Weapons of War: Siege is a sequel/spin-off of FPS Shooter Weapons of War. It's an MMO set in the Weapons of War universe.
Weapons of War: Siege | ||||
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Developer(s) | Ultimatium Studios | |||
Director(s) | Bnbhfujbdtu | |||
Platform(s) | Xbox Series X, Zclipse, PC and Nintendo Switch | |||
Genre(s) | MOBA | |||
Series | Weapons of War/Aimless | |||
Predecessor | Weapons of War | |||
Age Rating(s) | M |
Weapons of War had a grimdark like tone, and Weapons of War: Siege emulates that again. The gameplay may be of a MOBA, but the biggest inspiration gameplay wise was Risk of Rain 2. It picks up from the demise of the Godson, and has The Conqueror come into full force
Gameplay
It's Gameplay is inspired by MOBAs and Risk of Rain 2. Everyone still uses guns, and has an ammo meter. This ammo meter determines how much spare shots you have left. When the ammo meter runs out, you need to get to an ammo crate. The biggest difference is in camera. As where Weapons of War was in First Person, Weapons of War: Siege uses bird's eye view camera, meaning you get extra information about your environment
There are still no supermoves, this is a game about using your toolkit to the best of your ability. The availability of cover on maps varies, with some maps having a lot of cover with others having almost none at all. Accuracy is not as important, as you simply spray in the direction. The difference is in, what enemies are a priority, some will have more health and be more dangerous than others.
Your teammates are still important, elemental synergies can still happen if you and your team mate attack the same target, which can cause a myriad of status effects. but be warned, some elements do not mix.
There is a vertical plane, allowing for enemies and players to access the vast space above you.
Many soldiers have abilities that can function like traps. Ideal placement of these traps can be key to winning the game in a sense. Using the varied ability kit of the Soldiers to mold your environment either breaks or makes your game rounds.
Game Modes
Returning Modes
Capture The Flag
Good old Capture the Flag. The settings for this mode are 2 teams and lobby size is 12. The goal is to obviously capture the opposing teams flags. The oracle NPCs from the first game return, but this time there are more of them. Now has a leaderboard.
Battle Royale
One of the first MOBAs with a Battle Royale mode, the lobby size is 30, the goal is to survive. Players have one one shot, every time a player dies, the arena size shrinks. Time limit is 24 Minutes. If they're are more then 8 Players remaining in the last 4 minutes of the game, Free moving Oracles spawn and begin to hunt the players. Now has a leaderboard.
Hunted
Everyone is One team in a lobby size of around 18 and must survive the hunt. 20 Minutes long, to win the Hunt, everyone must make it to the end before time is up. The players are hunted by Free moving Oracles and Seekers, who wish to destroy the player and will chase them across the map to the end. Hunted is all about movement, reach the end before time is up.
Castle Defense
Lobby Size is 16, Everyone is divided into two teams of 8, one defending the castle and the other attacking. The Defenders need to stop the advance and hold the castle the whole match, while the Offensive team must take the castle with in twelve minutes to win.
Clash
Standard 6 v 6, in a relatively small arena map, whatever team gets the most kills in the end of 8 minutes wins. Now is not the only game mode with a leaderboard, has an elite mode that the developers watch matches of.
Cursed Champions
3 v 9, 3 people are cursed with a more power, strength, health and speed and can also summon oracles. The goal is to rid the other team of their lives. The Cursed have 1 life while the non cursed have 3 lives.
Checkpoints
Lobby size is 24, teams are 8 v 8 v 8. There are 10 checkpoints on the map, the first team to capture half of them wins. If you have less territory you can purchae Oracles to help you capture while if you have a lot of territory, you can purchase Turrets to buy time.
Frontal Advance
A PvE mode, Lobby Size 10, the goal is too advance the frontline. Enemies from The Story Mode will spawn and try to prevent the line from moving to the checkpoint. Time is 15 Minutes.
