I’ve recently been on a bit of an RTS kick, and in most cases it’s more about amassing a bigger army than your enemy than actual strategy. Doubtless, amassing things quickly and efficiently takes strategy in and of itself, but the combat itself is little more than telling your troops where to go and watching the madness play out. Contact Vector knows that, and instead of rehashing themes and gameplay that’ve been adapted to every genre ever, Stephen Moorhouse and his team strive to make a game truly about combat strategy against the best opponent possible – another human being.
Contact Vector is a space strategy game that is, at its core, about positioning yourself in the most advantageous position while your opponent attempts to do the same, and draws many parallels with chess. Contact Vector, however, doesn’t use little wooden pieces. Instead, Contact Vector uses big spaceships with big missiles and lasers, a marked improvement. This is an RTS, but with a smattering of turn-based strategy and complete elimination of the “build the biggest army the fastest” mechanic that has driven the RTS genre for over a decade. Focus will be on online play, but single-player is a possibility, if not a priority.
Go over to Kickstarter to get a taste of the action with the playable demo of Contact Vector, and if you like what you see, see if you like what you see in the reward tiers and think about donating. Contact Vector has set an initial goal of £120,000 to make the game, with stretch goals being almost entirely focused on bringing a better single-player experience.
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[…] already talked about Contact Vector here on Cliqist, both in an overview and a review of the proof-of-concept, but it seems goals were not met during the last campaign. […]