Planetary Annihilation review
Tech demo-lition.
Planetary Annihilation is a real-time strategy game founded on a dream, and funded on an image. The dream was a noble one: the robotic conflict of Total Annihilation on an interplanetary scale. The image? A moon, rigged with the enormous engines of player one, rocketing straight towards a temperate world hosting the impenetrable base of an unsuspecting player two.
This month Uber Entertainment declared Planetary Annihilation complete and is selling the finished game with an even more arresting image: a screenshot of the "Annihilaser" which arrived in the last patch, allowing players to turn any of their metal planets into a Death Star and pop celestial bodies like balloons.
For posterity's sake, then: is this the biggest, silliest RTS ever?
Sadly not. Just as Supreme Commander imagined endgame units towering over crowds of smaller robots, Sins of a Solar Empire bore a proud, operatic texture or R.U.S.E. chased after emotional peaks, Planetary Annihilation only makes headway in yet another kind of scale. Yes, you can annihilate a planet by building a gun into a moon - orbital craft joining ground, sea and air units as a fourth category - but you're also doing it in the cutest widdle solar system. Scout units will circumnavigate even the largest planets in just a minute or two, and your interstellar transports will rarely take longer than a few minutes to travel between them.
Better, then, to focus on the game proper, which seduces almost immediately.
In the style of Total Annihilation, players all start with a mighty-yet-curmudgeonly Commander robot, and win if they eliminate (all) the enemy Commander(s). Picture it: with a few clicks and a shimmering spray of particles your Commander whips up a metal extractor and a power plant, increasing your steady influx of resources. A vehicle factory comes next, as well as some defensive towers. Barely two minutes into the game you'll be producing an unending stream of tanks, your opportunity to expand further limited only by how fast you can click and think.
Your mouth forms an "o" as you notice that the Fabricator robots you can produce at your factories can produce more advanced things than your Commander can, including Advanced Factories. Now you're building artillery emplacements, radar, your huge advanced vehicle factory producing even bigger tanks, and what's this? Oh my goodness! The Advanced Vehicle Factory can produce an Advanced Fabricator! You can't build it fast enough. Click click click, you summon your Commanders and Fabricator vehicles to speed up its construction by spraying their metal particles directly onto the unit.
Finished, the dinky little thing rolls onto the planet. Looks like it can build... a Nuclear Silo?! You set it building, only for the little thing to immediately drain your inadequate power and metal reserves. It takes you just a few seconds to assign orders to your fabricators to build more than 30 metal extractors spanning the entire globe.
You see, Planetary Annihilation offers less of a tech tree that players are doggedly climbing up and more of a set of laterally-sprawling monkey bars. You want to fill the skies with planes? Sure. Feel like harvesting the resources of the nearby gas giant, letting you spew out the most advanced robots without a second thought? You got it. Every construction hints at what you might build next and all of it looks lovely. Chunky, noisy little robots that lay waste to forests and structures the second they open fire.
Your first few hours with Planetary Annihilation will see you thrilling at this as you and your stocky little Commander trundle slowly through one of the randomised Galactic War campaigns, picking up new tech and taking joy in the construction of thingies and the destruction of other thingies.
Where Planetary Annihilation started to lose me is the instant the game began getting tougher. As you'd imagine, I started wanting to learn the correct answer to what factory to build first, and which of the four unit types to build from any given factory, and in what combination. I wasn't expecting StarCraft-like levels of balance, but I wanted to learn the point of all these toys. In what situations should you choose robot factories over vehicles? The seas, when they appeared, always seemed peculiarly small. Why the sprawling naval tech tree? What good are flamethrower tanks? When's it worth building base defences when the enemy can approach from anywhere?
These are questions with one ugly answer. There are two games tucked away in Planetary Annihilation. The colourful one comprising its opening hour, full of variety and promise, and what it actually is: players racing to draw the quickest, ugliest lines through all of its content.
Utilising the game's secret third resource of clicks-per-minute, you want to get your economy up and running as fast as possible (pros recommend using mod assistance to smooth out the game's interface), first producing fabricators and then sending them roaming across the planet to metal extractors as fast as possible. Meanwhile, you want to construct factory after factory, spewing out tanks, and with any mental faculties you have left you'll want to be dispatching tanks around the world to crush any and all metal extractors and fabricators you find. Naval units are almost useless, while planes can be lethal. Advanced tech can be safely ignored until you're involved in the business of harassing your opponent's own factory construction. Altogether it's a tense but ultimately exhausting exercise in micromanagement, and compares unfavourably with other modern RTS games in terms of breadth and depth.