Beyonders
Beyonders is a gameplay mode where the map evolves, Lobby Size is 9, teams are 3 v 3 v 3, it is simply kill each other, and adapt to the ever changing map. Time is 8 Minutes.
New Modes
Schemers
Schemers is a gameplay mode where two teams of 9 go head to head in dungeon building. Placing turrets, ability traps, oracle and other enemy spawn chambers and environmental rigs. The dungeon setting up takes 10 minutes, then, you raid the other team's dungeon for the other 10. Whoever has the harder dungeon wins.
Death From Above
A survival mode, enemies that fly will constantly bombard a lobby of ten players on a flat map. Objective, survive the bombardment, every player has 3 lives, if everyone runs out of lives, they loose.
Edge Runner
A PvE mode, everyone starts on an edge, and needs to jump and platform away from oracles, however, friendly fire is on, and sabotage is in the question, whoever survives till the end wins. The runway is narrow, so there is no room for error. Edge Runner does have a leaderboard.
Lifetime
A relay/tag team 1 v 1 mode. A team has 3 members of a team competing against another team. The relay is simple, make it to all 3 of your designated check points first, once you reach a check point, you switch with a team mate. Lifetime does have a leaderboard.
Death's Debt
A fairly standard 6 v 6 mode, except, the more players you kill, the more lives you get. The team with the most lives at the end wins.
Soldiers
Fire
Imperius
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Imperius is the starting soldier, he wields The Flamebrook, a mix of tommy gun and a flamethrower that can afflict AOE burn damage, which can now affect a wider radius. His three specials are
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Torch
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Torch is a soldier who wields the element of Fire. He wields the Infernoletter, a combination of a Flamethrower and Revolver that can burn foes. His specials are:
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Templar
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Templar is a solider who wields the element of Fire, her weapon is Dragon's Breath, a flamethrower that is also a sniper and shoots holy fire
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Water
Hightide
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Hightide is an alternative starting soldier for Weapons of War: Siege, who sells out to the Conqueror, he wields The Wavemaker a water laser canon that can soak foes, leaving them vulnerable, His three specials are
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Coral
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Coral is soldier that wields the element of Water. She wields a Coral Pistol that can switch between firing the water in the coral or the coral itself. The Water doesn't do much damage and fires fast but the coral does more damage and fires slower. Her specials are:
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Dive
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Dive is a Soldier that wields the Water element. Weapons of War, he wields The Reel I,a harpoon gun that fires harpoons that do damage and can reel enemies in close. His three specials are
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Wind
Gale
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Gale is a soldier who controls the element of Wind, she wields The Breeze Blasters are pistols that Gale dual wields that can causes knockback but they need to be used up-close. Her three specials are
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Windmill
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Windmill is a soldier who wields the element of Air, his weapon is a Windmill shotgun that fires a repelling gust of wind from it.
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Aerodrag
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Aerodrag is a Soldier that weilds the Wind element. Weapons of War, he wields The Air Resistor, a shotgun that fires bullets that fly through the air without air resistance and destroy their target on impact.. His three specials are
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Earth
Geode
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Geode is a solider that uses the Earth Element, she wields The Amethyster, a shogun that fires a peircing amethyst round, Her three specials are
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Shale
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Shale is soldier that wields the element of Earth. She wields a Clay Autorifle that fires slowly hardening clay rounds that can slow opponents down hit after hit
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Tectonic
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Tectonic is a soliderwho wields the element of Earth, her weapon is The Tectonic Blaster, which shoots pieces of crust out that do slight burn damage.
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Lightning
Thunderstrike
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Thunderstrike is a Soldier that wields the Electricity element. Weapons of War, she wields The Thunderstrike Rifle a sniper rifle that causes a lightning bolt to shock the target along with the bullet, dealing more damage. Her three specials are
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Outlet
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Outlet is a soldier who wields the lightning element. Her gun is the Tesla Cluster, which fires electricity that volleys between soldiers very fast.
