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![]() | 8.3 out of 545 votes |
![]() | Unreal - The Un-tease Nov. 02, 2009 |
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| GAME INFO publisher: Strategy First developer: Strategy First genre: Strategy MINIMUM REQUIREMENTS PIII-600, 128MB RAM, 16MB 3D accelerator |
ESRB rating: T homepage: www.o-r-b.com/ release date: Nov 04, 02 (released) |
| » All About O.R.B. on ActionTrip | |
Thanks to Strategy First's Christina Ginger, we find ourselves in the midst of a messy conflict between two races that cohabitate a solar system in a distant galaxy (and that's a good thing really). You want intense 3D RTS space combat with dynamic and interactive environments? Then, O.R.B. (Offworld Resource Base) is just the thing the doctor ordered:
Action Trip: Could you give us a basic overview of O.R.B. -- the story, races, etc.
Strategy First: ORB is story about two races that cohabitate a solar system in a distant galaxy. For most of their development they were completely unaware of each other, then all of a sudden they realize they are not alone, and that the other race is potentially a threat. They both develop the capability to travel in space to ward off a potential attack from the other, and then the inevitable occurs, they have a first encounter that results in violence. The game is about the war that these two races fight for control of the solar system. The protagonists/antagonists are the Malus, a hardy and warlike race, and the Alyssians, a logical and scientific species. I think that players will find elements of both races that they can identify with. Both races use similar technology to fight the war, mainly because they are at the same technological level and they have been spying on each other with satellites for a while. However their ships are unique designs and they have different strategies.
AT: Can you give us any details on the campaign structure?
SF: The campaign is a surprise, I will not spoil it for anyone :) But, I will tell you that it's divided in two parts and each one is very different in style and content. Let's just say that there is more to this story than I am telling you.
AT: The game has been in development for over three years -- how have you been keeping up with the technology? Have you thrown in any new effects, done any work on the eye candy recently?
SF: Yes and Yes. We have had the luxury of time to add more visual effects and game functions. That's the good side of project delays :)
AT: What are the most significant gameplay innovations that O.R.B. will bring to the genre?
SF: I like to think that we bring a stronger element of strategy to the RTS genre. Most games I have seen on the market don't spend too much time on that aspect, so replay value is weak. They substitute this with gimmicky game design, like chrome-filled tech trees and billions of different unit types that are badly tied-in to gameplay. We are not counting on the 3D aspect of ORB to sell the game, it's just one aspect of the game, but we take full advantage of it in terms of designing gameplay around it. The 3D aspect of ORB does not limit the control the player has on his units, because we don't shove it down his throat. We give the player multiple ways to view information and manage his fleet, so the player can use whatever he is comfortable with.
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