Stats of Import
Absurdly Specific Genre: Risk® with Giant Robots
Difficulty: Probably a 4 once you got the hang of it. The AI got a little dumb in spots.
Beaten: I've finished the campaign a number of times.
This one is relatively obscure, I certainly don't remember it making very much of a splash when it first came out in 1992. The basics of the game were similar to Risk: capture land to gain money, use money to buy armies, use armies to capture new land and defend land that you already have. Of course, Risk used die rolls (or random number generators) to determine victors, where Cyber Empires (or Steel Empire, as it was known on the Amiga) gave you giant robot fights.
|Advantage: Cyber Empires|
The second were the actual battle screens, where you were told how to go about the attack (there were different situations where you'd want to go after the enemy mechs, or perhaps run a suicide attack to destroy the fortifications, or maybe just damage enough of an enemy city to where their monitary gains from it would be drastically reduced).
|Yeah, you're going to die, but think of what this'll do to their economy!|
Considering everything, though, it all added up to one of the deeper and richer strategy game experiences I've seen, especially for a game released nearly 20 years ago (granted, most strategy games seem to go the RTS route, ala Starcraft and Command and Conquer, these days). I'd love to see this one redone with new graphics and decent AI. Until then, I've still got the original, and that'll hold me over for a while longer.
|After all, General Deathdealer is still plotting my destruction.|