Things are most awkward of all in Planetary Annihilation's own personal new frontier: the additional dimension of interstellar combat. Spacecraft have by far the least variety of any unit type, and ordering them around the solar system is the most taxing and least enjoyable aspect of the game. There's no large-scale transport unit, either, so in any single-player campaign games without advanced space tech (with which you could build a teleporter from orbit), launching a planetary invasion means loading a crowd of units into an equally sized fleet of single-unit transport craft. A logistical operation with all the appeal of counting sand.
All of which is an underwhelming challenge to try and master and it's unpleasant to be on the receiving end of it, with tiny little groups of units ceaselessly raiding your handiwork. After being burned once when the AI took out my main power plant, I got into the habit of having fabricators building an unending string of power plants on multiple planets, just so my teleporters and factories would stay online. The entire game is like this. Strategy takes a backseat to speed, efficiency and swarming your opponents.
None of which is inherently terrible, and a lot of people will look past this for the chance to simply experience an epic 5v5 game, or a similarly mad 2v2v2v2v2v2v2. But it's still a style of play that massively limits Planetary Annihilation's appeal even before you get into the comparatively light single-player component and the occasional bug. I had matches where the AI stopped after building a couple of structures, as well as one amazing game where my chosen spawn point dropped my proud commander in an inescapable canyon.
Don't get me wrong. I do still think that featuring a Death Star in an RTS is a fantastic achievement. I just wish they'd also included something worth fighting for.
6 /10
Comments (65)
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TheWrongCat 6 years ago
They include some really powerful area commands, which means you can queue up huge strings of orders in a couple of clicks. For example, you can order your fabricators to carpet the planet in metal extractors with a simple click and drag. In the example you gave above, you can select multiple orbital transport units, and use an area load command to order them to pick up a unit each, again with one click and drag. Then instead of one piddly little multi-transport, you suddenly have an INVASION ARMADA.
Please take a look at the area commands in particular. They are incredibly powerful and since your main gripe with this game seems to be micro-management, I feel like playing with these on will completely change your experience and opinion on how the game plays. There's a load more stuff that the article suggests you may have missed but really this is long enough for one comment.
DrStrangelove 6 years ago
Shary_Phil 6 years ago
Dr_Z 6 years ago
Namely, these are Picture in Picture (PiP) and the notifications bar.
Firstly, PiP allows you to open a separate, smaller, and fully functional window in yeh corner of the main display. This means, for example, if you have trouble finding the enemy commander to nuke, just open up PiP when you've found him, leave that screen open, return to your base to select the nukes, or whatever units you want to use, and issue the command to those units IN THE SMALL WINDOW. Another example is to have the PiP window open showing the orbital view, so whilst you build up your base early game, you can see when opponents have started to venture to new planets, or death stars in particular. Or press T to track the selecte unit, say a scout, and open it up in PiP so you can see what that scout sees along it's route, whilst still building your base. At least one more function includes creating a mirror view in the PiP so that at all times, you can see both sides of a planet.
Secondly, you have the notifications, both audible and visual. When something big happens, like you detect an enemy commander, or something of yours is destroyed, or Halley rockets are activated, or discovered, a little bar pops up at the top to notify you. Hover over it and a little screen pops up to show you exactly where this is. Click on it to go straight there. This GREATLY reduces the amount of overseeing you have to do, as it means you can concentrate on your most important orders, while you know that, should something of note happen, you can skip there in an instant.
I would be very keen to hear if the reviewer made use of these at all? If so, did they find the, useful or not, and why did they not mention them when discussing the difficulty in managing so much at once?
Other than that, I pretty much agree with the score, although I'd give it a 7/10 now, and moving up to 8-10 once/ missing features like offline, and saves, and asteroid belts/unit cannons are added, as well as a fleshed out galactic war, with multiplayer. Some of these are definitely still in progress, others are less certain.
P.s anyone know how to tag the reviewer in this to get a response to my question? Or at least flag their attention to the points in made...
flaming.carrot 6 years ago
Still glad it got made, but it's just not for me.
