CyberStorm 2: Corporate Wars

CyberStorm 2: Corporate Wars (1998)

by Dynamix, Sierra Entertainment
Genres:Strategy, Turn-based strategy (TBS), Real Time Strategy (RTS), Tactical
Themes:Warfare, Science fiction
Game modes:Single player, Multiplayer
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I got Cyberstorm 1 as a present and had no idea Cyberstorm 2 was a thing until I found it on sale second hand at a library having a fundraising drive... and so of course I pestered the heck out of my gran to get it for me. It was exactly what a good sequel should be. More of most everything (except perhaps a little of the hidden humour) that made the first game fun. More hercs, more 'derms, more mission types, more planets, actual research, and even entirely new classes of unit for your synthetic pilots to panic in. And of course equipment granularity I've rarely seen surpassed in even full on RPGs decades later.
As a kid this game was my introduction into the concept of a dystopian future where corporations run everything. Run everything and battle for dominance with massive clone piloted mechs. Working your way up the corporate ladder by means of explosions was hilarious to me, and largely still is. There are tons of weapon and system options for your Hercs (Mechs) and Bioderms (clones) that can completely change the way that you utilize them in the field. From creating a zippy Meteor hovertank for scouting to dropping a team of Apocalypse super heavy walkers that are effectively each a walking fortress, you have choices. Lay a minefield in a valley with a Mantis, lure the enemy through with a Meteor, and rain destruction on them with a cloaked Apocalypse. Or run a full team of cloaked scouts and snatch the target before the enemy even knows you're there. Tactical thinking is rewarded on the battlefield and strategic during base management. Do well enough in both and be rewarded in the boardroom.
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