Grey Goo is a real-time strategy game (RTS for short) with roots in classic strategy mechanics. Utilizing traditional base building as its core, the game aims to reinvent the modern standard of RTS gaming by placing emphasis on tactics over micro-management. By freeing players from having to issue hundreds of orders in a match, each decision is made more valuable and can mean the difference between victory and defeat. At the heart of Grey Goo lie three unique factions whose functionality and strategies vary significantly from one another. Whether it's the adaptive Beta, the impervious humans, or the unpredictable Goo, players are sure to find the play style they're looking for. Don't get too comfortable though. Skill with your preferred faction is no replacement for truly understanding your enemy.
Well innovation in the RTS field is needed but I'm not quite sure what I just saw there. I definitely see some old C&C roots with emphasis on army and base building rather than micro battles, but... it all seemed extremely slow and to be quite frank - boring. The units looked unresponsive, maybe they're playing on normal and not on fastest
Wait... so if one race has to long distance mine to increase their income beyond their starting base, how can they possibly keep with the other two races in the late game?
On December 04 2014 02:55 imJealous wrote: Wait... so if one race has to long distance mine to increase their income beyond their starting base, how can they possibly keep with the other two races in the late game?
You can ask same question in SC2. If one race can just lift their main harvesting building to put it to other expansions and create free super workers how can other two races possible keep up?
The answer is that it is balanced in other ways. The Goo side does not have buildings at all but moves all the time.
On December 04 2014 02:55 imJealous wrote: Wait... so if one race has to long distance mine to increase their income beyond their starting base, how can they possibly keep with the other two races in the late game?
If you sacrifice structural symmetry to create unique races your game might suffer balance wise, but that can be acceptable if you just intend to create a fun, low-budget RTS game with no thought to e-sports potential.
"Betas are a really industrial society," Zoboki said. "They want function out of everything and rely on machinery. Their creations are important for function, not aesthetics. They rely more on their units than on their infrastructure and believe that machines are meant to be driven."
The Betas, he added, are the middle ground faction, the group that is most balanced between the defensive turtles that are the humans and the offensive grey goo.
The first step in establishing a Beta colony is to drop the headquarters and attach a refinery to it. The game automatically manages the creation of gathering units and their hunt for resources, leaving the player to concentrate on more important things.
The Betas rely on a system of hubs, each of which have a set number of nodes that can have buildings attached to them. These attached buildings can either expand the functionality of a hub or modify it. Attaching technology structures to a factory, for instance, allows you to build more things from that factory. Building more than one factory increases your production speed. Attaching stealth tech structure means that the units coming out of that factory can be cloaked.
Betas also have the ability to create outpost headquarters for forward positions, for instance.
Players don't have to worry about which factory can produce which types of units. They can just place their orders and the computer figures it out for them, also deciding which factory can produce units the fastest. If a player wants units coming from a specific factory, though, they can elect to do that as well.
"You can micromanage if you want to," Zoboki said.
Because the game makes use of terrain, it's important to keep a closer eye on your units as they position for a fight. In one example, Zoboki showed how his units could spot enemies below from a raised cliff edge, but those lower units couldn't see him.
"Without vision you can't attack," he said.
The same is true for forests and brush.
"When you think about war and battle, you think about fighting from the treeline," he said. "We wanted brush and forest elements to work on the map in a way that made them tactically important."
That means players can set up ambushes by having units lay in wait in a copse of trees.
Saruk "You might see a unit running from an army to the woods, but the question is, ‘Do they have units in those woods?'" he said.
Betas can build three sizes of their hubs, each with a different number of nodes for attaching buildings: two nodes, four and six.
The beta units are mechanized and have the ability to mount to walls. So an artillery unit could mount to a wall and effectively become a turret, giving them an increased defense ability until they unmount.
Each of the game's factions also has a single epic class unit. The only one I was shown was for the Beta. The Hand of Ruk is a massive floating production facility that has six mounting slots for units to turn it into a factory and battleship.
"Creating it consumes a massive production facility," Zoboki said. "So you're making this trade-off of having a production facility or converting it into a floating fortress that can produce units. It has the benefits of a wall, so you can mount units and it comes with a massive battle canon.
In this future, humanity has learned from their mistakes and become "extreme tree huggers."