Quitch 6 years ago
What the author should have been using are area commands, thus allowing them to transport large numbers of units with just a few clicks. Indeed, these commands are a lynchpin of the game and make it one of the least micro-intensive RTS games around.
I suspect you would find this handy: Planetary Annihilation Controls and User Interface Tutorial
It would be better if the game had a fully fleshed out tutorial, but until then it's guides like these that will help you unlock the power of the user interface.
Koozer 6 years ago
They say they're going to continue updating, so maybe one day it'll be a full game.
Opinions time! The UI is one of the best I've used in an RTS, and it's mostly down to the area commands. Want your tanks to blow up a base? Click and drag an attack circle over it and they'll happily blow stuff up until it's all gone. Want some patrolling defenses? Select an air factory, click and drag the patrol command to cover your base, then tell it to build fighters forever. Not to mention being able to queue commands like its ancestors.
It's also one of the least micro-intensive RTSs I've played, in large part thanks to the queue command. Compared to Starcraft II or Dawn of War the clicking is as intense as The Sims. You can still dance your units, split push and all that jazz, but planning an efficient economy is much more important so you can keep churning out the units.
FogHeart 6 years ago
I recall we had the same problem with Strike Suit Zero, where the reviewer hit a brick wall on his first 'suit' mission that took him hours to overcome because he didn't pay attention to the mission briefing given over comms. Anyone who did knew to hover in a certain place and auto-lock on and fire for a few minutes, a five-year-old could do it. The game was marked down due to difficulty.
Turrican_Freak 6 years ago
HotCoffee 6 years ago
Hahaha, you cheeky bugger.
I feel it too, though. It must be destiny.
As for this game, it looks interesting, and let's be fair, we need more RTS's. What the hell happened to this wonderful genre?
Turrican_Freak 6 years ago
Softie2k 6 years ago
TheWrongCat 6 years ago
Quitch 6 years ago
butler` 6 years ago
KKRT 6 years ago
From what i know, the UI is TASpring with upgrades, which is one of the best designed UI in the genre
Sure game is unfinished, but this review is just rished and reviewer sounds like a total newbie. Not that i'm surprised, Path of Exile review was about the same quality.
Dr_Z 6 years ago
Indeed the reviewer states that this macro spam gameplay is a negative, but I find the logistical challenge one of the greatest pleasures of the game. That and smashing moons into people ;)
If you didn't notice area command does that mean you haven't encountered line builds? So, for buildings that aren't metal extractors, dragging a line would build them in a nicely spaced straight line. So, you could just plonk down a nice neat line of energy generators , or ten factories, with just one click drag.
BobbyDeNiro 6 years ago
Not really interested in Planetary Annihilation though
technotica 6 years ago
Frosty840 6 years ago
SupCom2 is pretty much just a bunch of tier 1 units, then some bigger units that don't work very well.
I remember playing through the singleplayer portion of SupCom2, which was depressing, but when I started playing a few skirmishes and saw the new "Spring Duel" map, and compared it to SupCom's "Winter Duel" map, I knew I wouldn't be able to stick with the game.
Winter Duel is a cramped map, but it's by no means a small map. There's a real feeling of space and freedom to build your own side as you oppose the other player.
Spring Duel is just a nasty, cramped mess. The same thing applies when looking at any of the other maps that were ported from SupCom to SupCom2.
SupCom2 has none of the sense of scale and buildup that SupCom has.
Sure you can shape your faction with the science tree thing (I forget what it's called) but to me that was just makework that put arbitrary prerequisites in the way of building a side I actually liked...
At the end of the day, SupCom2 is just-another-RTS. If I'm going to play just-another-RTS there are far better just-another-RTSes to play. SupCom2 was redundant and basically "stole" the sequel I and many other SupCom fans were looking for by being a completely different type of game.
Frosty840 6 years ago
KDR_11k 6 years ago
PSfourskin 6 years ago
salxicha 6 years ago
During all the project phase the community managers were absurdly responsive and participate very actively on the feedback provided by the community.
This game needs some dedication if you want to see it shine, the learning curve is slow and the current tutorial is a real crap (for new players) so the AI will probably rape you during the battles.
I still recommend the game if you like macro management RTS
PS: Also dont forget that this game support MODs so if the company behind it don't do something that is needed, the community will.