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Outage
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Outage is a soldier who wields the lightning element. Her gun is the Spent Reach, which fires a long arc of electricity that when it hits opponents, gives them the modifier, Electrically Charged, which makes other hero's electric attacks do more damage to them. Her three specials are:
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Apocalypse
Endling
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Endling is a soldier who wields the element of Apocalypse, his weapon is a Uzi submachine gun called Deathmaker that fires actual death out of it that does a good chunk of health to foes
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Endays
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Endays is a soldier who wields the element of Apocalypse. Her Gun is known as End Faster, a long barreled pistol that fires pure death
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Endsong
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Endsong is a soldier who wields the element of Apocalypse. Her Gun is known as Sorrow Song, a short barreled rifle that shoots in burst that fires pure death. Her three specials are:
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Ice
Iceberg
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Iceburg is a solider who uses the element of Ice,, he wields The Hail Canon a hand canon that blasts bursts of hail that fly far. His three specials are
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Alaska
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Alaska is a soldier who wields the element of Ice. His Gun is Avalanche Buster, a gun that fires thick sheets of snowy bullets.
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Lattice | |
Lattice is a soldier who wields the element of Ice. Her Guns are arm mounted snow sheet snipers
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Metal
Blacksmith
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Blacksmith is a soldier who wields the element of Metal, their weapon is a no sights sniper rifle that shoots a small stream of molten metal that forms into metal casts after a few minutes. The casts stay on opponents and slow their movement by 6%, the casts can be destroyed by shooting at them.
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Gravity
Pendelum
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Pendelum is a soldier who wields the element of Gravity, their weapon is a multi round scout rifle that can be switched into two different modes that determine the bullet's physics. In Burst Mode, bullets fire in a spiral arc and fly towards the ground. In Shot mode, one semi-large bullet flies in a spiral arc towards the sky.
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Smoke
Typhon
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Typhon is a solider who wields the element of smoke. He wields the element of smoke and his gun is Smoke Snake Revolver, which fires a trail of noxious smoke gas that chips away at health and obscures vision.
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Mass
Higgs
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Higgs is a solider who wields the element of Mass. She wields the element of smoke and her gun is The Higgs Field, a long range cannon that fires a small bullet that gets larger the longer it travels.
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Control
Sovriegn
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Sovriegn is a soldier who controls the element of Control. Her gun is The Golden Revolver, which fires normal bullets, but the ammo meter for this gun is refilling every 20 seconds.
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Blood
Artery
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Artery is a soldier who uses the element of Blood, and his gun is a Blood Railgun which has a marking mechanic, if you are marked by the Blood, you take more damage.
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Autoimmune
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Autoimmune is a soldier who uses the element of Blood, and her gun is an Anti-Body hand canon with a scope which has a marking mechanic, if you are shot by the antibody, other attacks from teammates and yourself will do slightly more damage.
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Shadow
Silhouette
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Silhouette is a soldier who wields the absence element. Her gun is Lack Of What should be, which is her arm, she fires small tracking projectiles that can be spammed but run out quickly. they also apply the not there affect, which makes your opponents invisible to their team mates
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Divination
Augury
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Augury is a soldier who wields the element of Divination and he uses Augury to practice that. His gun is called All Too Soon, a small pistol that fires low damage bullets really fast and can also predict when your teammates will die. To do this, fire a bullet at them, if a bird flies over there, they are close.
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Scry
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Scry is a soldier that controls the element of Divination, and his gun is Not Soon Enough which is a normal gun, but when teammates are about to die, healing bullets that fly to them are fired instead. His three specials are:
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Tasks
Chore
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Chore is a soldier who wields the element of Tasks. Their guns are called Completed Objective, small hand cannons that fire task bullets that grant buffs if they hit allies.
