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"If you've
seen the 1983 film Wargames, all I need say is "that
scene at NORAD where the nutty computer wigs out",
and "you essentially play that," and "yeah,
it's the cat's pajamas," and we're done here. Go download
it for $17.50. See ya online."
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"It's kind
of like an nuclear-equipped version of RISK with a little
bit of Battleship thrown in. The general idea is to kill
as many enemy civilians as
possible while maintaining minimal casualties on your side."
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"It's not
about building bigger or better, but rather about timing
and observation, and because each of the (up to six) sides
has an equal array of munitions,
victory comes from picking your moments and identifying
weak spots, not just pummelling your opponents biggest city.
Soft lit vector lines it may be, but it's also the year's
most tense multiplayer experience."
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"The
tactics involved in DEFCON are completely different to any
other RTS we have ever played and are incredibly fluid,
with tactics constantly having to be adjusted on the fly
as the battle wages."
"There's just something about
three-quaters of the globe disappearing in blinding moments
of thermonuclear powerplay that has you coming back for
more. The fact that some games could potentially play out
in half an hour, with others taking far longer to complete,
makes this title almost infinitely replayable."
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"The
tactics involved in DEFCON are completely different to any
other RTS we have ever played and are incredibly fluid,
with tactics constantly having to be adjusted on the fly
as the battle wages."
"There's just something about
three-quaters of the globe disappearing in blinding moments
of thermonuclear powerplay that has you coming back for
more. The fact that some games could potentially play out
in half an hour, with others taking far longer to complete,
makes this title almost infinitely replayable."
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"It should
be noted that even with alliances there is still only one
winner (or loser),
which can cause havoc with friendships."
"By no means is an alliance set
in stone and the ability to quickly backstab your allies
to try to go for gold results in complex, yet entertaining
patterns of nuclear destruction."
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"The
game fills a void that I'd
almost forgotten was there; a short exciting, selfcontained
game. Not round after indefinite round
of Counter-Strike. A game that isn't non-committal with
people dipping in, not doing anything for two minutes, then
leaving. Something that relies on approachable simplicity
but rewards thought and cool-headedness."
"Am I sounding excited?
Because I am. DEFCON is such a clever blend of inspired
simplicity and deceptive profundity, presented in such a
way, that I want to get Introversion to decorate my house
and invent the rest of my life for me."
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"Forging a bond with an
opponent before sneakily positioning subs
within range of their major cities is worringly enjoyable
- it's a dubious pleasure to see the legend "Tokyo
- 7.3 million dead" coldly displayed on screen.
In fact, the terrifying final analysis at the Game Over
screen is only topped by the very real fear that the leader
of the free world is looking at a map very similar to Defcon's,
pointing somewhere around the Middle East and muttering
'eeny meeny miney mo'"
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"The
developers cleverest trick here, beyond creating a
game thats worth it for the presentation alone, has
been to throw open so many of its rules to player customisation."
Used with permission by
Edge
Online
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"Introversion's
DEFCON steals the iconic war-room look, but combines it
with an eerie, ultimately horrifying ambience: as aesthetically
awesome as the team's award winning Darwinia, it can make
you feel like a panicked general watching his population
vanish while a distant soprano on the soundtrack stands
in for the screams."
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"Hopelessly
addictive, especially online,
even the nagging feeling of guilt engendered by casualties
calculated in the millions is banished in the glare of its
beautifully rendered nuclear spotlights - how I learned
to stop worrying and love the bomb."
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"By harnessing
the power of suggestion and imagination, Defcon is a textbook
example of how less is sometimes so much more than more
could ever even hope to be."
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"Designed
and published by indie developer Introversion (introversion.co.uk)
and released in late 2006, Defcon:Everybody Dies is about
just that - everybody dying. Yet there's more! This is one
real-time strategy game that really demands strategy."
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