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There are the basic cannon fodder robots, but you can build ships, planes, towers, tanks and more! Total Annihilation has an extra element of strategy in that the terrain can also affect the battle. There is a nice selection of maps and this can greatly alter the kind of battle you will have. For example, if a map has lots of slopes on it, unless your tank, for example, is all-terrain, it will not be able to go up it.

Things like this really keep you on your toes and force you to keep gathering resources so you can improve your army. The campaign is a great deal of fun. You also have a skirmish mode that lets you tinker with various things such as difficulty. This is a great way to learn how to get better at the game.

It would certainly make my top 10 of all time! That is how much fun this game is. Even for a game from the 90s, the presentation has actually aged really well. Add to that the fact that the gameplay is easy to get to grips with, but very in-depth and you have a truly awesome RTS game. Six years ago, at a time of high excitement for the real-time strategy genre, a good-looking click-and-drag number was released called Total Annihilation.

Slowly, however, the game began to reveal its true depths. Six years on, Total Annihilation has proved to be one of the most enduring and playable RTS games ever.

Mods and total conversions are still in production, new units still appear on the Net on a regular basis, and the game is still played by hundreds of fans every day - which is more than can be said for contemporaries like Quake II and Age of Empires. Few would argue it's one of the best RTS games ever constructed. Total Annihilation's basic strategy was to advance the existing RTS blueprint in every possible direction.

TA's chief architect Chris Taylor is candid about his inspirations. In order to fulfil his dream of "making things blow up", Chris called an old friend from his days working at Accolade, Shelley Day, who, along with industry legend Ron Gilbert of Monkey Island fame , ran kiddie software developer Humongous Entertainment. Ron Gilbert was keen for Humongous to branch out and set up a division geared towards a more mature market, and Chris's idea of "the ultimate war game" seemed to take root.

Soon after, Chris was drafted in to lead the development on the studio's first game, Total Annihilation. All that was left apart from development was to come up with a suitable studio name.

In the end it came down to a flip of the coin. Heads, it was Frozen Yak; tails, it was Cavedog. The sheltered canine won. These included true line-of-sight, proper ballistics and even wind and water effects. When a unit fired, we wanted its weapon barrel to recoil, a muzzle flash and smoke.

The shell would then fly in a perfect arc and when hit, a unit would jolt. When we had all the physics and basic graphics done, it was then just a case of sitting down and writing the game. With most rival games offering less than half the content, you'd assume TA was a nightmare project. The game featured land, sea and air units.

Surely the more physical objects a game has, the harder it is to build, test and balance? We had a bunch of different schedules, but in the end it was just a giant sprint to the finish line. There are always problems, but nothing we couldn't overcome. And there were a lot of things we wanted to include in the game that had to be scrapped. Despite the inclusion of Mech-style walker units, tanks, planes, ships, static gun emplacements and all the required buildings to create them.

Chris felt early on in TA's development that the game lacked a certain something. I wanted to take you to the battlefield and involve you at a more personal level. That's when I thought of the Commander; the ultimate end-all unit-you.

One of TA's true strokes of genius, the Commander was central to the game. If he died, it was game over - but he wasn't a typical desk-bound general, hidden away and protected. He could build all the basic level units in the game faster than any of the Construction bots.

He could reclaim resources from the battlefield, repair, cloak and detect enemy units and walk underwater.

Best of all, he was well armed and fully armoured, with the game's most powerful weapon - the D-Gun. However, in spite of their awesome capabilities, it's not the Commanders that Chris remembers most fondly from the game, but the humble KBot - the lurching, stumbling metallic foot soldiers of TA. Some people like conventional units: others prefer ones that are more unique. Units are like toys: no matter how many you have, you get bored with them.

Ergo, the more fun units you have, the less chance of falling asleep at the keyboard. Soon after TA was released. Cavedog began releasing units for download from its website. The aim might have been to stave off player boredom, but the result was a rapidly ballooning and hugely loyal fanbase. Frequent forum visits from the Cavedog team also fed this phenomenon, as did the popularity of the 3D unit viewer released before the game.

In the end. I was blown away and never expected the game to take off the way it did. The multiplayer was very important for that, and after it shipped, it was even more important than we first thought. Software Images icon An illustration of two photographs.

Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Annihilation Item Preview. EMBED for wordpress. Want more? Players will be able to conquer other planets and even entire systems on maps said to include "hundreds of worlds", through the Galactic War. These planets are dynamic in that they can be 'annihilated' using other planets or catalysts, a major focus for Uber Entertainment.

The game's creators stated that Planetary Annihilation will resemble something of the real-time strategy Total Annihilation as its focus is more towards 'macro' gameplay as opposed to 'micro' gameplay. In development updates, Mavor has commented that "a million" in-game units is a design goal of the development team. The player s lose when their last commander is destroyed. Development Jon Mavor wrote the graphics engine for Total Annihilation.

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