The 2D stick-men charging around the polygonal battlefield, blasting their enemies with lasers or grenades (I still have no idea where they keep them) simply appeals to me on some almost-primitive level. Given the understated graphics and presentation, there’s a surprising amount of charm to Multiwinia. While I can’t see myself dedicating hours on end, to me Multiwinia is a perfect title for a quick bout between chores or during breaks.
Players can set themselves up against a very capable computer AI (which repeatedly clobbered me at the easiest setting), or they can jump in for some truly frenetic multiplayer action. All of these scenarios seem to fly by quickly, with most of the maps I played clocking in between 10 to 20 minutes. These scenarios include the typical “destroy the enemy” and “capture the flag (or statue)” missions, some area control maps, and some more intricate undertakings. There are six different types of scenarios to choose from when deciding a battle, each with a handful of different maps to try. Once claimed by friendly forces, these crates unlock some impressive bonuses, such as gun emplacements, alien air strikes, or even Magical Forests of Doom. To spice things up a bit, crates will occasionally fall from the sky. To help the little guys out, there are also some simple vehicles to ferry everyone around and cross otherwise impassible terrain. Players can automate their Multiwinians’ actions by promoting a few of them to commanders, who can either funnel all newly-arrived soldiers in a particular direction, or they can coordinate the Multiwinians into a military formation for some added attack bonuses.
#Multiwinia vs darwinia mods
If IV open up MW to modding, there is a chance you will be able to create Darwinia-style mods using the extended Multiwinia codebase. IV only had to tweak Darwinia to turn it into Multiwinia. The Multiwinians are a fairly self-sufficient lot, and they’ll happily attack the enemy whenever they get close, and they’ll attempt to gain control of any crate or special location that they’re near. No, there will never be a multiplayer Darwinia. The listed requirements are the minimum to get the game to run at all, not what is really needed to play the game well. Darwinia generally does okay on the MBA, but becomes almost unplayably slow on the PowerBook. Indeed, youll notice that Multiwinia generally involves faster reinforcements, more randomness in the former of crates, more strategy with Darwinians through use of formations and rapid orders facilitated by the lack of a need for officers, and just generally faster action. Players can quickly round up a group of Multiwinians and send them out to a particular location, but that’s about the extent of the direct control. Multiwinia is unplayable on the PowerBook and sometimes drops a lot of frames on the MBA. Well, Multiwinia wasnt really meant to be Darwinia, as Im sure youve gathered. Actually, “take control” is a bit of a strong word, since there’s not a lot of fine precision available here. Players take control of a faction of little, flat, digital stick-figures as they try to dominate a polygonal landscape. That’s really about all the backstory players need before they dive right in. Spinning off from the previous title Darwinia, Multiwinia examines what exactly happens when good computer programs go bad and begin fighting among themselves.