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You're more of an observer than active participant.
Specifications: ESRB: Everyone; Genre: Strategy; Elements: General Strategy; See full specs
Gamespot editors' review
- Reviewed on: 09/29/1997
- Updated on:05/02/2000
- Released on: 07/31/1997
"If you liked Civilization and Command & Conquer, you will love Outpost 2!" reads the tag line on Sierra's web page. A more accurate boast would be: "Outpost 2: The Hurry Up and Wait game!" Simply put, Outpost 2 is one of the most tedious, boring games to grace the market in a long time, leaving you very little to do but wait and watch.
The first Outpost, a turn-based game, was plagued with a massive number of problems ranging from gameplay problems to technical issues. So why would Sierra decide to create a sequel to a game that didn't do so hot to begin with? The answer is simple: Sierra decided to capitalize on current trends by making Outpost 2 real-time and throwing in some combat, which was lacking in the first game - and by doing so, hoped to shake off the "sins of the father." Too bad Sierra forgot that a game succeeds if it's fun, and not simply because it's part of a trend.
Outpost 2 has a lot of great features. It sports 16 bit color graphics, has a day/night cycle, offers plenty of choices when it comes to unit commands, and offers two levels of play. One level is a colony building game much like the first Outpost, but in real time. The second level is the typical mission-based game where you lead one of the two sides through a variety of scenarios. You can also play with up to six people through a network or Sierra's own gaming service. The multiplayer setup has five different types of end goals to chose from, something more interesting than the usual "kill them all" goal (though it's still one of the five choices).
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