This article needs additional citations for verification .(October 2015) |
Deadlock II: Shrine Wars | |
---|---|
Developer(s) | Cyberlore Studios |
Publisher(s) | Accolade |
Platform(s) | Microsoft Windows |
Release | |
Genre(s) | Turn-based strategy |
Mode(s) | Single-player, multiplayer |
Deadlock II: Shrine Wars is a science fiction turn-based strategy video game developed by Cyberlore Studios and published by Accolade, released on February 23, 1998 as a sequel to Deadlock: Planetary Conquest . The game allows the player to play as the leader of an alien species who controls colonies on a planet's surface.
Tommo purchased the rights to this game and digitally publishes it through its Retroism brand in 2015. [2]
Deadlock II: Shrine Wars features turn-based gameplay that takes place on a planet map that ranges from around 1 to 9000 tiles, each presenting a region, or area of building. Players take control of each territory by colonizing it with a "Colonizer" vehicle or taking it from another player through military conquest. Each territory consists of a six-by-six grid in which buildings can be placed. Like most strategy games, Deadlock II: Shrine Wars uses natural resources and credits to pay for new units and buildings. Colonists are assigned to buildings to generate resources and research. These new units and buildings are able to be created after their prerequisite technologies are researched.
As a sequel, the most notable features in Deadlock II are
Deadlock II: Shrine Wars features seven alien species each with their own strengths and weaknesses. The racial abilities are not as pronounced as they are in other strategy games such as Warcraft but can still greatly affect the way in which each species is played.
The ChCh-t are a species of insect-beings resembling mantises and scorpions. They have a hive mind with most activity revolving around the queen of each individual hive. The ChCh-t excel in construction so units and buildings are produced faster. The ChCh-t produce colonists faster and their housing units hold twice as many colonists. They suffer from slow researchers and weak military units but all military units are faster. ChCh-t scouts can steal resources from enemy colonies.
The Cyth are a species of humanoids. They are very in tuned to their psychic abilities, to the point where some Cyth no longer need to walk but use their psychic abilities to hover a few inches off the ground. This trait is enhanced by ingesting the juice of the egg sac of a spider from their home planet, which the Cyth do constantly through a face mask that almost all Cyth can be seen wearing. They are often regarded as “evil” which makes it difficult for them to form alliances with the other species. Their leader is identified as the Veil Lord. Their command corps can use a “Mind Blast” technique that mangles enemy units. Cyth scouts can poison enemy territories which cuts that territory's food production by half. Their morale is always fixed at 90%; this effectively prevents a tenth of the population from ever doing work, but enables the use of practices that would cause morale-lowering scandals with other species (such as oppressive taxation or black market dealings).
The Maug are a species (at least now) of half-living, half-machine humanoids. After having been forced off their home planet by the Cyth, Maug DNA was drastically altered by the radiation given off by the sun of their home in exile. This caused the entire Maug species to become sickly. Even newly born Maug suffered genetic disorders and diseases. Even the healthiest of the species suffer from a cold throughout most of their life. The Maug are a very technological species. They have designed special suits that help make up for their physical handicaps. These handicaps make their military units weak but they make up for it with the rapid production of all units and short research times. Maug scouts can sabotage enemy units and steal technology. Most Maug are constantly depressed which makes them very sensitive to morale changes.
Tarth have evolved on Korga, a world extremely hostile to organic life, only one third the size of Jupiter. Thus, they are large (about 180 centimeters wide, height and weight not specified), lumbering behemoths with a thick, orange hide covered in scale-like plates. The modern Tarth society was founded by Guh, who started his life a warrior, and finished it an astronomer. Guh had been severely injured in battle and was preparing to die, when his gaze fell on one of the seven natural satellites of his planet – Tunt. As he watched, a volcano erupted on Tunt. Cloud formations visibly changed. Fascinated, Guh regained his will to live and limped back to his comrades. He later became a hermit and constructed his planet's first telescope, discovering life on Tunt. A few centuries later, Tarth mastered space travel and created a colony on Tunt. They made contact with the Cyth and helped them create the Quadra Alliance. A titanic statue of Guh can be found in the capital of the Tarth empire. The monument shows him impaled on a spear, watching the heavens through his telescope.
