Showing posts with label about starvoid game. Show all posts
Showing posts with label about starvoid game. Show all posts

Monday, 31 December 2012

Starvoid Game Info


Starvoid's simple, fast, multiplayer-oriented MOBA-RTS hybrid gameplay has the potential to fill an underserved niche. It's possible that Starvoid is a kinder, gentler answer to the intimidating complexity of Dota 2 and its ilk. There's just one small problem: almost nobody is actually playing it. For a multiplayer-only game with no bots, that means whatever possibilities might've existed go up in smoke. It's like a new dance club with a theoretically fabulous floor plan but nobody to dance with.

Starvoid, the multiplayer real-time strategy game from Zeal and Paradox, promised a cure for my situation. It featured short, fast-paced battles, very little faffing unless you wanted to, and a vast array of upgrades and class builds for those looking to really get stuck in.

On the surface it looks a bit like a mash-up of StarCraft II, Dawn of War 2, and League of Legends, though the inevitable comparisons to the latter are superficial at best. Given its peers -- or rather, the competition -- it may not be the easiest sell, yet it has a lot to offer.

The problem with being a wee bit lazy is that tasks mount up like an ever-increasing pile of responsibility; the result is that I frequently find myself rather busy. The long-term investment required to get the most out of the majority of multiplayer strategy affairs means that I often find myself unable to get into the more competitive side of one of my favorite genres.


Starvoid is a game of outright conflict. There's no base building, resource gathering, diplomacy, or research in the dust-covered, industrial battlefields where the title's colorful classes clash. I like building a big base and covering it in turrets as much as the next man (if he's an engineer), but sometimes I just want to rush into battle and cause a bit of havoc, and that's what every match in Starvoid is like. 

In lieu of a base, players control a commander -- a tough, versatile unit which can spawn robotic allies and utilize special abilities. Commanders come in a variety of flavors: assault, engineer, infiltration, and ordnance, and while all of the classes are familiar, they can be upgraded in a way that changes their function entirely. The assault class is a close-range combat unit; the engineer likes his buffs and heals; the infiltration commander is a stealth assassin, hunting foes from far away and vanishing in the blink of an eye; and the ordnance class is built around using heavy artillery and bombarding foes from safety. 

My preference was the assault commander, and for most of my matches I played him like a tank, running up to my foes and smashing them with my oversized hammer. Yet a trip to the armory to rebuild him left me with a very different unit -- one with a solution to a major issue I was having. You see, whenever enemies would see me running at them yelling like a maniac, they fled, and rightly so.

Usually their goal was to reach their spawn area, their base I suppose, where permanent cannons would destroy me in seconds. With my rebuilt commander, this problem became a boon, as I was now using a sword which did extra damage from behind. So these fleeing foes would be bringing about their demise all the more quickly.