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Bone
Marrow
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Marrow is a soldier who wields the element of Bone. Her gun is The Carpal Sub Machine Gun which fires bone pellets really fast.
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Parsitism
Our Host
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Our Host is a soldier who wields the element of Parasitism. Its gun is The Seeker, an exploding worm that is the gun, the worm then finds a host.
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Hivemind
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Hivemind is a soldier who wields the element of Parasitism. Its gun is The Mound, a rapid fire gun that fires mound building insects, if enough are fired in a single spot, a small one space mound of cover will be built.
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Eldritch
Poacher
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Poacher is a soldier who wields the element of Eldritch. His Gun is known as Hunter's Call, it is actually a horn and it does knockback damage
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Slime
Phelgm
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Phelgm is a soldier that wields the Slime element. His gun is the Carnal Disguter, which is a sub-machine gun that fires mucus balls at incredibly fast pace.
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Fold
Crease
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Crease is a soldier that wields the Fold element. Her gun is the Once Through, a gun that fires folded bullets that once they hit a target, reappear on the other side of the map and act like they are fired again.
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Seasonal
4 Seasons
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4 Seasons is a soldier that wields the Seasonal element. His gun is a leaf blower that fires sharp leaves that are sprayed in every direction.
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Bose-Einstein Condensate
Superfluid MK2
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Superfluid MK2 is the successor to the first Superfluid, still wielding the Bose-Einstein Condensate element. It's basic Weapon is the Near-Zero Dual Cannon, a precision based speed rifle that shoots out sheets of Bose-Einstein condensate. His three specials are.
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Antimatter
Antiman
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Antiman is a soldier who controls Antimatter, he was a pre-order bonus. His basic weapon is a gun that is inverted, as it starts with a bullet in front that is retracted back into the gun. His three specials are.
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Story
Launch Story
After Weapons of War, the first Superfluid was ejected into space by The Federation, who wanted to move onto the next phase of testing. She was never seen again
This caused some commotion in The Federation's Soldier guild, with Hightide's streak acting up again, He once again went rogue and took a group of soldiers with him. Imerpius and Gale wanted to put him behind bars again but another hunter, Poacher, wanted to stake claim and kill Hightide
Meanwhile, the death of the Godson created a power vacuum, many of his followers defected to The Conqueror, on a new warpath. The Conqueror began to intrude of federation territory, and attack federation outposts.
On one of these planets, Artery and Phlegm escape Federation custody, and disappear, not to be seen for a while.
Now, The Federation has completed the second Superfluid, and this is where the story picks up.
Imperius and Gale's faction includes, Geode, Iceberg, Shale, Windmill, Coral, Augury, Scry, Thunderstrike, Outlet, Chore, Sovereign, Shale, Superfluid MK2 and Templar
Hightide's faction includes, Aerodrag, Tectonic, Alaska, Dive, Endays, Endling, Endsong, Typhon, Pendelum, Higgs, Marrow, Torch and Silhouette.
Our Host remains a complete loose canon.
We begin with Imperius's Faction: Federation Loyalists on the HMS Brighton, when it's suddenly attacked by The Conqueror. Imperius actually gets to fight The Conqueror in this opening section. However, your loss is scripted, and Imperius nearly dies and needs to be saved by Gale and Geode. However, The HMS Brighton is complete ruin, and needs to be repaired, this begins The Conqueror's Invasion.
Now, we go to Hightide's Faction: Federation Usurpers, they're trying to install a person with a friendly ideology in charge of the federation through violence. And they end up going to Xele, a Federation stronghold, to infiltrate it. They intercept a distress communication talking about The Conqeuror's attack, and decide to destroy it, fighting The Federation as The Conqueror's forces bombard the planet
The Federation Usurpers than intercept a distress call from Hightide's home planet, Auqarina. They all go to Auqarina and see The Conqueror and The Federation duking it out. Hightide becomes distraught, all the years of warfare breaks him as he tears through both The Conqueror's and The Federation's forces. Hightide realizes he can't save everyone.
