Sometimes a great idea comes along, and you hope with all your heart that it's going to work. Impossible Creatures is one such idea. On the surface the concept is fantastic: genetically splice the most unlikely of creatures, come up with some outlandish creations, and then throw them into combat against other similarly modified mutants. What's more, it's an idea from Relic, the people who single-handedly revolutionised the space RTS genre with Homeworld.Sounds perfect doesn't it? Sounds like the sort of sandpit you could spend hours messing around in. Unfortunately it's just not.
Clean Up That Mess
The trouble with Impossible Creatures is that it is messy. Nearly every part of the game possesses some kind of niggly problem that eats away at your enjoyment.
Wear os download music. Mar 26, 2012 IMPOSSIBLE CREATURES is a 3D real-time strategy game set in the 1930's that pits the player against an evil madman in a desperate campaign across a chain of remote and diverse islands. However, Impossible Creatures' army building system is decidedly unusual. You pair up two creatures at a time and then mix and match their torsos and appendages to produce various types of combat.
We start with the obvious -the graphics. Despite the fact you can create a total of around 40,000 creature combinations, the majority of them look and act pretty much the same. Apple store games for mac. Essentially, every creature whether it's a hybrid of a monkey, tiger, fish, wolf or whatever, is an animal-shaped blob with vaguely discernible legs. True, the flying units possess a little bit more in the way of individuality, but wings aside, as far as the player is concerned their entire army is nothing more than one heaving entity of flesh and fur.
The AI isn't very well done in CC, so you are gonna have to play online with people. They promised us that it will be fixed in a later update. If you ever want to play with the AI, you can always switch between CC and any other mod including the original Impossible Creatures from the menu. Insect Invasion AI is currently the best.
Essentially the whole idea becomes pointless. All you need to do is churn out generalised unit types such as good close combat fighters, some kind of airborne unit, and effective long-range attackers, all combined, they are more than capable of taking you through the game.
Those hoping that Impossible Creatures would provide them with the chance to spend hours tinkering with DNA to find the perfect predator will be sorely disappointed. Quite simply, you will never find that dream.
Animal Instinct
So, when the novelty factor wears off what do we have?Well, we have nothing more than a basic RTS game. In fact, it's more basic than most. And is not a bad thing. Compared to the likes of American Conquest, IC is a breeze to get into.
The rudimentary resource management means you only have to worry about coal ' and electricity. The interface is easy enough to navigate your way around - even without going through the tutorial. The only real handling problem lies with the camera, which tends to jerk around and get stuck at the bottom of cliffs. Oddly we found that if you ignore the camera completely and just stick to the default view, it's a lot easier to see what's going on.
To its credit, Impossible Creatures is not short of options. Both the single-player skirmish mode and the multiplayer mode offer various difficulty settings, a reasonable selection of maps, eight different Al opponents, and the ability to import armies that you've previously built using the in-game creature editor.All in all, you can't help thinking that this is the perfect game for RTS beginners. The whole animal thing will certainly appeal to the under-tens anyway. Maybe that's what Relic had in mind all along. Macbook software, free download. A word of warning though; don't venture anywhere near the full campaign unless you've reached a competent level - your opponents here are totally ruthless to say the least.
Willing But Not Able
You sense that even the humour is geared towards a less-discerning audience. The self-deprecating Hollywood B-movie script tries hard to provide a bit of light relief, and in fairness, the irreverent banter between the two main protagonists, Rex Chance and Lucy Willing, is at times worthy of a chuckle or two.But even that side of the game wears thin. It's a bit like watching a Leslie Nielson film - eventually you see every joke coming a mile off. There comes a point where you can't be bothered to laugh anymore, and that point is reached fairly quickly.
Overall, IC is a huge disappointment considering how long we've been waiting for it. This is by no means a despicable effort, but you get the impression the developer had simply had enough and just wanted the game out the door. Relic is capable of producing much better games, and we can only hope that when Homeworld 2 finally appears, we'll discover where all their time and effort has truly gone.
I never thought I really would end up writing something as elementary as this, however, with the new influx of players has come the influx of people lacking knowledge of matters as basic as countering sonic, and thus I deemed writing this necessary. To begin with, you have 9 slots for an army. IMO, out of these 9 slots, you should have 3 early game creatures L1-L2, 2 L3s, 1 L4, 3 L5s. This is a fairly balanced layout, and one which should work just fine. Beyond the usual Melee, Artillery, Sonic, Ranged rock-paper-scissors interplay, there is another, rather more complex interplay behind what beats what. Any avid strategy gamers will instantly understand that Area of Effect ( AOE ) attackers, viz. artillery and sonic will be superb against cheap, weak creatures. Since each attack deals an amount to each creature affected and more the number of creatures, more the total damage, such attacks are by default immensely effective vs. crowds. Moving on, though, we come to the other side of the coin : Spam will beat power, i.e. high cost, high power creatures. This is because outnumbering has a drastic effect, as the power of the creatures rises with the square of the number of total creatures in the group. Let N be the initial no. of creatures. the power of the group is equivalent to n(n+1)/2 creatures fighting individually. If one more joins, then the power of the group is equivalent to n^2 + 3n + 2/2, i.e. n^2/2 + 3n/2 + 1, and the power rise is equivalent to n + 1 individual creatures. Thus, each creature you add to a group increases the power of the group incredibly, incredibly fast. This is why very soon the cost ratios add up drastically in favour of spam. On specific good combinations There are a few categories which work badly.. 1) Glass Cannon melee high DPS - Damage per second creatures
Microsoft Impossible Creatures
While low survivability can make sense on range, as in a way, staying away from the enemy is the ultimate defense, glass cannon melee does not make sense, unless it has reliable gap closers. 2) Tankish flyers With the turtle nerf, and AA buff, they are useless now. 3) Low level chameleon range Just no.
4) Micro intensive creatures With the state of lag atm , this is a fantasy for any one who is not Mut. 5) high melee ranged WHY OH GOD WHY DO YOU HAVE TO PUT LIOP HEADS ON LIOPALIENS ?!! Categories which work well in general : 1) Early frog range
Impossible Creatures Best Army Games
Can't touch this 2) Tankish sonic Sonic must be tankish. Don't bother going for larger sizes for more damage output, it's not worth it. 3) Long range art If you want art, put it on a diplo, behem, that sort of thing. Artillery is called artillery because its range is FUCKING LONG. 4) Horned late game melee
Impossible Creatures Best Army Song
If your level 5 melee lacks horns..slap yourself hard. then slap yourself hard on the other cheek. 5) Herding/Pack hunter The stat boosts are insane, never underestimate those two. That's all that I can think of right now, 4 am here, Sun Tzu loves you too.