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Balance is driven both internally among player forces, and also in the three factions of the game. Each side has its particular strength and certain technologies the others do not have. But these differences weren't so overbearing that a player can't survive against them unless wracked by poor play. Within each race, the system of checks and balances is also there, with the classic requirements to harvest energy from lava pools, and to maintain enough manpower to operate structures and units. Even within combat, there are many levels of detail. Metal Fatigue differentiates between kinetic and energy attacks, and each combot is rated for attack and defense in these areas. The use of stealth is also a factor, and there are always counterbalances to each tactic. Stealth opponents can be easily rooted out via the construction of cheap recon structures. Finding such alien parts enables players to climb a technology tree via research.

Most of Metal Fatigue's game components are like these, competently executed features that meet expected standards but are hardly compelling. Unit management includes the ability to give promotions to some surviving units, and to increase the overall power and skill levels of either structures or units. The interface supports build queues, order queues, unit movement and combat modifiers, and an array of hotkeys and control key combinations allowing quick access. There are also grouping commands, and unit/group numbering assignments.

Decent artificial intelligence (AI) helps too. In the single player campaigns, you'll start with just one opponent, but when the third race is introduced, it doesn't gang up on you with the other AI-controlled race. Instead, it reacts to the player appropriately, exchanging blows when convenient or for defense, but also dealing with the other AI race. Compare this to the original Age of Empires skirmish AI, which almost gleefully pitted three AI races in a silent alliance against the player.

Another nice thing about the AI is that units seem aware of where there's danger. In some RTS games, units will mill about while their neighbors are being crushed. In Metal Fatigue, if there's a disturbance at the base, it seems like everybody from the lowliest missile jeep to the huskiest combot will rush to the defense. This is a real benefit for gamers that are busy managing another battle and can't switch the screen quickly.







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