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DescriptionPerimeter is the self-appointed rebirth of the Real Time Strategy genre. It employs three innovations to the genre to set it apart from all other RTS games.
For one, you will only be able to command five squads of three types of 'specialists' - Soldiers, Officers and Technicians - which are able to morph into different units, if the squad composition matches the requirements for that type of unit.
You also have the ability to terraform the landscape around you, raising hills or excavating valleys to zero level, where you may then build structures.
Finally, the feature that gives the game its title, you are able to set up an impenetrable shield - perimeter - that renders anything in its radius invulnerable as long as that shield is up. It will drain your energy (the game's only resource) very quickly, so you must use it sparingly if you wish to survive.
Perimeter is an RTS game that redefines the formula, with more emphasis on Strategy than Micromanagement.
- "太空堡垒" -- Chinese spelling (simplified)
- "Периметр" -- Russian spelling
- "Perimeter: Real Time Strategy Reborn" -- Tag-lined title
- "Perimeter: Le renouveau de la stratégie temps réel" -- French tag-lined title (BestSellers re-release)
- "Perimeter: La stratégie à l'état pur" -- French tag-lined title (Joystick Magazine release)
- "Perimeter: Die Wiedergeburt der Echtzeit-Strategie" -- German tag-lined title
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The Press Says
|GameZone||Jul 29, 2004||8.7 out of 10||87|
|Gamesmania||May 24, 2004||85 out of 100||85|
|Armchair Empire, The||Jul, 2004||8.5 out of 10||85|
|IGN||Jun 29, 2004||8 out of 10||80|
|2404.org PC Gaming||Jul 06, 2004||8 out of 10||80|
|Yahoo! Games||Jul 08, 2004||80|
|GameSpot (Belgium/Netherlands)||Jul 01, 2004||77 out of 100||77|
|Boomtown||Jun 22, 2004||7 out of 10||70|
|Jeuxvideo.com||May 17, 2004||13 out of 20||65|
|CanardPC||May 12, 2004||6 out of 10||60|
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TriviaThe terrain in the game is completely deformable and, in fact, the player will have to take advantage of this fact for building and defending purposes. It is even able of creating cracks on the ground - as if an earthquake is in progress - on the fly.
The engine treats the landscape as a pseudo-voxel (full voxel effects being used in games like Outcast), meaning that it will be able to be sculpted on the fly and very smoothly. It is made of a staggering one million polygons at any time.
PhoenixFire (83) added Perimeter (Windows) on Jun 02, 2004
Producer, Game Concept, Game Universe, Lead Scenarist:
Andrey Kuzmin (KranK)Lead Game Designer, Mission Design, AI:
Yulia Shaposhnikova (Ylitka)Project Manager, Management, Game Design, Tools:
Evegeny Novikov (GEorGE)Lead Programmer, Architecture, Logic, AI:
Alexander Kotliar (Sicher)Lead Artist, 2D/3D Art, Modelling, Animation, Special Effects, Graphic Design:
Dmitry Poskryakov (Balmer)Programmer, Interface, Tools, Technology:
Alexander Porechnov (Скморр)Content Programmer, Logic:
Eugene Hudenko ($teeler)Programmer, Technology, Landscape Editor, Geoprocesses, Network:
Alexey Ivanov (Ivn)Concept Art, 3D Art, Textures:
Oleg Belyaev (White)World Designer:
Anna Namestnik (Kemushi)Programmer, Tools:
Marina Guseva (catfish)Story, Scenarist:
Michail Piskounov (ChSnark)Sound Producer:
Andrey Aksyonov (Optimization), Roman Gunyavy (Concept Art), Yuri Nekrasov (Additional Story Content)