Natural Selection 2 Review

Written By Kom Limpulnam on Rabu, 14 November 2012 | 23.37

Some games are easy to pick up and play. Others require you to learn, improving and developing skills as you go. The multiplayer-only Natural Selection 2 proudly sits in the latter camp. The latter camp isn't for everyone, and that's okay. But as long as a game is designed well enough to allow you to learn, improve and develop, it's always great to see one push the envelope and not rely on the most tried-and-tested formulas. Often, these games end up being some of the most refreshing, the most celebrated titles around. Natural Selection 2 is one such game. It isn't the most accessible game on the market, but if you put in the time, this deep and complex strategy/shooter hybrid rewards you with plenty of engaging variety and lots of thrills.

It's important to stress from the outset: if you're a first-time player, your initial enjoyment of Natural Selection 2 will be entirely decided by how prepared you are to learn new gameplay systems. There's no interactive tutorial; all the game offers is a series of lengthy demo videos. These aren't ideal, they don't open within the game interface, and it's a lot to take in should you choose to watch them all back to back before diving in. That said, by far your best bet in picking up Natural Selection 2 is to play Natural Selection 2. The way the game is structured makes it very easy to learn by doing. Certain servers (highlighted in green) are defined as rookie servers, providing a great place to get to grips with the game's many systems, ideally under the watchful eye of a more experienced commander.

The commander's role forms the RTS portion of the experience. Here, one player controls resource management, base building, and upgrades. The commander directs units, issues orders, and tells the team where to go and what to do. The best rounds of Natural Selection 2 see the commander using full voice chat, communicating with the team vocally as well as through the interface. A good commander isn't the only thing that can make NS2 appealing, but having a competent leader goes a long way towards making the game more enjoyable.

Thankfully, it's usually easy to find plenty of welcoming, communicative matches; after all, NS2 is very much a team game. There's absolutely no incentive to ostracize or punish teammates for a poor performance. The best commanders know that to win, communicating with and nurturing your team is key. The best way to learn how to play commander is by not playing commander. Take a hands-off approach, stick to one of the ground troops, and it's very easy to pick up what makes for a successful--and unsuccessful--commander. On top of that there's Explore mode, which lets you play around in the RTS interface with a vast amount of resources, and tool tips for each structure.

The commander is just one role, however, and the rest of the players have a diverse array of options to choose from. There's a lot here, and chances are, after a bit of experimentation, you'll find at least one aspect of the game you really click with. The best way to approach the game isn't to think of it as having an overall learning curve, but a number of smaller spikes; focus on one aspect of the game, and you'll learn plenty by way of observation while doing so. Thankfully, the game's been designed exceptionally well to allow this. Every facet of both the Frontiersmen (marines) and Kharaa (alien) sides is important. It's very much like Team Fortress in that respect: every role has its place and purpose.

The roles themselves vary considerably depending on which side you're on. The Frontiersmen are the more traditional of the two; rather than focusing on individual classes, weapon and equipment upgrades allow you to outfit your character depending on your playing style and the demands of the situation. Through the commander's resource management, new weapons are made available, including shotguns, flamethrowers, grenade launchers, and mines. Then there's the prototype lab, allowing the research and purchase of jetpacks and exos (think the loader from Aliens, but with the ability to punch and shoot). On top of that there are numerous other research possibilities. There's the arms lab that provides permanent armor and weapon buffs as long as the lab remains active, a robotics factory that allows for the creation of commander-controlled support units, and various individual objects such as teleports, enemy detectors, and sentry guns.

Of course, nothing comes for free, and all these goodies can only be bought with resources. For both teams, resources take the form of team resources and personal resources. Team resources are used exclusively by the commander to build, upgrade, and generally get things done. Personal resources are used to buy the items on the ground. Both types of resource are generated based on the number of collection structures your team has put in place (extractors for marines, harvesters for aliens).

It's unlikely your team will be able to afford every single bit of kit, so you have to choose your purchases carefully, and this adds a layer of strategy to all aspects of the game. A good commander will have a game plan, focusing on specific research and development to shape the team into a suitable side. Fancy building up a ton of defenses and sending a strike team to meet your opponent? Or perhaps aggressively expanding your base across the map, choking the opposing team and cutting off their potential resources?


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