Was Total Annihilation een goed verkopens spel (en wees eerlijk , die multiplayer beets the shit out of everything), Cavedog blijft na deze hit natuurlijk niet stil zitten. TA: Kingdoms zou best wel eens extreem gaaf kunnen gaan worden.
There was, however, one area in which Total Annihilation was lacking: the story. And while the skirmish mode was great and the multiplayer game was unbeatable, the single-player campaign suffered due to the lack of any motivating plot. Many would argue that story is a secondary element in a strategy game. But as Starcraft proved, a good story can turn a straightforward strategy game into an incredible experience. Perhaps, then, it's no surprise that Cavedog is putting a great deal of emphasis on the story behind its upcoming follow-up, Total Annihilation: Kingdoms. Using the mechanics of the futuristic Total Annihilation as its basis, Kingdoms tells of four factions at war in a medieval fantasy realm. And while Kingdoms will certainly add some gameplay features of its own and continue the strong multiplayer support of its predecessor, the goal in Kingdoms is to use Total Annihilation's excellent system to create a rich universe and a compelling single-player experience. Kingdoms lead designer Clayton Kauzlaric has no qualms about admitting that not much work was put into Total Annihilation's story. When asked about its somewhat frail premise, he laughs, "I remember the afternoon when we thought it up. It was like, 'OK, they're robots. They're fighting. The end.' It was barely an excuse for a war, really."
de rest van het verhaal kun je op Gamespot terug vinden.
Ik moet zeggen dat ik het best wel eens ben met hun beoordeling van TA. het verhaal er achter was nog te droog om er beschuit van te bakken...