Greed Corp

Half board game, half Civilization: Revolution. Greed Corp is a rare breed for an XBLA game. I can count on one hand the number of strategy games on the marketplace, and probably using only my thumb and index finger if we agree to eliminate all the tower defence and avatar-related games. This leaves W!Games’ debut into the world of video games (I’ll be kind and ignore the fact they also made ‘My Horse & Me’) quite an interesting venture. Was it all in vain though? Absolutely not. Greed Corp is an exemplary example of what strategy fans like myself have been craving from XBLA for quite some time.

For both the single and multiplayer games, you are assigned one objective; destroy all enemies. No timed missions, no building ‘X’ number of ‘Y’ and capturing ‘Z’ number of the enemies’ buildings. Just a simple “kill ’em all” mission throughout your entire Greed Corp experience. This may sound rather basic, but when you only have three buildings and two unit types to create your army and the entire time you are balanced on destructible hexagonal pillars like a geometry-skewed apocalyptic version of ‘The Jetsons’; things can get tough.

The uniqueness in Greed Corp though, lies in the battlefield. As previously noted, the entire field of play is balanced precariously on a series of hexagon-shaped panels which can (and will) collapse into oblivion if enough punishment is applied. Punishment, of course, will be applied, because your main source of income in the game comes from building a not-so-uniquely named ‘Harvester’. This then lowers and weakens the panel it’s on, along with all adjacent panels, each turning to mine out gold until it plummets into the mist of eternity. While adding heavily to the strategy aspect of the game, it does leave the battlefield in tatters near the end of every mission as you and your enemy pray that your remaining pillar has enough fortitude to outlast the other.

All that remains after that is: an ‘Armoury’ (build ‘Walkers’), a ‘Cannon’ (shoot far away enemies/hexagonal panels), ‘The Carrier’ (carries ‘Walkers’ further distances/over gaps), and ‘Walkers’ (the only unit in the game). Since you can only build on panels you ‘own’, you must claim them Russian-style by being the first player onto said panel. This is where the Walkers come into play, they are the only way of doing this (obviously, as buildings can’t move). Enemy Walkers can take spaces back, but then it becomes a numbers game where whoever has the most Walkers wins the panel. There’s no battle or chance element. Just sheer number advantage.

As for the rest of the game… wait, that’s it. Fantastic! My review has accidentally become a walkthrough guide. All that’s left to talk about is the enjoyment of the game itself. The single player mode is straight forward, and only really changes with the battlefields themselves and the size thereof. The multiplayer can be played online and offline and is even more tense as you’re fighting off a human brain opposed to a bunch of 1’s and 0’s. That really is it.

To keep with the game’s simple yet well crafted nature, I’ll attempt to mimic that with my final paragraph: The strategy is good. It’s an extremely unique XBLA game. Beautifully created, I want more like this in the future!







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