Some very good points being made there by Croesus - thanks Croesus.
I don't see how you can call TA "painfully ugly" unless you are running it in monochrome 320X240 resolution
The units are generated in real-time and, to half-quote Cavedog, tanks recoil when they fire shots and when they blow up little bits of wreckage fly everywhere. It has been said that the units are hard to distinguish, but if you are anything beyond a newbie you will be able to easily identify almost any unit on the battlefield (or every if you are a good player).
Bear in mind that TA was made in 1997 and these "advanced games" so to speak slopped onto the market more recently. TA put every RTS game around it to shame graphics wise when it first came out, and continues to do so to some of the more "advanced" games today! Of course, it does not match up graphics wise to the most powerful 3d-accelerated RTS's, but it was programmed in '97 after all! The gameplay easily outshines any of these "high-tech" RTS's.
When you can activate or deactivate a feature, you can put it on if you like it or switch it off if you don't, which is much better than forcing people to use it or not have it against their will.
I don't see how you can call TA "painfully ugly" unless you are running it in monochrome 320X240 resolution
Bear in mind that TA was made in 1997 and these "advanced games" so to speak slopped onto the market more recently. TA put every RTS game around it to shame graphics wise when it first came out, and continues to do so to some of the more "advanced" games today! Of course, it does not match up graphics wise to the most powerful 3d-accelerated RTS's, but it was programmed in '97 after all! The gameplay easily outshines any of these "high-tech" RTS's.
When you can activate or deactivate a feature, you can put it on if you like it or switch it off if you don't, which is much better than forcing people to use it or not have it against their will.
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