Once you decimated your enemy, there’s a ten second countdown that happens which displays how far away you are from total control of an area. You capture points by obliterating the enemy repeatedly at said point, until eventually your troops outnumber them severely, and they’re respawn is forced to an alternative area they control. The general idea of most matches, both PvE and PvP is to capture various points on the map, until one team obtains total control of all points on the map. The concept of the general gameplay is exceedingly simplistic, but refreshingly so. The campaign in RWR is similar to the campaign in a game like Battlefield, relatively pointless, because all the hours of gameplay are in the multiplayer. The whole way through the campaign, the objective is merely to take over the entire map, and drive the two enemy factions back. On face value, the campaign mode is there to get you to understand the concept of the game, understand weapons and roles, as well as learning how to get your ass handed to you by the enemy AI. There isn’t really a storyline, even in the campaign mode. The game features a full length campaign, and fully integrated multiplayer Co-Op, PvE, PvPvE and PvP. There aren’t quite as many weapon accessories load out options, but the experience system and weapon unlocks, as well as objective point play is quite similar. The easiest possible way to describe the game is like Battlefield but top down. While it’s not a total spiritual successor, it does have some small and vague similarities. I played the game throughout version 0.9x and beyond, as it reminded me of the classic Cannon Fodder game. The game is currently running its course through Steam Early Access, but is set to be a full 1.0 version early this year. It is made using a custom engine, but is based on the OGRE graphics library. Running with Rifles is an isometric team-based shooter, developed and published by Modulaatio Studios.
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