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Interestingly, and oddly fitting, The Red Solstice 2 is a resurrected mutant offshoot of a cancelled shooter project by the studio called Solstice Chronicles: Survivors. Fun as the first was for a session or two at a time, levelling up and repeating familiar maps eventually became a bit of a drag. I'm hoping that this sequel will be able to retain the feel of the original's combat, while providing more interesting missions and long-term goals. The twin-stick shooter spinoff Solstice Chronicles: MIA wasn't bad either, but it was an odd move away from the very distinct style of the original. While well received, the original Red Solstice never really caught on as well as I would have liked. While the original game was just played across standalone, semi-procedural missions (and a short solo campaign), the sequel has a full strategic layer with research, construction and penalties for failing or ignoring missions.ĭevelopers Ironward have had some ups and downs. While solo, players will be able to control an entire squad of armoured troopers, while online play lets you (and up to seven others) jump into another player's campaign mid-mission to provide support as a single soldier. The gloopy, fleshy alien biomass spreads along walls, spawning defences. It all looks like fighting StarCraft's Zerg, only up-close and personal, instead of at an abstracted, strategic scale. Ironward's upcoming sequel is broadening its scope, offering similar real-time co-op (or solo with slow-mo) tactics, but attaching it to a dynamic campaign map inspired by XCOM, with your forces trying to push back a tide of mutant biomass devouring Mars. The first Red Solstice was based directly on the Night Of The Dead mods for Warcraft 3, a tactical squad monster mash that could be described as a one-sided MOBA these days.
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Alien-mashing strategy sequel The Red Solstice 2: Survivors is due out later this year, and is far along enough in production now to show off.
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