Introversion Software has already made a splash by producing original and innovative games that would be categorized as "unmarketable" by big publishers. No flashy multi-gigabyte graphics, very little in the way of story, just pure games where actual game mechanics are the driving force - not the flashy hero plastered all over game boxes and promotional posters. Unsurprisingly, the box art of Multiwinia is somewhat plain - a big flat humanoid form made out of pixels and the funny tagline, "Survival of the Flattest". Introversion's marketing-fu must be strong - it takes some s 20e3 kills to market a game with "flat pixel dudes" as main characters.
While in Darwinia you fought as one against computer virus that threatened the digital world of Darwinians, Multiwinia splits the little flat guys into multiple factions - to facilicate multiplayer. Even singleplayer gameplay is all about battles between hordes of Multiwinians across a number of scenarios and game modes. Multiwinia has been described as a multiplayer version of Darwinia, but in reality it's a different game born out of same basic ideas and engine. In some ways it's simpler, in some ways it's just different.
Nominally Multiwinia is a RTS, but it's unlike any RTS you have played before. Just don't let the flat guys and polygon landscapes fool you - in Multiwinia, War is Serious Business. It may just be pixels and polygons, but things go boom and Multiwinians die in massive numbers. Oddly you start to feel sorry for all those little guys marching towards the enemy when you know that most likely every single one of them is going to get killed.
You can play alone against the AI or with human opponents online. Maps are designed for 2 to 4 players, with some being cooperative (2vs2) style battles. AI is competent - at times a bit too competent, proving once again that one mouse cursor vs. AI controlling troops on multiple fronts is a bit unfair. While AI battles are fine for learning the ropes, Multiwinia is at its best against human opponents.
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