|System: X360 (XBLA), PS3 (PSN), PC||Review Rating Legend|
|Dev: W! Games||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Valcon Games||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Feb. 24, 2010||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1-4||3.0 - 3.4 = Fair|
|ESRB Rating: Everyone||3.5 - 3.9 = Good|
by Jonathan Marx
With just a handful of units at your disposal and only one overriding goal, namely, to remain the last man standing, it seems unlikely that Greed Corp. could muster enough strategic might to keep players interested for very long. However, digging into the game a bit further, it becomes apparent that the game's simplicity and lightning pacing complement the strategic options that are there in such a way that it ends up being one of the most enjoyable strategy titles I've played in awhile.
Whether playing the lengthy campaigns alone, taking on friends locally, or hopping online, playing through Greed Corp. is a great time. This is a virtual board game that takes cues from Euro-resource collecting titles, but simplifies and streamlines the gaming concepts for easy comprehension. Within just a few of games, you'll have all the basics mastered, but recognizing how to combine these simple ideas into good strategy will take a lot of practice.
As mentioned, the object of Greed Corp. is to be the last man standing. In order to conquer the competition, you'll have to directly destroy all enemy units or circumvent their forces by demolishing the earth beneath them. By the end of a match, the map you've selected will be a shadow of its vibrant, former self; large sections will have fallen into the abyssal mists and the remainder will be cracked and defiled by industry.
A handful of units will help you master all that you survey. Walkers are grunts that can be sent forth in order to claim new territory, are used as pawns to protect more valuable constructs, and can be deployed en masse to capture enemy terrain and emplacements. Walkers are very cheap to purchase and make up the bulk of your forces. Harvesters are also very cheap to buy and add greatly to your coffers, extracting resources from the surrounding tiles.´
Of course, industry leads to destruction; Harvesters will continue to drill until their hexagonal tile crumbles out of existence. The same fate is also in store for the surrounding tiles if they are at a lower elevation. Thankfully, this destructive tendency can also be harnessed to your advantage. By placing a well-protected Harvester amidst the forces of your opponents, you can make even the most fortified tiles worthless by slowly extracting gold till they come crashing down, or by making an instant suicide blitz through its self-destruct function.
Walkers and Harvesters are your main units, but you'll also have to construct and make use of other structures. In order to produce Harvesters, you'll have to build Armories; placing them in strategic positions is of the utmost importance. If you find your forces isolated because the world has crumbled around them, you can try one of two strategies: attack from distance with Cannons, or lift your forces to the frontlines via one-time use Carriers.
Units and buildings have varying costs which help to balance out their power and impact on any particular game. Also, freshly built units and buildings or loaded cannons cannot be used until they've seasoned for a round, making timely construction of your forces a crucial part of strategy formation. In the end, unit/building costs and parity between all forces ensure the game is well balanced, leaving only a lack of a good strategy to blame for defeat.