Koozer 6 years ago
Cartho 6 years ago
Azhrarn 6 years ago
I do agree. Supreme Commander Forged Alliance is the single best RTS ever conceived. I would have sold my soul for an updated version of that, mainly to make it run better with multiple large armies.
The biggest problem with Planetary Annihilation is that when you play against AI you need eyes and ears everywhere. Playing on a cumbersome spherical battlefield is not as fun as it looks.
The AI never tires and can do everything everywhere at once.
In SupCom FA you had great sea battles and wonderful large fleets, but in this game there is no reason to build ships at all. The largest seas are as big as a lake.
The planets can look big at first, but somehow the battlefields always feel like they are tiny and claustrophobic.
If only GPG would want to upgrade/modernize my SupCom FA... I would be willing to pay a good deal of money for that.
SupCom FA is the only RTS I personally think is worth playing.
Well.. I like the first series of Dawn of War games very much too, but SupCom is king.
adofessex 6 years ago
Use the mouse to do anything but tell things where to go and shoot and you're not going to be playing fast enough.
Frosty840 6 years ago
I mean, I loved SupCom and TA, but SupCom2 was a mess before it was patched and still dreadful afterwards, and PA is just... Bleh.
It's probably not feasible to implement, but I think that a game that played something conceptually like the first stage of Spore would have been interesting to see. Something that would have allowed you to build at a smaller scale, fielding smaller units on a limited map, against similarly small opponents, before winning your local map and thereby scaling up to larger battles, eventually becoming a planetary, then an interplanetary force.
That's actually fairly similar to how a lot of the SupCom singleplayer maps played out, come to think of it.
As it is, you just build a bunch of level 1 units and throw them at the other guy, forever. There's really nothing that speaks of a planetary scale to the engagements except for the fact that the battlefields are spherical. If you put one of SupCom's Fatboy mobile fortress/factories on a PA world, I get the impression that it would cover about a quarter of a planet's surface. That's how broken the scale is...
PSfourskin 6 years ago
TheTingler 6 years ago
Zeffi 6 years ago
@Frosty840 Why don't people like SupCom 2? Genuine question (personally I like it)
erp 6 years ago
GuyNoir 6 years ago
Marshii 6 years ago
This review doesn't really talk objectively about the game at all.
There have been comments already about the advanced command and control features this game has to offer.
Furthermore, this game is just not a CPM game at all. Yes you need attention, yes if you play competitively you're going to need to be fast, but that does not mean that you cannot enjoy the game at your own pace.
Further, and more importantly, as already stated, there are many ways you can make the UI work for YOU. For example Picture In Picture is a cool feature allowing you to keep track of multiple places at once - See an overview/guide/tutorial that I created recently discussing how to use the PIP.
But for goodness sake - reviews need to start being objective.
PlugMonkey 6 years ago
Someone needs to take the economy back out of these games. It's completely taken over.
Cartho 6 years ago
Pure joy
bobomb 6 years ago
pomi 6 years ago
salxicha 6 years ago
filipvoska 6 years ago
And when he asked the questions "What good are flamethrower tanks?" and "When's it worth building base defences when the enemy can approach from anywhere?" it just shows his inexperience with the game. Infernos are one of the most important units to have in your mix in the front-lines to tank the damage and deal damage to enemies. Regarding the all-directions question, isn't that the whole point of the game? To play on a sphere where you can't turtle up and close the choke-point on one side. It makes you approach your offense and defense differently than you would in most other RTSs, and that's a good thing, one of the strong-points this game has.
PA has a learning curve, and this review is liek it was writen by someone who played the game for 3 or 4 hours and hasn't really understood it. I come through as being defensive here, but I have many complaints about the game as well. I just felt the need to defend the game from this ill-informed reviewer.
Branoic 6 years ago
Zeffi 6 years ago
Dr_Z 6 years ago
Dr_Z 6 years ago
byaafacehead 6 years ago
jeremywatssman1 6 years ago
Dr_Z 6 years ago
It's fun but can be brutal if you don't have three right tech for a fight, but then that's a rogue like for you.
The devs intend to develop it more, like adding a multiplayer element to it, and presumably more content, but no word on it yet.
Also, the game is not offline yet, you have to be connected to the Uber servers at all time. Offline seems to be proving particularly difficult for them to implement. So if that's a deal breaker, then wait until it's in.
Britesparc 6 years ago