Meanwhile, The Federation Loyalists under Imperius are told to save a town of innocents from attack due to the incoming Conqueror attack. Imperius then saw that civilians weren't a statistic as he saw them get slaughtered for the millionth time. He worked with his team to protect as many as he could. His loyalty to the federation burning brighter than ever.
Imperius then spent time with the Federation's High Chancellor, who said that he cares about everyone in the federation, but that sometimes, a thousand need to die to save a million. The Federation Loyalists then go back to Pordotia, to protect a mining operation on the moon, which is now in the atmosphere. The Conqueror unleashes one of his lieutenants, Skylan, to dispatch them. He fails and the mining operation is sucessful.
The chancellor reveals that they need the rocks in the moon to build a superweapon and that Imperius has just saved a ton of lives.
Meanwhile, Hightide and The Federation Usurpers are stuck in a grueling battle, that only lowers their spirits, as they're pressed against an impossible advance of The Conqueror's forces. Hightide continues to delve into cynical ness as he pushes forward, not caring if he could die, killing all his foes are the only way to protect the innocent.
Hightide's gradual insanity continues as he decides to raid a Federation mining ship that came fresh from Pordotia, he successfully destroys it, robbing the federation of defenses. The people who follow him begin to question his declining mental state.
Then, Hightide intercepts a communication from The Conqueror, that they will launch a surprise attack on the capital of the federation on Gharbis. They sneak into the capital city before The Conqueror can get there. When The Conqueror gets there, The Chancellor decides that if the weapon isn't ready, he'll launch every missle on the arsenal, as he's about to give the command, Hightide is there, waiting, he vents all his rage into a single blaster shot, killing The Chancellor.
Hightide and The Federation Usurpers reveal themselves, this is the first time the Usurpers and The Loyalists have seen each other in years. Hightide and Imperius face off as the city is being actively destroyed. The player plays as Imperius, defeats Hightide, and leaves him for dead.
Parasitic Dawn
Our Host was still active when Ghabris fell, he was on Kailia, a planet that has immense bio energy. While he doesn't have any beef with The Federation, they were blocking the well of energy he needed. The ATP Well, the parasite of Our Host guides him to the ATP Well as he begins to drain it, getting a boost of energy. However, as he does this, Federation Force XC enters. Federation Force XC is led by Hivemind, a parasitic soldier like him, but she is a passive parasite, while Our Host is aggressive. Our Host and Hivemind duel at the ATP Well, causing much energy discharge. Kaila becomes a graveyard of dead plants and animals, all looking to kill Our Host and Hivemind.
Hivemind and Our Host need to work together to survive, and root out the problem. A crater is located as the source of the mass wilt. However, massive organisms called Defenders block their paths and must be destroyed. By working together Our Host and Hivemind make their way to the crater.
Inside they find Autoimmune, who was set up as the ward of the dying planet. Hivemind and Our Host free her, and then escape off Kailia, as it continues to decay into the carcass of the world it once was. Autoimmune suggests they go find Artery and Phlegm, on the planet Daiscos. Daiscos is a world of a red ocean and green skies. When they land, they quickly find Phlegm and Artery at the base of Leech Mountain, the mountain where the species of Our Host, both soldier and parasite, were born.
Our Host begins to climb Leech Mountain, fighting off anything that grew here. When he reaches the top, he has to fight The LUCA (Last Universal Common Ancestor) of everything on the planet, who is immortal due to mass energy discharge. Our Host slays The LUCA on his own, and absorbs all the energy. After this, a strange orb appears before him and tells him he is the new Elemental Totem of the Parasitism element.