Tarth infantry, artillery, and defense fortifications all have attack bonuses. Their infantry units employ a juggernaut battle order that crumbles buildings quickly. Also Tarth farms produce high amounts of food. Tarth scouts make poor spies and are often caught. Their ships are also very weak and can sink easily.
The humans portrayed in Deadlock are the same physiologically as modern man, but more technologically advanced. As a result of a massive stock market crash, many were forced to leave Earth in search of wealth. The humans generate more in tax revenue than all the other species, but are more susceptible to Skirineen scandals. Their command corps can order a berserk command which will greatly multiply the strength of combat units in battle, but will kill them afterwards.
The Re'lu are a culturally advanced species (at least through their perspective) of light-green humanoids. The Re'lu are odd in that each member of the species is composed of two organisms: the Re'ites, or humanoid components; and the Luæ'ites, a brown beast that accompanies each Re'ite. The two organisms share a psychic bond, and the Re'ites are able to send distracting thoughts their way, which Lu'ites apparently enjoy. Their command corps have the ability to convert enemy units to their side during battle. They also have the ability to view enemy territories through ESP.
The Re'lu have a long-standing disdain for humans, who they view as culturally inferior. This came as a result to their initial visits to Earth as holograms and the violent reception they were given. Re'lu and humans enjoy arguing over things ranging from the most efficient way to govern to proper pet care.
The Uva Mosk are a species of shamanistic beings loosely resembling Humans. The leader of the Uva Mosk is called the Grand Hortus, who leads them on a path of harmony with the planet. Their ability to produce food is second only to the Tarth, but their production of other resources is the highest in the game. Their spies are very adept at camouflage, making them the best spies in the game.
Aggregator | Score |
---|---|
GameRankings | 66% [3] |
Publication | Score |
---|---|
CNET Gamecenter | 8/10 [4] |
Computer Games Strategy Plus | [5] |
Computer Gaming World | [6] |
Game Informer | 6/10 [7] |
GameRevolution | C− [8] |
GameSpot | 7.2/10 [9] |
Next Generation | [10] |
PC Gamer (US) | 77% [11] |
The game received average reviews according to the review aggregation website GameRankings. [3] Next Generation called it "a decent game, but unfortunately the addition of Net play and a new interface hardly seem to justify the release of a new product, or its purchase." [10]
Warcraft: Orcs & Humans is a real-time strategy game (RTS) developed and published by Blizzard Entertainment, and published by Interplay Productions in Europe. It was released for MS-DOS in North America on 15 November 1994, and for Mac OS in early 1996. The MS-DOS version was re-released by Sold-Out Software in 2002.
Real-time strategy (RTS) is a subgenre of strategy video games that doesn't progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early 1990s.
Master of Orion is a turn-based, 4X science fiction strategy game in which the player leads one of ten races to dominate the galaxy through a combination of diplomacy and conquest while developing technology, exploring and colonizing star systems.
Dominions II: The Ascension Wars is a 4X turn-based, computer strategy game. It was developed by Illwinter Game Design and published by Shrapnel Games. The game was released on November 14, 2003 in North America for Microsoft Windows, Mac OS X and Linux.
4X is a subgenre of strategy-based computer and board games, and includes both turn-based and real-time strategy titles. The gameplay generally involves building an empire. Emphasis is placed upon economic and technological development, as well as a range of military and non-military routes to supremacy.
Battlezone is a first-person shooter real-time strategy video game, developed and published by Activision. It was released for Microsoft Windows in 1998. Aside from the name and presence of tanks, this game bears little resemblance to the original arcade game of the same name. Activision remade it into a hybrid of a tank simulation game, a first-person shooter and a real-time strategy game. In Battlezone the player is controlling everything on the battlefield from the first person view.
Dark Reign: The Future of War is a real-time strategy video game for Microsoft Windows, developed by Auran and published by Activision in 1997. The game consists of a large single-player campaign but also supports multiplayer online games. A mission construction kit is included with the game, that allows players to create new maps for multiplayer games and create entire missions and campaigns.
Populous: The Beginning is a real-time strategy video game and the third entry in the Populous series, developed by Bullfrog Productions. The game was released in 1998 on Microsoft Windows, and in 1999 for the PlayStation. Unlike earlier games in the series, which cast the player in the role of a god influencing loyal followers, The Beginning took a radical departure and placed the player in the role of a shaman, who directly leads her tribe against opponents. Throughout the twenty-five missions of the campaign, the player leads their tribe across a solar system, dominating enemy tribes and tapping new sources of magic, with the ultimate goal of the shaman attaining godhood herself.
