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    RECOG The First Wave

    Game » consists of 3 releases. Released Jun 15, 2018

    RECOG The First Wave is a unconventional strategy game available on PC, MAC and Linux on the Steam platform. The game features a 3D voxel based world set in a space setting. Players exploits natural resources to assemble an industry in order to produce parts, objects and drones. Over the course of the game the players must defend against invaders at certain intervals, unlock technological advancements, reach deep within the world while managing dangerous fluids and unstable terrain.

    Short summary describing this game.

    RECOG The First Wave last edited by LozMarblz on 06/16/18 11:37PM View full history

    Overview

    Deep in the far reaches of the outer universe, an enemy threat has been detected. Distress calls have been triggered from numerous galaxies near and afar with the hopes that galactic support will answer the call and come to aid as soon as possible. Earth answers the call.

    Gameplay Synopsis

    RECOG The First Wave features an adaptive AI. Coupled with advanced technological enhancements, used by both enemy and friendly, provides a means to strategize and maintain control of the upper hand as the game progresses. Although, one can easily lose this upper hand if lack of attention to detail regarding the enemy’s strategy slips through the cracks.

    The basic mechanics of the game lie in its usage of EXCAVATION, COLLECTION and PRODUCTION. Building upon aspects in order to fulfill the game’s ultimate mission, begins with these 3 sets of actions.

    The look of the game as determined, was to create a terrain using the simplest of forms, the cube. Then, steering away from cubic design, whereby further attention to detail regarding more “active” elements of the game were being used, such as war drones, special effects, lava, and especially the background procedural environment.

    RECOG The First Wave creates a two-fold experience. The first, being a calming thought-process of creating an industrial complex while learning about connections, strategies, compartmentalizing, and factory development, expanding across a terrain where one can take full advantage of a multi-level vertical environment. The second experience, is one of a fast paced war in real-time, with the ability to pause at any given moment allowing one to execute or change strategies on the fly. Each new wave of enemy which enters into the environment is a result of the previous choices a user makes; based on this logic, no two games are ever the same.

    GAME DETAILS

    Game Mechanics

    Further to the mechanics of the game, the terrain environment is divided in 8 rock-type objects as well as 6 mineral-type objects, giving a total of 14 unique terrain parts known as Oids (rock-types) and Minerals (mineral-types). These objects represent the 1st phase for building up the industrial development and military defenses. All industrial transformations occur using specific depositories (or factories). The 1st phase ends when Oids and Minerals are processed through the Elemental Depot and Foundry Depot respectively, converting them into Elements (from Oids) and Binary Agents (from Minerals).

    Elements are most commonly used for the generic object building blocks, whereas Binary Agents are objects created to give “life” to these generic building blocks. The rarity of minerals plays a major role in the development process; the rarer the mineral, the stronger and more sophisticated the object. The 2nd phase of the industrial transformation occurs when Elements and Binary Agents are processed through the Assembly Depot, combining them into Components.

    The 3rd and final phase occurs when Components are processed through a vast array of depositories to create the desired industrial Construct. These constructs are the industry and defense objects placed on the terrain.

    Game Type

    RECOG The First wave is considered: strategy, simulation, casual, sci-fi, and indie. It is a single player game in a 3D environment focusing on warfare, as well as industrial development. It is not a turned based strategy game. While the industrial process is occurring, the user must plan and prepare an imminent attack against their stronghold by an enemy who gauges accordingly, the force necessary for the strike. Timing and development strategies are key features to ensure advancement in gameplay. Build the industry too quickly without a strong army, and one might find themselves overrun.

    The RECOG World

    The world itself has two terrain size settings, either 16 x 16, or 32 x 32. Both choices create a map with a vertical height of 130 levels. When starting a new game, a randomized number will create the procedural terrain expanding the Oids and Minerals in length, width, height and depth. If a user succeeds in digging down into the terrain to the lowest level possible, they will find an unlimited source of lava. This can then be used within the industry to create an alternative way of harnessing Oids and Minerals.

    Game Characters

    There are two character types in RECOG The First wave; Utility drone types and Military drone types.

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    As of now, the Utility drone is the sole unit capable of aiding in building all industrial, as well as all defensive constructs.

    The Military drone types are used to defend against the enemy waves.

    They are identified as follows in order of appearance within the game:

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    Defender drone: Standard fighter.

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    Warmachine drone: Stronger than the Defender drone with missile capabilities.

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    Scout drone: Very fast and agile with the ability to “disappear” for short periods.

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    Tank drone: Heavy in firepower and shields, although very slow.

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    Commander drone: Ability to take control and boost the other drones as well as transport into and out from danger.

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    Juggernaut drone: A one-machine army. The ability to create this drone, only comes from having already destroyed an enemy Juggernaut and processing its parts.

    Gameplay Length

    RECOG The First wave game time is run based on cycles; when played at normal speeds, 1 cycle is approximately 4 minutes of real-time. To determine the length of a complete game, it is solely dependent upon the user’s ability maintain certain factors:

    Not losing the Utility drones. Without any Utility drones, one cannot build industry constructs nor Military drones to defend it.

