My 10-Hour Tale – Planetary Annihilation: TITANS

First of all, I’ll say something that I’m probably going to say about a lot of the games I want to perform a 10-Hour Review on for Chains and Tales: I have a lot more than ten hours of game time with Planetary Annihilation. This is due to the fact that the original game (just Planetary Annihilation) came out before Planetary Annihilation: TITANS, and I played just under 40 hours of that. So, you could say I spent 10 hours playing with the big Titan toys. I’ll always be forthcoming about how much time I actually spend with a game, as I feel that reflects how much enjoyment and replayability a game has.

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PAT

Release Date: August 2015

System: PC, Mac OS X, Linux (Steam)

The term ‘spiritual successor’ is usually a positive term in the video game industry. It usually invokes the idea that a game has taken the theme or mechanics that one game had and built upon them to create a more refined experience. One example that gets thrown around a lot on the internet is that Bioshock is the ‘spiritual successor’ to the game System Shock: both are first-person-shooter dystopian survival and exploration games with deep atmosphere and one heck of a plot-twisty end-of-act-two. Another is that Undertale is a ‘spiritual successor’ of Earthbound in graphics, gameplay, and the wide range and contrast of emotions the characters and story produce.

So, when I say that Planetary Annihilation is the spiritual successor to a game entitled Supreme Commander, I really mean it. Like, really really. I mean it so much that I think Planetary Annihilation might have ‘spiritually succeeded’ more than a few game mechanics directly from Supreme Commander. Fortunately for Uber Entertainment, there’s a reason they didn’t get sued or anything. It probably has something to do with the fact that Jon Mavor, the lead designer and programmer for Planetary Annihilation, was also the lead programmer for Supreme Commander.

On August 15, 2012, Uber Entertainment kickstarted Planetary Annihilation with a goal of reaching $900,000. They well-surpassed that amount, reaching $2,228,000 via Kickstarter and an additional $101,000 through Paypal. Having earned the title of the 11th Kickstarter project to reach over a million dollars, was the investment worth it?

The Steam review boards are ‘mixed’. Actually, they’re currently at ‘mostly negative’.

For the base game, I mean.

For Planetary Annihilation: TITANS, the reviews are glowing and positive.

Because I had the base game, I was given TITANS for free when it was released, I believe. Or maybe it was the other way around. It isn’t DLC or an expansion, I guess; it’s technically a whole new game in my library. Why the base game is still available when the more advanced and updated TITANS is around is beyond me. There doesn’t seem to be any difference besides the missing Titans and an appropriately lower price tag.

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“YOU’VE NOT ENOUGH MINERALS.”

What makes Planetary Annihilation: TITANS into a ‘spiritual successor’? Just about everything, plus planet-hopping! But we’ll get to that.

Planetary Annihilation is a ‘massive scale’ real-time strategy game where you play as one of the titular commanders. These commanders are gigantic mechs that can build basic buildings and feature anti-air and anti-ground weaponry for fending off basic-to-mid game threats. Your goal is to destroy enemy commanders until you’re the last one standing (or your team is; there are also team battles as well, if you don’t like fighting alone). If your commander is destroyed, it’s game over. Oh, and all commanders explode in a nuclear blast when they die, so that’s fun. When failing, fail hard, I always say.

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Legate Junius go boom.

Unless you have a pretty beefy machine, playing with more than eight computer players on a map can really start to lag, so I can’t imagine doing it with human players. But it’s incredibly fun to struggle for territory on a tiny planet against two to three other opponents… At least until you can get into orbit and rain down lasers from the sky.

There exist many different types of units, organized by the way they travel: vehicles ride on wheels or treads (strong but more expensive than bots), bots walk (cheaper but weaker than vehicles), naval units float on water, aircraft fly (but are very vulnerable to anti-air), and orbital units orbit in their own sphere above the planetary battlefield.  They all have their own strengths, weaknesses, and counters, although I’m a huge fan of aircraft if you can give them the muscle they need to puncture through enemy flak cannons and missile launchers. Every type of vehicle has their own builder unit, too, so it’s not like Starcraft where you have to rely only on ground-based builders for all the hard work. It’s another reason I love air constructors in particular: they can go and build almost anywhere. But they’re excruciatingly fragile. There’s no bigger bummer than twenty or more aerial constructors all being shot down by two or three tiny enemy fighters in mere seconds. Basic constructors can build advanced factories, which can produce advanced builders that can build even more advanced structures and units.

You know where Planetary Annihilation borrows from Supreme Commander the heaviest? The economy system. Just like each other, there are only two resources to worry about: metal and energy. Metal is mined from specific points on the map, and energy is created through generators that can be placed anywhere. You can technically spend more than you are making in Planetary Annihilation. This will, however, decrease the speed of your unit building and structure construction accordingly, and possibly do you less than no good. You will be tearing across planets trying to reach for and defend every single metal extraction point possible. Why?

