![]() At the strategic level, however, the carrier can produce replacement units, upgrades, and strategic components. With only a few units - four Mantas, four Walruses, and the carrier - tactical options are limited. It's different from how real-time strategy is normally done, which increases the learning curve with some of that good old 1980s difficulty, but it's also refreshing. Its strategy works in its own way: you tell your carrier to go from island to island, destroying enemy shield generators and trying to hack their defenses, or clear them out and build your own. ![]() Gaea Mission may contain strategic components, played in real-time, but it's not a conventional real-time strategy game with an action veneer. Today's forecast calls for a 70% chance of orange. Rolling through a muddy road with a squadron of tanks as the rain pours down creates the sort of sense of place I associate with open-world shooters like Far Cry 2, not strategy hybrids. Although there may be more detailed game worlds out there, Gaea Mission conveys variety, size, and movement across its islands. These visuals are even better than I expected, and one of Gaea Mission's strongest aspects. With obvious graphical improvements, of course. It's surprising that a game from that era managed to succeed in that goal when so many modern ones attempts have botched it, so it's encouraging to see that the new Carrier Command: Gaea Mission follows directly in the original's design footsteps. This has been an ambition of videogames through the medium's history - control of what happens at the grand strategic level as well as the nitty-gritty personal level. ![]() It's half strategy, half action - you command a carrier from above, yes, but you can also jump into the action as one of the planes or tanks under your control, or man the carrier's big guns. The original 1988 Carrier Command is by most accounts a superb, genre-defying game. 25 years is a long time to wait for a sequel.
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