User Reviews

There are no reviews for this game.

Our Users Say

Category Description User Score
Acting The quality of the actors' performances in the game (including voice acting). 3.2
AI How smart (or dumb) you perceive the game's artificial intelligence to be 3.2
Gameplay How well the game mechanics work (player controls, game action, interface, etc.) 3.5
Graphics The quality of the art, or the quality/speed of the drawing routines 3.8
Personal Slant How much you personally like the game, regardless of other attributes 3.6
Sound / Music The quality of the sound effects and/or music composition 3.5
Story / Presentation The main creative ideas in the game and how well they're executed 3.4
Overall User Score (11 votes) 3.5

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Withingames (May 25, 2004)
Endlich nach langer Zeit wieder einmal ein Spiel, das versucht, festgetretene Pfade zu verlassen und einen ganz frischen Wind in das Genre der Echtzeitstrategiespiele zu bringen. Und ich bin überzeugt davon, dass das auch sehr gut gelingt, auch wenn man im Bereich der Präsentation der Story und der Kampagne noch einiges besser machen könnte. Der ganze Spielansatz mit dem Science-Fiction Szenario, dem Terraforming als integralen Bestandteil und den universellen Kampfeinheiten, die in sekundenschnelle auf individuelle Bedürfnisse einer bestimmten Situation angepasst werden können, das alles hat mich einfach sofort begeistert. Ich hoffe, dass es auch vielen anderen Spielern so geht und bin schon gespannt, womit K-D Lab das nächste Mal aufwarten.
PC Gamer UK (May 26, 2004)
So now you understand. You take a second stab at the Skirmish mode. And you love it. And then the genius hits you: you're familiar with the intricacies, but you're still playing. You've discovered how it works, but you're still finding new ways to make it work. With these three innovations, Perimeter blows most traditional RTS games out of the water. There are so many unexpected options for attack, more ways to defend, more ideas to experiment with than you'd think possible. It's an enormous, gloopy toolkit of war. And we love it.
87 (May 19, 2004)
Der Schwierigkeitsgrad und die ungewohnte Steuerung werden vor allem Einsteiger und Gewohnheitsfeldherren vergraulen. Aber wer sich auf die bizarre futuristische Reise einlässt, wird mit jeder Menge Spielwitz und innovativen Ideen belohnt. Und nicht zuletzt, weil viel zu wenig Entwickler ähnlich kreativ und mutig gegen den Mainstream schwimmen, ist Perimeter für mich schon jetzt eine kleine Strategieperle – auch, wenn der letzte Schliff für einen glänzenden Award fehlt. Ein großes Lob an das russische Team von K-D LAB!
GameZone (Jul 29, 2004)
Real Time Strategy games are some of the most popular and fun games available on the PC. The biggest problem with this genre is that there is little innovation, and when there is a new break though, every developer tries their best to clone it, and they ruin the new gameplay mechanic quickly. Perimeter is a new RTS game that really innovates this genre and adds a lot to it. Read on to find out more!
PGNx Media (Aug 02, 2004)
Russian developers seem to make rather strange additions to conventional genres. This is certainly the case with Perimeter, a new game from the people at KD Lab, which has arrived on these shores courtesy of Codemasters.
85 (May 24, 2004)
Wer sich immer beschwert, den Spieleentwicklern falle nichts neues ein, sollte eigentlich zum Kauf von "Perimeter" verpflichtet werden. Etwas Originelleres gab es im Genre der Echtzeit-Strategie seit Jahren nicht, so viel taktischen Tiefgang auch nicht. Einsteiger sollten aufgrund des hohen Schwierigkeitsgrades allerdings erst mal die Demo testen.
PC Zone Benelux (Jun, 2004)
Perimeter neemt je mee naar een andere wereld, zowel grafisch als qua gameplay. Het is moeilijk te verwoorden hoe subliem, bizar en tegelijkertijd duidelijk Perimeter is. Deze rts moet gezien en gespeeld worden om te begrijpen wat deze game zo speciaal maakt.
I’m firmly convinced that more real-time strategy (RTS) games need a pause button as graphic engines become more powerful and are able to render thousands of units (instead of the a few dozen like in the original Dune). The minds behind Perimeter, one of the more innovative RTS games to come along in a while, included an obvious pause button. This acts in Perimeter’s favor because the developers have also produced one of the most gorgeous and visually dense games I’ve seen – RTS or otherwise. With so much in the way of lighting effects flying about and the scale of units, not making full use of the pause button is suicide. Plus, Perimeter has a lot of strategic depth that can only really be utilized with the pause button.
GameSpot (Jun 29, 2004)
Innovation is a word that gets bandied about a lot but is rarely seen, especially in the realm of real-time strategy games. But every now and then, someone delivers a game that's completely unlike anything seen before. Perimeter is just such a game. This real-time strategy game from Russian developer 1C delivers a high-concept sci-fi setting, a load of innovative gameplay, and beautiful graphics. And though it falls short in a few areas, it's still a breath of fresh air in a genre in need of it.
