![]() Are you winning in the middle? How fast are the side-lanes progressing or retreating? What are the enemies upgrading? This is actually the part I like most about Survival Chaos: You have time to think about what to do. We also see early on that you can do a lot of manual defending: You can control which enemies your towers shoot at, your central building has a defensive spell to damage incoming enemies, and you can buy extra units to help defend your base.īut mostly you just spend a lot of time observing how your various fights are going. (Phoenixes in this case) Otherwise you just have a couple buildings and you can decide which buildings to upgrade or which upgrades to research. At first not much is happening, other than the choice of which “bonus” to go for. Before we go any further though, let’s just watch a video of someone playing the game: You mostly make decisions about the macro: When to invest in your economy, what units you should invest in, what upgrades you should get. You just build buildings, the buildings automatically make units, and you watch the units fight automatically. The basic idea is to make a RTS where you don’t control your units. In StarCraft 2 it’s called “Tug Of War” so I’ll go with that. I am not sure if the genre has a good name yet since it’s never been big. (I was able to find a very similar map called “ Pokemon Defense” from 2010, but that’s about it…) The history of Auto Chess, the other recent genre to come out of Warcraft 3, is almost completely lost. It’s rare to see a new video game genre emerge like this, and nobody ever writes about this while it’s happening. I want to talk about it because it’s part of a genre of strategy games that hasn’t had a big success yet, and this feels like a big evolution, maybe even a breakthrough. I’ve had an obsession recently with a mod for Warcraft 3. ![]()
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