    Not losing the Mainframe Depository. This is an automatic game over, as it is only through this, that all other depositories can be made.

    Not losing Military drones. Although this is not an automatic loss, if one cannot rebuild more drones in time for the next wave, one will surely be overpowered.

    Therefore, gameplay length is highly influenced by the strategies implemented. If a user manages to play for 1000 cycles, they would play for 67 hours. Note: There is no cap to how many cycles one can play.

    STRATEGY & TIMING

    Game Strategy

    The Fight

    In building an industrial complex the enemy will become aware of one’s growth, and therefore send stronger and even more deadly drones. This game is not as simple as it seems. Learning & adapting is what the RECOGs (Advanced Cognitive Relay) are known for, so one must do the same and outsmart them to keep pushing forward.

    One will see throughout the game, there is plenty to build and a lot of choices as to where to do this. The enemy loves the higher ground and is not too keen on going through tunnels; therefore, keeping the industry low and as well as the fight, will provide stronger protection.

    The special drones, known as Utility drones, are the ones who actually build the complex, they mustn’t all be destroyed, or the game is over without any means to build more.

    The fighters are called Military drones. There are 6 of them, each with unique traits and abilities. Getting to know their strengths, weakness as well as what skills they have access to, will aid in understanding which ones fight well together, and how they should fight together. When one know what they can do, a team effort will win the day. The enemy does not always work well as a team. This is the difference between Human vs. Machine.

    The Industry

    There is much to discover with regards to building an industry. Understanding the protocol for the order in how things are built will create a basic knowledge base for how the industry is developed.

    From Constructs (the industrial complex) and Conveyors, (automated transportation of systems), to Armories (military drones, mines, turrets) and Silos (warheads), with such a wide range of objects to create and use, the best strategy is stay ahead of the enemy, learn from how they retaliate, Adapt and overcome; one will most probably have to change strategies throughout the game, by either relocating the industry if not well protected, or strengthening defenses, if one find themselves vulnerable.

    The industry needs power to function. There are two specific constructs to power the industry. GATHERs (Global Alternative to Highly Efficient Resources), which harness the energy, and generators, which convert energy into power. Generators are then connected to constructs to make it run. Very few constructs don’t need this. Splitting or merging power can give one the advantage of diversifying energy to where one needs it most at the exact moment needed.

    The natural terrain is the best defense one can have especially when tunnel systems are created. Intentionally designed reliefs and valleys as obstacles for the enemy can have them lead exactly as planned. Although being prepared for a surprise upon enemy arrival would be beneficial.

    When natural terrain is not available, the use of special constructs known as Barriers for protection and luring to a specified area are recommended. These can be destroyed however, consideration in protection with firepower from turrets adds to the defensive strengths.

    The LAVA

    Lava is the perfect barrier; however, it can be one’s best friend or one’s worst enemy. That is because it will destroy most constructs and all drones, enemy or friendly alike. It doesn’t play favorites, so making a mistake in the strategy with this one, could flood the industry, destroying all.

    Although, one can use it by forcing directional flow. Using barriers (walls) and gateways (doors), Lava can be directed towards an area of choice and released / pumped at a moment’s notice. The enemy won’t know what hit them.

    The other advantage to this wondrous, yet risky substance is that it can be cooled by the industry and transformed it into terrain and mined for valuable Oids and Minerals.

    The Missile silo

    By the time the industry is in full swing and everything is automated (or it should be), one will notice that the enemy has also reached a very strong state of being, making it very difficult for one to maintain all that hard work. The Missile silo is the defense system which can protect from the biggest and the baddest. Sending up rockets with devastating blows will either slow, stun or completely obliterate the enemy. This construct is very much a high-value target, it must be protected to the fullest. The enemy force that comes to get it at this stage….losing that silo means the chances are very slim that round.

    Game Timing

    Pause / Unpause

    Time waits for no one, well that is until the game is paused…it must be paused often. Because if not, one will see how fast the time will pass by before having a chance to do anything and the enemy will come.

    Cycles

    Timing runs by cycles. After a few cycles, the chances of an enemy wave become greater. Therefore, as one builds an industry pausing often, it will allow for the maximization what can built before each wave. Knowing what came during a past wave will help to adapt strategies for building and defenses.

    Waves

    Learning the enemy waves can help understand if one’s timing in what is being built, is too fast paced. The indicator for this, is that the enemy gets stronger and friendly defenses are not. If that is the case, it will most certainly be harder to stay alive. Learning when one can build what, helps keep the momentum going.

    Timing for Attacks

    Remember, using industry and lava as a way to defend oneself against the enemy is a great strategy. Consider the exact moments one would perhaps: Release lava over the enemy, or crush them with a gateway.

    The timing for these defensive strategies are crucial. If one miss it, even for less than a second, one could very well flood oneself, killing everything, or trapping the enemy in a secured industry, and it’s free game for a Juggernaut who will wipe everything out in a matter of seconds.

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