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 Home -> Reviews -> Hostile Waters: Antaeus Rising
Hostile Waters: Antaeus Rising By John "Award" Del Percio, July 5, 2001
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Developer :Rage Software
Publisher :Interplay
Release Date :Late June 2001
Demo Available : Yes - Download
Table of Contents

· Introduction
· Closer Look
· Facts
· Final

War and Peace and War

Lately, it seems most games seem to be taking the hybrid approach of merging genres. Every gaming genre has been mixed with every other genre this past year, though the idea to give the player control of units in real time strategy games is hardly a new concept. I can recall games dating back as "Machines" a rather strange (and poorly designed) 3D RTS which attempted to give you control of your units. It was somewhat fun, but it had some major flaws. The first was that you gained no advantage by taking control, and the second was that if you took control of a unit, you weren't able to control your other units, leading to your ultimate death. There were even rumors that Total Annihilation 2 (never existed due to the closure of Cavedog) would have featured a similar interface. A few other games attempted this, and all of them were terribly flawed. I, and most avid RTS gamers, began to wonder if it could ever really be done, or why it should ever be done. After all, RTS is all about strategic planning and tactics, there's hardly any room for a trigger finger, is there?

Unit Construction
The docks
Need a lift?
Scavenging

Antaeus Rising tries to be the next leap in FPSS (First Person Shooter Strategy) games. Antaeus introduces a number of features that attempt to overcome the barriers previously encountered ranging from the direct ordering system to the detailed control and "feel" of the units. The direct order system finally gives a rather well defined way to control other units while in control of a vehicle in first person mode. You simply need to press the number of the vehicle you want to order, and the corresponding number keys to give them orders such as "move to my position", "attack my target", etc.

A nanobot
Pretty sparks
Hillsides
Hovertank Salamander

The vehicle control is also extremely realistic in terms of the physics of it. Tanks have slow acceleration and braking speeds, they sort of glide in the direction given, and roll back when on hills (even flip over when going up too steep.) Helicopters have all the proper physics as well. Details such as being able to airlift units to other locations truly add to the realism of the game, as does the day/night cycle and weather occurrences. Though, none of this is the interesting part, now is it?

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