a lot of its ideas are interesting. Ashes, to me, has been an interesting experiment and is a game I find myself coming back to now that I have a PC capable of running it moderately well. ![]() ![]() It’s a limited, hard-choice resource in this otherwise sprawling game about abundance and excess). Supply lines, support powers, Victory Points, and one of the most interesting resource systems I can recall in modern RTS (I’m talking about their Quanta resource, which is used to drive support powers and unit upgrades, and also to increase population cap. They all share parts of TA’s venerable and beloved DNA.Īshes, to me, was kind of like proof that you could do things differently. Up until Ashes, it was pretty much a given that large-scale RTS would look like Total Annihilation: you saw it in Supreme Commander, in Planetary Annihilation, Zero K, Rusted Warfare, etc. Ashes of the Singularity is Stardock and Oxide Games’ unique take on the large-scale RTS.
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