

Line of sight could affect ranged unit attacks’ firing distances and ‘hills’ can obstruct unit projectile fire.Simultaneously, the units of the game were present in actual 3D.A unique graphical engine using two dimensional tiles but creating the illusion of full 3D through height maps.“High ground” tactical advantage – units at a higher elevation do more damage.Ī small list of the things that other RTS games were not doing at the time that TA brought about: But when it came to literally inventing some of the mainstay mechanics of RTS, we should look to no other place than TA. Starcraft made its debut shortly after in the following year and arguably made Blizzard Entertainment its first fortune. Sure, there was stuff like Dune 2, and maybe Age of Empires that same year. Back then, real time strategy (RTS) was still relatively new and widely unknown to most gamers. However, in 1997 – few games were tackling such a subject matter in the way Total Annihilation did. You might think this sounds like a simplistic, cliche sort of storyline, and in some ways it is. Humanity has become entirely extinct and in its place: self-replicating machines continue to vie for domination where the “only acceptable outcome is the complete elimination” of the other side. The game tells the story of a relentless, multi-millennium intergalactic war between two factions: the all powerful Core, and the rebel Arm. Once upon a time, a studio that likely would have been considered “indie” by today’s standards called Cavedog Entertainment created a real time strategy game called Total Annihilation.