The Bandit
After Ghabris fell to The Conqueror, Typhon was still on the planet, as well as a bunch of Federation Soldiers, and Typhon is looking for the rest of Federation Usurpers. Typhon first has to make his way to a detention station to free most of the Usurpers. Concealing himself, he breaks in and frees, Torch, Marrow, Higgs, Silhouette and Pendulum
The remnants of The Federation Usurpers hear their coup was a complete failure and has lead to The Federation killing dissidents while The Conqueror picks off planets, so Typhon decides that they need to find Hightide to continue going. And on the way, they find Tectonic, Alaska and Aerodrag and they continue going through the remnants of Ghabris.
So they finally find Hightide on Ghabris hiding in the ruins of a destroyed factory, and his suit is completely destroyed and he's injured, and he's fighting off an army of The Federation's Elite Soldiers, but then Typhon finds him and kills the soldiers. But on the way to the camp to heal Hightide, The Conqueror shows up and offers Hightide a bunch of power and status to work with him and says they can destroy The Federation together. And Hightide, says yes and becomes evil and turns on his former team mates
Typhon now needs to get off world with a spaceship, so The Federation Usurpers follow him into an old spaceport and Aerodrag needs to be defended as he gets the spaceship up and running again. So after that, Typhon and the rest of the Usurpers fly away back to the Federation to tell them the news.
Meanwhile, Hightide gets a new set of armor and goes to his home planet to make it a part of the Conqueror's empire.
Planets
HMS Brighton | |
The first are of significance you go to in the Story Mode, The HMS Brighton is a massive military ship carrying many military personnel and colonists. It's used for training by soldiers. It's attacked by The Conqueror in the opening act.
Military Cargo Bay: Exactly what it says on the tin, The Military Cargo Bay is a cargo bay filled with military weapons, where you can hide behind Cargo Crates or stand a top the crates to divert attention. Garbage Chute: The ship's massive garbage chute. In here, not getting sucked out into the vacuum of space is your main objective, while simultaneously trying to use the landfill inside to distract and destroy your foes.
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Xele | |
Traditionally a Federation Stronghold, it gets bombarded hard by The Conqueror in the story. Leaving a planet scarred by bombs. Other than that, the planet has rich mineral deposits and a thriving mining industry, along with massive reptilian beasts.
Fort Curie: The fort Hightide infiltrates in the story, it still has automated defenses firing, and has vast spaces where you are far above the competition, unfortunately, beside outside of the fort, there isn't much ability space. Gethernia: A massive canyon, the way up to the narrow ledges are very small compact minecarts minecarts. The canyon is filled with holes in the walls to prepare traps with abilities. There is no cover here. Mountain Monsters: Wild beasts can interfere and kill players at a moments notice, making this map incredibly chaotic. There is open space, but barely any cover.
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Aquarina | |
Aquarina, Hightide's Home Planet, caught in the crossfire between The Conqueror and The Federation. The somewhat backwater planet descends even further into poverty as soldiers fight over it's bones.
Challan City: Where Hightide's insanity inducing rampage took place. Challan City is a city filled with ash, and has many canals and suspension bridges that can be used to set up intricate traps. Trench In The Valley: A mostly flooded valley with an underwater trench impasse in the middle, and with strategic artillery placements on high hills. Trench In The Valley is map where what element your soldier of choice is matters, as Water units have a leg up here. Shrine of Heroes: The Aquarinan Shrine of Heroes is a shrine dedicated to great defenders of the planet. The shrine is a massive megacomplex on a mountain. The attention of soldiers is drawn to their newest statue, Hightide. |
Pordotia | |
The first planet you went to in the Story Mode of the first game, Pordotia had a purple sheen on the ground and a very verdant atmosphere, with weird vines coming from the planet to capture it's moon. Now, the sheen remains, but the moon is now in the planet's atmosphere, causing the planet to come apart.
