Retribution is an interesting real time strategy game (RTS)
in its execution of resource management, army size, and most notably in the
different ways each army plays. In the campaign modes the traditional front end
resource gathering phase has been done away with in favor of resource tokens
being scattered across the map. Resources aren't ‘harvested’ from the map but
picked up along the way as they are dropped from crates and enemies With the traditional RTS ‘Build Up’ phase gone the
overall pace of every mission was sped up. Because of this Retribution has a
lot in common with MOBA type games such as League of Legends or Heroes of
Newerth.
Of the six faction campaigns the most notable deviation from
traditional play style was the Tyranid faction. The Tyranids ravenous and
swarming nature was expressed in gameplay by giving the army access to living
tanks that tower over the other factions’ mightiest tanks and giving the army
commander the ability to call in reinforcements at will. In a way I feel that
the Tyranid player is rewarded for losing units. Every skill tree that the Hive
Lord, the player character, climbs has powers that have him call in
reinforcements to the front lines costing him nothing but supply. There are
also a string of upgrades that give the Hive Lord buffs which he passes to
nearby troops. Some buffs are basic like increased damage or speed but others
are a little more creative such as the one which makes friendly creatures
explode upon death.
Wargear, equipment
items, also contribute to this feel particularly the Pheromone Trail which
slowly reinforces undermanned squads around the Hive Lord. The Pheromone Trail
is also one of the first Wargear items given to the player. I feel that the
abilities offered by these items and abilities are encouraging players to throw
wave after wave of bugs at an objective. They do this by alleviating the cost
of losing units and making losing supply an opportunity for the Hive Lord. To the Tyranid player losing supply means that your troops are literally blowing up in the enemies’
face and once enough supply is lost a squad of even tougher units can be summoned to the battlefield.
Having to support an economy and constantly throw away units it possible but it also requires a lot of macro skill, like the Zerg from Starcraft 2. But because the traditional RTS economic system was disregarded the Tyranid army was given an opportunity to have a unique play style. In my book this deviation was successful and really gave the Tyranids an identity all their own.