While playing out in real time, your lack of direct control of your units in Warpips makes for a pretty unique feel in play
It’s always fascinating to see indie games come along that simply do things their own way, making gameplay that would normally feel quite familiar into something a bit different by making small changes to the typical genre mix. Warpips manages to do just that, and though you could argue over whether it’s necessary an improvement or not over the typical way real-time strategy titles play out, it’s hard not to at least smile a bit at the carnage that typically plays out somewhat under your control. The big thing here is that it feels a bit more like a mobile game honestly (and not necessarily in a bad way) with your degree of control over what’s happening being more limited in that you’re not in direct control of your units. Instead you’ll have to keep an eye on your money, what units you have in the field, and where you’re able to place support structures to help your guys succeed. There’s absolutely an element of strategy in what units you choose, the timing of how you deploy them, and how you spend your upgrade points, so it can be satisfying, there’s just always a feeling of some randomness in how your squad reacts to some situations which at times can be frustrating. Still, since most stages play out pretty quickly and there’s a fair amount of voxel-based carnage to be had, it’s still a good bit of fun for the right audience.
Justin Nation, Score: