Review: Grey Goo

It saddens me to no end that the RTS genre has fallen to the wayside as it has, so I try to snap up any decent-looking one I can find.

Enter sci-fi RTS Grey Goo.

Lucy Tak in Grey GooI’ll say upfront that this review focuses on the single-player campaign. I’ve heard it said that the multiplayer community for Grey Goo is virtually nonexistent, and I didn’t have much interest in playing it competitively anyway.

Grey Goo centers on the conflict between three races: a ragged group of alien refugees called the Beta, a hyper-advanced far future version of humans, and the titular all-consuming nanotechnology.

Interestingly, we first experience the game through the eyes of the Beta, not the humans. The Beta have spent generations fleeing across the stars to escape something called “the Silent Ones.” When hostile probes begin appearing on their world, they fear the Silent Ones have found them again, but the new threat is discovered to be something altogether alien to the Beta — though rather familiar to players.

And through it all is the rising danger of the Grey Goo, a ravenous breed of nanotechology consuming all in its path to attain some unknown goal.

Based on the setting and the trio of races, I had expected Grey Goo to be something of a StarCraft clone, but it turns out to play more like the old Dune or Command and Conquer games. I have since learned a lot of former Westwood people worked on Grey Goo, so that explains that.

A human base in Grey GooIt’s not my favourite style of RTS, but with the genre flagging as it is, beggars can’t be choosers, and it’s been so long since I played a game in this style that there was something pleasantly nostalgic about it.

There’s just one resource to gather, catalyst, and the races aren’t terribly distinct. Beta and humans play pretty much the same with only subtle differences.

The Goo are a bit different. Their units are still fairly similar to those of other races in a lot of cases, but there are more deviations (the Goo, for instance, cannot field air units), and their economy is completely different. There are no structures, only protean blobs of Goo that then transform into units.

Each race can also field epic units, which are akin to Age of Mythology’s Titans. They are very difficult to create, but nearly unstoppable once produced. Although Goo were my least favourite race to play, their epic unit, the Purger, was the most fun for me. Nanotech Cthulhu.

This is a rare case where I actually liked the humans best. An interesting twist is that in Grey Goo, humanity plays the role of the super advanced aliens, with the Beta technology being far more basic and rough around the edges. At one point a human dismisses the Beta as primitives by saying, “They’re still using bullets in their guns.”

The Hand of Ruk wreaks havoc in Grey GooI mostly enjoyed the campaign, but it does suffer from two major flaws, which sort of feed off each other.

The first is that it’s very short. There are only five missions per race, and I was able to finish the entire campaign within ten hours.

As a result, it can also be quite rushed. There isn’t enough time to fully flesh out the characters or develop the story arcs.

The other issue is that this is one of those games that really throws you into the deep end and hopes you learn to swim. This is true of both the gameplay, as Grey Goo does offer a relatively steep learning curve, and the story, which throws you right into the middle and leaves you to try to figure out what’s going on. It took until midway through the final campaign for me to get a clear picture of Grey Goo’s backstory and what was really going on. This is undoubtedly the result of how small the campaign is.

There’s a DLC campaign, Emergence, to help flesh things out, but it’s quite brief, so while it does add some welcome insight into the events of the campaign, it doesn’t do much to help the game’s length issue. It’s also very difficult and thus somewhat frustrating.

A cutscene in Grey GooThere are a few other hiccups, as well. The mission design is old school in the extreme, with nearly every mission being some variation of “go destroy the enemy base.” The difficulty is a bit oddly tuned, too, with some missions being fairly simple, but others, especially near the end, being incredibly frustrating even on the easiest difficulty setting.

That said, once you finally figure out what’s going on, the story of Grey Goo is pretty interesting, with some good twists and excellent use of its core sci-fi concepts.

This is definitely not the same style of sci-fi StarCraft is — IE just fantasy with space ships and guns — but a game that is serious about its science fiction. Grey Goo is about as close to hard sci-fi as I’ve yet seen in a video game. Which still isn’t that close, but still.

Putting aside the issues mentioned above, the storytelling is of a high quality. Cutscenes are frequent and spectacular, and the voice acting is very strong.

Despite some stumbles, I would like to see a sequel or expansion to Grey Goo. There’s a really interesting premise here, and the world needs more quality RTS games.

Overall rating: 7.3/10

Also, because I can:

This is how you get Grey GooI’ve only ever seen one episode of Archer. The ants thing was the only part that made me laugh.

SW:TOR: Altitis Update and the Power of RP + A New Writing Gig

You know, I was starting to feel like my alt addiction was finally coming under control. I haven’t started a new character in WoW in ages. I’ve only bothered to gear up my rogue in this expansion. In months of playing Elder Scrolls Online, I’ve never even been tempted to start another character.

