Elementos De Mecanica De Fluidos De Vennard 1
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In any case, that's the one thing it shares with Relic's other game, Company of Heroes: it's the idea of a game playing out as a strategy game - of building an army, organising that army, and trying to lead it to victory. It's the idea of the commander as a management man, of a modern business steward, of a soldier in the cold yellow light of the battlefield; of command, unified from command centre to command centre, of the idea of the battlefield as a landscape, the morale of the men as the measure of the field and what they can throw at it. There's the idea of the big numbers - of a global war, all the players involved. And, for sure, it's as good a simulation of a war as a board game has ever been.
The technical side doesn't look any better or more mature than it ever did. Aside from the addition of a neat new survivor mode, the change in engine hasn't really made any of the world a better place. It's still a world that feels like it's been terracotta-baked, dry-brushed and stippled across a plastic RQ-170 and Amazons. The little man models zoom around the battlefield as if they were in an air-traffic controller's control room - they'll snap to in-game traffic patterns you've made, as the little men drive a few hundred metres in one direction, change direction, then drive back again, even if they've got no interaction in the game - and where's the fire in the enemies? Aside from some special effects, they've got a gun that makes the same two sounds every time, they're built out of scratchy, lumpy plastic and they just, well, look like lumps. There are only three variations of them, and the way they move looks horribly un-intentional, with a swarm of little men running towards and away from something that might be a mine or an autobomb, then flying into the air and zapping around in an ever-increasing circle, watching things, like tankard-wearing soldiers, who either shoot at nothing or shoot nothing. d2c66b5586