Dune 2000 is a real-time strategy video game, developed by Intelligent Games and published by Westwood Studios in 1998 for Microsoft Windows. It was later ported to the PlayStation in 1999. It is a partial remake of Dune II, which is loosely based on Frank Herbert's Dune universe. The story of the game is similar to Dune II, and is continued in Emperor: Battle for Dune.
Emperor: Battle for Dune is a real-time strategy video game, released by Westwood Studios in June 2001. It is based in Frank Herbert's science fiction Dune universe. It follows its predecessors, Dune II and Dune 2000. While Dune II was a distinct story to that of Dune, and Dune 2000 was a remake of Dune II, Emperor: Battle for Dune is a direct sequel to the previous games. In particular, it is a sequel to Dune 2000, carrying on from where it left off, with several of the characters and actors returning. Like Dune 2000 and many of the other Westwood games that came before it, Emperor features live action cut scenes filmed with actors.
Dune II: The Building of a Dynasty is a real-time strategy Dune video game developed by Westwood Studios and released by Virgin Games in December 1992. It is based upon David Lynch's 1984 film Dune, an adaptation of Frank Herbert's science fiction novel of the same name.
Master of Orion III is a 4X turn-based strategy game and the third in the Master of Orion series. Master of Orion III was developed by Quicksilver Software and published by Infogrames Interactive on February 25, 2003.
WarBreeds is a real-time strategy video game developed and published by Red Orb Entertainment and Broderbund. The game is set in a far off galaxy where the humanoid amphibian race called the Yedda have died out due to famine, disease and civil war, leaving their four former servitor races to fight for supremacy for their planet. WarBreeds features the ability to fully customise the warriors with many types of weapons which provide over 35,000 unique combinations. The central theme and mechanic of the game is genetic engineering.
Real-time tactics (RTT) is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics.
Deadlock: Planetary Conquest is a turn-based strategy computer game by Accolade. The game was officially released in 1996. The story revolves around eight races' struggle for control over the planet Gallius IV, which came to a deadlock.
Seven Kingdoms is a real-time strategy (RTS) video game developed by Trevor Chan of Enlight Software. The game enables players to compete against up to six other kingdoms allowing players to conquer opponents by defeating them in war, capturing their buildings with spies, or offering opponents money for their kingdom. The Seven Kingdoms series went on to include a sequel, Seven Kingdoms II: The Fryhtan Wars. In 2007, Enlight released a further title in the Seven Kingdoms series, Seven Kingdoms: Conquest.
Seven Kingdoms II: The Fryhtan Wars is a history-fantasy real-time strategy video game developed by Enlight, released in 1999. Seven Kingdoms II is the sequel to the original Seven Kingdoms game and its updated re-release Seven Kingdoms: Ancient Adversaries.
7th Legion is a real-time strategy video game for Microsoft Windows, developed by Vision Software and Epic MegaGames and published by MicroProse in 1997. The game consists of two single-player campaigns and supports multiplayer online games. On February 18, 2014, Tommo re-released the game on GOG.com, but without multiplayer. In a joint effort, Nintendo was going to help Epic MegaGames port the game to Nintendo 64, but this port did not come to release.
Victoria II is a grand strategy game developed by the Swedish game company Paradox Development Studio and published by Paradox Interactive. It was announced on August 19, 2009, and released on August 13, 2010. It is a sequel to Victoria: An Empire Under the Sun.
Warcraft II: Tides of Darkness is a fantasy real-time strategy computer game developed by Blizzard Entertainment and released for MS-DOS and Microsoft Windows in 1995 and Mac OS in 1996 by Blizzard's parent, Davidson & Associates. A sequel to Warcraft: Orcs & Humans, the game was met with positive reviews and won most of the major PC gaming awards in 1996. In 1996, Blizzard released an expansion pack, Warcraft II: Beyond the Dark Portal, for DOS and Mac OS, and a compilation, Warcraft II: The Dark Saga, for the PlayStation and Sega Saturn. The Battle.net edition, released in 1999, included Warcraft II: Beyond the Dark Portal, provided Blizzard's online gaming service, and replaced the MS-DOS version with a Windows one.