My Jedi consular claims his lightsaber in Star Wars: The Old RepublicYet Star Wars: The Old Republic has triggered a severe relapse. Blame the unique stories for each class, I guess.

I’ve been experimenting with Republic classes. Trooper won the poll from my last post, so I tried it first, but after playing it through the first planet, I wasn’t overly enamored with it.

So that left the Jedi classes. I decided to do what I did with the Sith and play them both to about level ten.

What I had heard from others is that the consular story is pretty boring, while the knight plot is far more epic and exciting. Maybe that’s true later on, but to start with, I found the consular story a lot more compelling.

The initial knight storyline is just an incredibly straightforward “here are bad guys, go kill them” story. The consular’s has a certain degree of mystery to it. A lot of delving into lore and history and such.

I’ve also come to the conclusion I have a strong dislike for the male knight voice. Maybe I should have rolled female for that class.

My Jedi knight in Star Wars: The Old RepublicOf course, I’d already experienced the mechanics of both classes while trying their Sith equivalents. I already knew I liked the knight/warrior mechanics. Yet something interesting happened with consular. A class that I disliked as a Sith was actually fairly fun as a Jedi.

Of course, they’re mechanically identical. Only aesthetically different. Yet somehow that’s enough.

I think a lot of it comes down to expectation. When I think Sith, I think unbridled fury. I want to wade into the fray and impose my will upon enemies. So when the inquisitor was more about force powers than lightsaber techniques, I was disappointed.

Yet Jedi are far more calm and spiritual. For them, it makes sense to focus more on mental disciplines.

Consular’s spells are also more based on telekinesis. Again, mechanically identical, but I find hurling giant rocks at people more interesting than the lightning powers of the Sith, which end up feeling like what you’d see from any mage class in any other MMO.

So not only do the consular’s force powers not bother me as they did with the inquisitor, I even ended up choosing the sub-class more focused on spellcasting.

My agent and Vector Hyllis explore the ruins of Taris in Star Wars: The Old RepublicI have been noticing for a while that — at least for me — role-play and head canon can make a big difference in how I play and what I enjoy in games.

For example, as a rule, I’m not fond of farming for resources or putting much effort into crafting. Yet I’ve been spending a lot of time doing just that in Elder Scrolls Online. Part of this is due to ESO making that a more rewarding activity in general, but a lot of it is down to the simple fact I play a Bosmer. It makes sense for a tribal hunter-gatherer to be living off the land and gathering and crafting her own supplies.

I noticed something similar in Dragon Age: Inquisition. Playing as a Dalish Keeper, I didn’t mind so much harvesting supplies from the wilderness. Again, it’s just what they do. Whereas on my Qunari, I really did view it as nothing but a chore.

I’m sure I could think of lots of other examples of RP altering my play preferences. I know it influences my zone choices in WoW. I wonder if anyone else finds this to be the case? It’s probably just me being weird again.

So, anyway, right now, it’s looking like my Republic main is going to be a Jedi sage. Right now I’m playing him mainly light side, though I don’t plan to be too rigid about it. I will definitely deviate from the Jedi Code from time to time, because there are some aspects of the Jedi philosophy that are just so powerfully stupid and wrong-headed I could never force myself to follow them.

My Jedi consular in Star Wars: The Old RepublicMy general thinking is he is a proper spiritually enlightened type. Taking a bit of inspiration from the Diablo crusader. He’s calm, wise, and compassionate, but still down to earth and approachable, with a good sense of humour — I like taking snarky conversation options where possible.

Meanwhile, I also decided to go back to the inquisitor long enough to finish Korriban — mainly for the payout of Cartel Coins, paltry though it may be — and now I’m wondering if maybe I do want to play it after all, despite my previously deciding to focus on the warrior.

I still wish for more lightsaber-focused abilities, but maybe what I have is enough. And I really like both the story and the voice acting for the inquisitor. Warrior story and voice acting are decent so far, but inquisitor really grabs me.

But I really do like Vette…

As an aside, I realize this is somewhat subjective, but it seems to me like the first companion for almost every class, well, sucks. I’ve played six classes far enough to get a companion, and of them all, Vette is the only initial companion I like. Qyzen and Khem are bland one-note characters, Kaliyo is an unrepentant psychopath, Aric is just a prick, and the first Jedi knight companion is an appliance.

Companions are also my only major reservation about choosing consular over knight, because I know knight gets Jaina Proudmoore as a companion later on.

My Sith inquisitor battling droids in Star Wars: The Old Republic(Yeah, I know her name is Laura Bailey, but she’ll always be Jaina to me.)

Agh, I’m so confused. I want to play everything!

A new writing gig:

In other news, I have just started on a new game writing gig. From here on in, I’ll be contributing regular content to the newly launched site MMOBro. My first contribution is Six MMOs to Watch in 2016. From fresh titles to older games with exciting new developments.