"They like things that are beautiful as well as functional."
Where the Betas have the ability to create outposts and build factories around a map, the humans can only have a single fortress.
"They have a main headquarters and every building has to attach to that, expanding out," Zoboki said. "It's a little Tetris-like, you have to find the best fit for the buildings."
Humans are masters of teleportation, which comes in handy because over the course of a match you'll likely want to move those buildings around to make them better fit into one another.
"You can throw a ground turret near a base and then take that turret and teleport it," he said. "You can do that with any buildings and it's a very small cost to move.
"There's a lot of gameplay in how you arrange your base. It's a really fun element of gameplay."
Because the human faction was designed to be the turtle of the game, their base is designed to play a bit like a tower-defense game. While humans can pass through their own walls, no one else can, so humans can create channels that force enemies through maze-like passages loaded with turrets.
While the humans can't build outposts, they can extend their base a bit by laying down conduit lines. This allows a human player to drop down relatively remote turrets or power grids. However, if they conduit is attacked and broken, the structure loses power and stops functioning until the line is repaired.
"This means you have to start thinking about how to design a base with redundancies," Zoboki said. "It's a tactical element of the game."
One of the big strengths of the humans is that they can use teleport facilities to teleport units anywhere they can see, though teleporting is one way.
All of the human's units are drones, with one exception: The alpha.
Zoboki declined to explain what the alpha is other than to say it is the human's epic unit and the only time a person enters the battlefield.
While humans and betas both have an interesting take on strategy and warfare, neither are as game changing as the title's namesake: The grey goo.
Highly adaptable, flexible and mobile, the goo is designed to completely change the way you think about strategy gaming.
The goo faction starts with a single mother blob. To grow this blob a player maneuvers it over a resource area and simple sucks up the resources. The bigger it gets the more it can break apart and form new units.
"The mother goo is a refinery and a production facility unit in its own right," Zoboki said.
The faction has no structures and really no rules of movement. Goo can slide down hills, over cliff edges, through trees, across rivers. The things that stop other factions in their path are no hindrance to the goo.
Because they have no structures, they have no base, so attacking them and taking them out becomes a hunt instead of a siege.
Once separated, the smaller goo blobs can mold themselves into units, though this is a one way trick. Once formed, the goo unit can't turn back into a blob. These units are highly specialized and afforded their own special powers. For instance, the scout can see into terrain that would be typically blocked from the ground, essentially giving you an aircraft view of the area.
When a goo consumes an enemy unit or resources it heals all of the goo around it. And the goo grows and shrinks depending on whether it's consuming or splitting off.
Well, I have yet to see any of the Goo players win anything in these showmatches. But my theory is that they are harder to play and these guys suck. I hope they can put out some videos with some good players, these guys have 40 apm. No matter what they say, there is a lot of micro potential in the game (just not with individual units) as well as multitasking. They just need better players to showcase these.
They seem to have borrowed a healthy dose from Earth 2160. All three races have very similar counterparts in Earth 2160 (Yeah, even The Goo). Not saying it's a bad thing though because Earth is a great game.
On December 04 2014 18:21 ahswtini wrote: so this is the old westwood team?
This is what I found about them in another article: + Show Spoiler +
Petroglyph Games is a direct descendant of Westwood Studios, the developer that helped create the RTS genre with Dune II and then helped take it mainstream with Command & Conquer. Petroglyph emerged after Electronic Arts acquired Westwood and tried to relocate the longtime Las Vegas developers to EA's Los Angeles facilities. The impending move (and the L.A. real-estate market) forced the remaining Westwood vets to choose between their lives in Vegas and an uncertain future at EA Los Angeles. Westwood's core team to make a hard choice about their future, and Petroglyph was founded by the team that stayed behind. Since then, Petroglpyh have been one of the few independent RTS studios.
On December 04 2014 19:46 Faruko wrote: C&C creators ? give me now :D
Well it comes out in 1.5 months. Maybe there is a beta that one can apply for.
I agree with you. Especially this Goo player fucks up even more. This video confirmed that Goo takes more apm to play. And more Mother Goo he makes he falls more and more behind in macro as he does not know how to manage them well.
And Goo units before morphing can go over any mountains, he could get a couple into any base, morph into units and harass all the time.