Because bigger guns.

Meet the Titans.

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Good morning, sunshine! Zeus says hello!

These mean machines are bigger than mountains (especially when built on particularly small planets) and can wreck shop like crazy. My particular favorite is the Zeus, essentially a gigantic floating fortress with a giant ball of electrical energy in between its arms that can decimate entire bases on its own. Get three of these and you can say goodbye to any enemy commanders who are dumb enough to share the same planet. The star-like Helios can teleport entire armies from orbit and deal with any orbital defenses on the way. The gorilla-like Atlas jumps once, and entire armies (and hemispheres) fall down. The Ragnarok is a giant drill that burrows down into the core of a planet and drops a very potent explosive that evaporates the planet (not recommended for home worlds). They’re awesome. They’re expensive. They’re awesomely expensive, and, for some reason, oddly fragile against prepared players. Even Titans must be utilized strategically.

I’ll repeat this again: why Planetary Annihilation had to be re-released as Planetary Annihilation: TITANS instead of including these units in an update or $10 DLC package is still strange to me. So if you’re planning on picking it up, make sure it’s TITANS. Maybe it was a Kickstarter tier thing.

Even with the Titans, Planetary Annihilation ‘spiritually succeeded’ Supreme Commander. But did it succeed? I remember playing Supreme Commander: Forged Alliances and having a ball with the Aeon Illuminate’s experimental units, especially its flying CZAR fortress. Every faction in that game had four, making for very unique gameplay. But no matter what faction you play in Planetary Annihilation, you’re stuck with the same Titans as everyone else.

But then there’s the aspect that sets this game apart from its predecessor: it’s set in SPACE. There’s no flat map here. Scroll your mouse wheel, and you can go from ground level to a view of your solar system. If you’re playing on a map with multiple planets, all it takes is your orbital builders to construct a teleporter on another planet, and you can zip your units there to continue the fight.

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If you can’t tell, the tiny ‘1’ and ‘2’ are landing zone locations on a single planet. That’s a lot of zoom.

On particularly small moons, you can even build Halleys (named after the astronomer and the comet). These are giant rocket engines that can alter the trajectory of the moon to crash into another planet, wiping out all life (and opposition) on both orbiting bodies.

But my favorite way to ruin someone’s day?

If you can play a game with a metal planet somewhere in the system (think the Death Star, only ancient and covered in ‘metal deposits’), all you need to do is construct five ‘Catalyst’ buildings around the planet’s northern hemisphere to activate it as a planet sized superweapon. Think ‘Starkiller Base’ from Star Wars: Episode Seven (although admittedly without the actually star-killing). The speed with which the ‘Annihilazer’ recharges is insane. I’d love to see other human players all struggling for control over the thing while simultaneously trying to stop other threats like the Titans or nuclear weapons from destroying them.

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Does this make us the baddies? Surely not. Mega-laser pew pew!

Oh yeah, there are nuclear weapons, too. And anti-nuclear weapon defenses. Kinda lost them among all the talk of Titans and super lasers.

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Nuclear weapons are RAD! And very expensive if you plan on launching more than a few at the same time.

Planetary Annihilation: TITANS is a giant game of chess set in space, and it’s the kind of RTS that’s still really fun to play single player. Yes, as I stated in my XCOM 2 review, I am a wuss, and yes, I like to play where I have 5 times more resources than my enemies just to crush them with an Annihilazer. But – and dare I admit this – I even like playing this game when the computer has more than a fighting chance. And I didn’t even mention the Galactic Warfare game mode that plays like Risk across a map of the galaxy with army upgrades and unlockables you can find to use in future campaigns. While yes, there is Galactic Warefare, the one way it fails to succeed Supreme Commander is a lack of any story mode or campaign. This game was made for multiplayer. In fact, Galactic Warfare was a stretch goal for Kickstarter, and while fun, it’s not much of a replacement for a Starcraft story mode experience.

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Battle and upgrade from star system to star system. Fun to play, but simplistic.

Despite this, one factor of a game’s success I’ve noticed is its ability to maintain its price point through a long period of time. Planetary Annihilation: TITANS came out in 2015, and it still goes for $39.99 on Steam. That should tell you a lot. I’d say pick it up immediately, but the Steam Summer Sale isn’t too far away, and I bet it’ll be there.

So, is Planetary Annihilation: TITANS a successful ‘spiritual successor’? The more I use the term in this article, the less I like it. My judgement is clouded because I see both strengths and weaknesses in Planetary Annihilation: TITANS and Supreme Commander. And succession almost sounds like the previous game has perished, never to be played again. And that’s just not true. In fact, TITANS makes me want to pick up Supreme Commander again.

Either way, despite tight hard drive space, I’ve reinstalled TITANS at least a dozen times since I’ve owned it just to play a round. If you love RTS games, pick up Planetary Annihilation: TITANS.

It’s just fun.

Review: 9/10

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