Perimeter 2: New Earth

By Jim Rossignol on October 20th, 2008 at 6:35 pm.


Earlier this year I met the man – his name currently escapes me – who designed Perimeter. We were in a cellar vodka bar in Moscow. He looked just like the kind of man you’d expect to meet in a cellar vodka bar in Moscow, and nothing at all like the man you’d expect to have come up with one of the most bizarre science fiction games ever to raise its glowing laser shields on our gaming screens. His plot was this: you are Legate, the commander of a giant floating city, the frame. You are armed with terraforming tools and morphing unit technologies, and you must pilot the city. Occasionally you’ll be able to use a giant energy bubble. You are searching for a new world, and must travel from one portal to the next until the frame finds its new home. The only problem is that the frame is under-attack from the corporeal manifestations of the nightmares being suffered by the people living aboard the mobile mega-city.

Via my translator, I told the KD Lab boss how much I had enjoy his mad, mad game. He tapped his nose and said something about doing it far madder next time. I hope he manages it. Perhaps he will: there’s a Perimeter 2 trailer after the jump.

There’s no firm release date for this yet, but the game so far promises a more sophisticated terraforming engine (with water this time) and some RPG elements. As long as their are still swarms of nightmare spiders and dragon snakes, I’ll be happy.

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21 Comments »

  1. Heliocentric says:

    The maddest thing about perimeter (on gog for a fiver by the way) is the units. They are like playing rock paper scissors with both hands and your feet and you can change any hand (or foot) at any time. The victor decided by a mix of mean supremacy and the supremacy at key points. At the same time you are playing chess with the structures. While building the chess board from jenga pieces, any questions.

  2. Pags says:

    It’s quite heartening to see games that sold next to nothing getting sequels. Beyond Good and Evil is another example of this bizarre phenomenon.

  3. Bhazor says:

    Reply to Heliocentric

    Yes, are the physics of this based on Kerplunk or Buckaroo?

  4. yxxxx says:

    OMG

    Enjoyed the first. never managed to complete it thought. my pc conspired against me and killed itself and my save with it. it was a rather hard game at times.

  5. Ging says:

    I enjoyed perimeter – but I had a horrible habit of creeping across the level with walls of turrets (as is my way in most rts games) and just blasting everything out of the way, even to the point where I was surrounding spawn zones with turrets to keep the bad things secured.

    It was awesome fun though.

  6. teo says:

    sweet
    but fix the last sentence

  7. ImperialCreed says:

    Perimeter was a bunch of great ideas strapped to a less than stellar strategy game. Some of the difficulty spikes in the campaign were appalling, and the story seemed barely intelligible at the best of times.

    Anyway, I’m glad they’re having another crack at it – provided they’ve learned a few lessons from the original and the very wonky Maelstrom, they might be on to a true classic this time.

  8. Heliocentric says:

    The physics engine is the same as pop up pirate, obviously havok.

  9. Sp4rkR4t says:

    Perimeter was a truly great game, looking forward to this one.

  10. Rost says:

    I don’t know who you drunk with, Jim, but Krank (Kuzmin) is no more boss of KD Lab, he rules Kranx Productions studio. This is the man who created first Perimeter. And he have no relation to the sequel. Too bad for last.

    sorry for my wonderful English anyway.

  11. Arathain says:

    I just got this off GoG, having been curious for years. Odd and hard, and uncompromising in either, and fun and interesting because of it.

  12. PHeMoX says:

    A very difficult game indeed, but very enjoyable also. Probably the most challenging rts of all times in fact.

    The only thing I didn’t quite liked so much was the Scorch enemy, those silly spiders, dragons and what not. Probably I would have liked it even more if my opponents were of flesh and blood, or at least a bit more human-like.

    The morphing kicked lots of butter, but I think the enemy style just kind of ruined it for the more casual part of the hardcore rts gamers. It’s not that surprising that this game sort of never became a huge financial success.

  13. Lim-Dul says:

    Whoa – the info that Beyond Good & Evil (not related to the article but Heliocentric’s post =) is now officially getting a sequel totally eluded me. This is awesome news! I hope all the exposure BG&E got AFTER it failed to sell well will dramatically improve the sequel’s sales (if it’s good =).

    Ah, and yeah, it’s also nice that Perimeter 2 is coming out. ;-)

  14. Muzman says:

    Living in a bubble, being assaulted by psychogenic manifestations of ill will actually sounds like it’s derived from Final Fantasy: Spirits Within.
    ( Doesn’t mean that it is. And I can’t really believe I remember what that movie was all about either. Do I get a my culture spotter’s badge Akela?)

  15. Tunips says:

    Hopefully Perimeter 2 reverses KD-Labs’ trend towards normalacy. Vangers is still one of my favourite games ever.

  16. Stromko says:

    That video really didn’t impress me. Special effects several years behind the curve and god-powers that are as cliche as they get. Heal, meteor shower, haste.. they thought these were groundbreaking enough to even be MENTIONED in a preview video, let alone be the primary focus of one?

    I remember playing Perimeter, it was interesting. I had a lot of fun just annihilating enemies with wave after wave of bombers. That video gives me no sense of what kind of gameplay possibilities the sequel will have. None of those powers would’ve changed how I played the game, and the inclusion of water appears utterly inconsequential.

  17. Stromko says:

    Actually one consequence of water could be that building your base on water would protect you from hostile terraforming, but they didn’t show that so it’s just an assumption.

  18. PleasingFungus says:

    Haste – increases combat stat for units!

  19. Dreamhacker says:

    Was the man’s name Evegeny “GEorGE” Novikov?

  20. Heliocentric says:

    There already were ditches you could dig in perimeter. But all they amounted to was stopping ground attackers and since units can morph it meant little. I hope they can employ a better water than in maelstrom which was simply an aura. It didn’t flow, you couldn’t block it in any way. Any one here ever play wetrix. In that game you had tetris style pieces and you built walls to hold in water and it over spilled into nearby areas. You could evaporate the water, and try and survive earth quakes and falling bombs. Thats how water in games should be. Like water!

  21. hendrixiloveyou says:

    fantastic a perimeter sequel!
    the original was certianly one of the more fun and unique RTS games of recent years, only problems i had with that game were the size of the amps, they were all far to small, and there werent many units and a small unit limit…oh and the drm starforce was a nightmare.
    Still so glad a sequel is well under way!

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