
It's fine, because the constant need for awareness and quick-planning gives Greed Corp such a massive learning curve. You must take over the map or eliminate all opponents. Thankfully the goals of each game is extremely simple. Taking advantage of enemy harvesters sinking the level is crucial, as players can set off chain reactions to sink multiple platforms (or alternatively break almost-destroyed platforms from afar).
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This is where the real entertainment (or potential anxiety) behind Greed Corp kicks in, as knowing how to beat your opponent must factor in the destruction of the entire level, and not just the damage you do to it. In fact, damage to the world occurs so fast and frequently that by the end of the game there is little to nowhere left to go - save for a few isolated islands. This means that players must not only balance collecting resources quickly and effectively, but that 'effective' collection means being aware of what damage they'll be doing to the world in the process. Collecting resources breaks down the level for example, slowly destroying terrain that's hard fought for over time. Creating ground/flying units, collecting resources, and moving across uneven terrain are pretty standard elements in the industry today, but what makes Greed Corp special is how the player can interact with them. The first thing Greed Corp tries to make players aware of is that this isn't your typical strategy game. Fortunately for them not much has changed, and that's a good thing.

Greed Corp is the perfect example of how much fun a developer can have with a games design, as just looking at it from afar is enough to perk one's interest and though we've already reviewed the game for consoles its recent arrival to the Steam spotlight may have some computer gamers asking if Greed Corp is still worth a buy. There's no real clock to work against, no fear of players outplaying one another simply because they can push buttons faster, and that means that developers can get creative not only with the design and mechanics of a game but with the style and personality of it as well. The great thing about turn based strategy games is there's so much room for unique and interesting design amongst them.