Joystick (French) (Jun, 2004)
"Le renouveau de la stratégie temps réel", disait la pub, et c'était vrai. Perimeter est beau, original, et techniquement impressionnant. Des STR, on en voit passer des tonnes, mais celui-là retient l'attention même des plus blasés. Les nostalgiques de Populous et Total Annihilation ne devraient pas s'en priver.
Gameplay (Benelux) (Jun, 2004)
Perimeter is niet de verslavende klassieker geworden die we hadden gehoopt maar is eindelijk nog eens een echte uitdaging voor de fans.
ActionTrip (Jun 18, 2004)
In conclusion, I have to admit that playing Perimeter left just the kind of impression I hoped it would. It makes a nice change from the traditional RTS model; therefore I'd definitely recommend you give it a try regardless of your taste in strategy games. Perimeter hasn't exactly revolutionized the genre, but it probably threaded some new ground for the countless RTS games to come.
80 PC Gaming (Jul 06, 2004)
For a title surrounded with very little fanfare, I was quite surprised with what I found. This game is easily the best in-planet RTS title I have played since Starcraft, and it definitely gives me hope for the future of the RTS genre as a whole. Seldom does a game come along that promises innovation and then actually delivers it, but Perimeter has found a way to make RTS gaming fun again.
Yahoo! Games (Jul 08, 2004)
From Russian developer K-D Lab comes Perimeter, a real-time strategy game that's literally ground-breaking. Rather than fighting on the same map the entire game, Perimeter lets players tear down mountains and raise chasms to make space for their buildings, as well as morph units into different configurations. It's nothing if not flexible.
IGN (Jun 29, 2004)
Originality is a good thing. Whenever I delve into an original title that tries something new I get happy and excited, obviously giving a game a leg up come review time. Every now and again, I come across a title so original and new that it excites me while confusing and frightening me as well. Such is the case with Perimeter from Russian developer KD Labs.
GameSpy (Jul 02, 2004)
Since the real-time strategy genre is one of the most saturated in the PC gaming market, it takes real chutzpah to try to create something completely different. Perimeter is definitely that. To start, the storyline and setting is extremely difficult to wrap your head around. There's something about humanity, different dimensions, frames, root worlds, Zodiacs, breaking off from worlds, and evil bug things called The Scourge. Truth be told, the story makes about as much sense as reading as Asimov novel after an all-night bender. That being said, it's still fun, even if you really have no idea why you're fighting (other than to survive) and who you actually represent or why it's important that you win.
Level (Jul, 2004)
Numai modul de joc multiplayer salvează ceva din Perimeter, dar nu îl face să aducă Renașterea în genul RTS. Nici vorbă.
Despite the large number of untested concepts in Perimeter, at the end of the day it's an enjoyable play, albeit a slightly rough one. Because seriously, who doesn't enjoy the power to literally make the land over as they see fit?
Game Watcher (Sep 15, 2004)
Overall, this is a very beautiful game to look at, and is fun to play. The game play is decent, but could be better, but it just looks so damned good, its hard to put down. Fans of real time strategy won't be disappointed by this effort, its worth it, even if you are only a casual science fiction fan.
Ok; Perimeter lijdt onder een paar ernstige schoonheidsfoutjes, maar dat mag fans van het genre niet weerhouden om dit ding zo snel mogelijk uit te proberen. We hopen dat 1C op deze weg verder gaat.
77 (Jun 25, 2004)
Irgendwie schade, denn eigentlich ist Perimeter ein tolles Spiel: ungewöhnliche Ideen, super Grafik und eine schlaue KI, die sowohl alt gediente Strategen fordert als auch Neueinsteiger nicht überfordert, lassen eigentlich kaum Wünsche offen. Wäre da nicht das absolute miese Missionsdesign und die wirre Story, die spätestens nach einigen Spielstunden schon langweilt, hätte vielleicht zwar noch immer nicht die versprochene Revolution im Echtzeitstrategiegenre statt gefunden, aber Perimeter wäre der erhoffte Hit geworden. So bleibt nicht mehr als ein etwas überdurchschnittliches Spiel, das aufgrund einiger netter Ideen für Fans des Genres sicher interessant ist.
GameStar (Germany) (Jun, 2004)
Perimeter wandelt fernab ausgetretener Echtzeit-Pfade. Ob Schutzschild, Terraforming, Einheiten-Verwandlung oder schlaue KI - das Spiel fordert erfrischendes Umdenken und taktisches Geschick. Klar, dass bei all den ungewöhnlichen Ideen die Eingewöhnung schwer fällt. Einsteiger sollten daher besser zur klassischen Konkurrenz greifen.