The planet has a few maps including: Chaos Cliff: A big purple cliff with a cliffside research station and small on cliffside mine, not a lot of cover, and some open space but with short areas in the research base and mine. The cliff acts as a wall meaning you need to have proper placing to stay in the fight. Violet Pass: A pretty big hill with a small valley in the middle and climbable vines that make movement easier. The map is fairly packed in but there is still a lot of room for movement and abilities that take up spaces. Sometimes gravity quakes cause stray debris to fly up, so be wary. Forced Wound: Gravity has caused an entire city to be cleaved in half. The collapsed buildings and infrastructure make the city a death trap, and space for abilities are somewhat limited. Moonshadow: A viney forest directly under the moon, rapid gravity quakes cause lava to flow underneath the vines, setting abilities in the gaps will make it easier for elegant strategies to be executed. The Lycany Valley: A massive mirror overlooking the valley makes it seem like there are two moons. This induces Lycanthropy in the land itself, with the ground taking on animalistic characteristics like growling and howling. This causes disruptions in the landscape that can be used to catch opponents off guard. 300 Hyper Hole: The biggest vertical drop in the game, 6000 spaces down the drop goes. Outside the drop is crumbling ground that gives way to more ground. Using the crumbling ground and drop to kill players requires expert precision and skill. |
Yangoran | |
Yangoran is a planet that used to be inhabitated by an ancient species of mages. The planet having their magic architecture still remaining. The planet is brown in coloration. Now, Yangoran is home to a brand new weapons factory for the Conqueror
The planet has a few maps including: Rune Trapped Forest: A forest with runes on the ground. The explode if you get near them. It is a forest, so there isn't that much cover, but there are narrow strips without trees to use spaces for abilities. The Jaws: A massive crevice with a pit that burrows into the planet. This is one of the smaller maps in the game. There is a more open flat area to the side, but it's narrow. You'll need to be strategic with ability placements. Ya-Hu-Ilo Temple: The temple and surrounding area from the story mode of the first game. All the booby traps are still intact with a new meadow area out in the back. Can go all the way to the bottom floor of the Temple. The Blacksmithery: The new weapons factory of The Conqueror, This map takes place in a compact city sized factory, with room to hide but not much room for abilities. |
Ghabris | |
Ghabris was the capital of the Federation, but was sacked and overrun by the Conqueror, and is now an industrial wasteland and warzone
The planet has a few maps including: The Fallen Capital: A destroyed political building and the metropolitan wasteland around it, where the final battle of the Launch story took place. The map is large with places to hide, but also the rubble makes these places tight, so you may be vulnerable is the space can be compressed. Graves of The Ones Who Fled: A long field with scattered corpses and a destroyed refugee ship. The ship serves as a base for traps and cover fire if your team can hold it. Stacks of Metroplexes: A mass of collapsed building stacked on top of each other you can explore, the buildings are a tense environment with little room for error. Burning in the Sun: A destroyed nuclear power plant that has turned everything around it into a desert on fire. The fire can be used with preexisting abilities to force strings of combos. |
Kailia | |
Kailia used to be a planet teeming with life, until everything died. Now it's a wilting decaying planet, festering with forests of viruses and parasites.
The planet has a few maps including: The ATP Well: The opening location of Parasitism Rising, The ATP Well is a massive hole in the planet where ATP flows in and out, it is now festering with dead leaves, which can be affected by traps to set up chains. Carcass Canyon: A massive canyon, which can be fought all the way to the bottom. It has lots of open space but still cover due to the carcasses of the wildlife. It's one of the largest maps in the game. Backout Bluff: A section of a hill with wilted grass and hunched over trees. The steep hill means taking the high ground and holding it, is the key to winning.
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Trivia
- The game was conceived when the Developer wanted to turn Weapons of War into a showcase of a showcase of unique characters, but felt limited by the FPS Gameplay limitations. A new game would also allow the story to be continued.
- Phelgm was originally going to be in an Artery Spinoff game, but the game was canned and Phelgm was moved here
- Hivemind's design took inspiration from Pixar's A Bug's Life, released in 1999.