70 (Nov 21, 2006)
Le marché du RTS est plutôt du genre saturé, et cela depuis de nombreuses années. Malgré cette profusion, seul un petit groupe de licences prestigieuses a réellement conquis le cœur des joueurs, on pense notamment à des Warcraft, Age of Empire, Total War, Command and Conquer, ou plus récemment Warhammer 40000. La plupart des autres productions du genre ne sont finalement que de pâles copies de ces références. Pourtant, il arrive qu’un ovni débarque de nulle part et apporte du neuf en terme de mécanismes de jeu. C’est le cas de Perimeter, qui se vantait en 2004 de représenter « la renaissance de la stratégie en temps réel ». Rien que ça !
PC Games (Germany) (Jun 26, 2004)
Mal im Klartext: Die Auswirkungen der beiden Features, die Publisher Codemasters am lautesten anpreist, des Einheiten-Morphings und des Terraformings nämlich, sind quasi gleich null. Was übrig bleibt, ist ein klassisches Echtzeit-Strategiespiel im Stil von Starcraft & Co. ohne große Innovationen, aber auch ohne gravierende Schwächen. Am schwersten wiegen noch die im Vergleich zu Warcraft 3 wenig komplexen Missionen, die ohne Rollenspiel-Einlagen oder Skript-Ereignisse auskommen müssen. Dafür lassen sie Echtzeit-Kommandeuren große strategische Freiheiten und halten mit abwechslungsreichen Aufgaben die Motivation hoch. So wird Perimeter vor allem Kämpfernaturen überzeugen, die auf dichte Storys weniger Wert legen als auf dynamische Schlachtfelder und hektische Echtzeit-Gefechte. Aber die macht Ground Control 2 besser.
Boomtown (Jun 22, 2004)
Personally, I think this is a lateral development for the genre. I hail the ambition, I commend the experimentation and I recognise the potential. However, I wish it still didn't sport some of the genre’s silly little annoyances and the whole thing is a little too unbalanced in its execution. Perimeter works well as a real-time strategy game, but it could work better.
1UP (Jul 08, 2004)
Where many RTS games are content to recycle the standard formula established in Age of Empire and Starcraft, K-D LAB's Perimeter comes through with some much-needed originality and innovation. The terraforming elements make it vaguely reminiscent of landscape-altering sims like Populous, but resource management, base construction, and troop management are still present, and each familiar element goes in a new direction. The end result brews an interesting concoction of complexity in both gameplay and storytelling.
Tack on a soundtrack that almost put me my computer to sleep, and I came away impressed with an ingenious idea that just never seemed to get off the ground.
65 (May 17, 2004)
Perimeter se permet d'innover un peu avec les possibilités de terraformation, la transformation des unités et le champ de force que l'on peut activer pour protéger sa base. Les possibilités stratégiques sont donc assez étendues. Hélas, on a un peu de mal à entrer dans cet univers à cause des missions très répétitives qui s'enchaînent sans réel motif autre que celui de visiter la galaxie. Quant au mode multijoueur, il se résume à un bête deathmatch sur les 8 cartes proposées. Bref, Perimeter mélange sans complexe le bon et le mauvais ce qui en fait au final un bon petit jeu mais sans plus.
CanardPC (May 12, 2004)
Il nous avait alléchés avec sa terraformation, son système de morphing et son bouclier de défense impénétrable, mais Perimeter n'a pas tenu ses promesses. Ses innovations, aussi intéressantes soient-elles, ne parviennent pas à créer un gameplay aussi fun ou profond que les classiques du genre. Bien qu'il souffre en prime d'une campagne Solo pas très réussie, Perimeter n'est pas un mauvais jeu : original, un peu fouillis mais plutôt bien réalisé, c'est juste qu'il n'apporte pas grand-chose aux amateurs de stratégie.
After playing Peremiter for a while, I came to a realization: There is nothing I like about it. Not a single part of this game stands up to say "Even if you hate everything else, you've gotta' like me!". This is probably the most thoroughly unenjoyable game I've played in a long time. Not the worst: Truly terrible games are at least enjoyable in the entertainment of seeing how riduculously bad they are. No... This game decides to forgo truly awful and settle for Merely "boring" and "unpleasant".
The developers get credit for trying something new, but the slow gameplay, some dull missions, nonsensical story, and annoying micromanagement make Perimeter unenjoyable. Maybe there’s something to be said for the tried and true.
Game Shark (Jun 10, 2004)
The first thing I picked up about Perimeter is that it doesn’t really clearly document what the hell it’s all about. The intro movie shows what I can only define as “some stuff happening”, but there’s no narrative, or even any real dialogue, so I never understood what was going on while I was watching some guy stand around outside his ship (which was being loaded up with cargo), then eventually take off. Only digging around online finally educated me on what the game was really about, something which only became slightly clearer as I progressed through the campaign.