Natural Selection 2 is a new PC game being developed by Unknown Worlds that spices up the first person shooter genre with real time strategy elements. Unknown Worlds is a brand new development studio that was founded by the creator of the original Natural Selection, Charlie ‘Flayra’ Cleveland. The original Natural Selection is a custom game mod for the original Half Life. At its core, Natural Selection 2 is a multi-player first person shooter that pits fairly generic space marines against only slightly less generic aliens. The space marines are called the Frontiersmen and might as well be the Colonial Marines from James Cameron’s movie Aliens. The aliens, called the Kharaa, are more original but bear a strong resemblance to Starcraft’s Zerg. Despite how generic the premise of each race is, the game itself looks extremely promising. Natural Selection 2 incorporates real time strategy into first person shooting in innovative ways and has an exclusively multi-player focus. The two races are generic but well differentiated and Unknown Worlds is working hard to make them balanced and fun to play. The most promising aspect of Natural Selection 2 is that Unknown Worlds is embracing their modder roots by making their game extremely modder friendly.
Natural Selection 2 mixes first person shooting with real time strategy elements seamlessly by allowing any player to assume the role of a real time strategy commander at any time. Assuming the command role is as simple as hopping into a command center. The command center switches the player’s view from the first person to a top down view. Once in the top down command view the player is responsible for building up infrastructure and managing the economy for the team. The economy in Natural Selection 2 revolves around building resource gathering structures on resource nodes Dawn of War style. The use of Dawn of War style resourcing works very well in a first person shooter game because every room with a resource node strategically important. The resource nodes provide a strong incentive to take and hold more of the map rather than just camping out in the spawn area. This reinforces the run and gun, team death match style of play rather than conflicting with it. The resourcing system is also used to promote teamwork. Taking a resource node provides both the individual players and the commander with resources. This gives every player a strong incentive to work together with each other and the commander because everyone benefits from taking a resource node. Of course, the commander uses command resources for different things than the individual players use personal resources for. Natural selection 2 also uses the tech tree to reinforce the teamwork that the resource system promotes. Each team climbs the tech tree by capturing command points and placing new command centers on them. As more command points are captured the commander can spend command resources to unlock new weapons and upgrades for the rest of the team. The rest of the team, in turn, spends their personal resources purchasing the gear that the commander unlocks. As the respective tech tree are unlocked the differences between the Frontiersmen and the Kharaa become more pronounced.
The Frontiersmen play much like you would expect generic space marines to play. It seems like a deliberate design decision to make both factions fairly generic so that it is easy for anyone with first person shooter experience to pick up and play Natural selection 2. The Frontiersmen, naturally, focus on superior ranged weapons and feature decentralized infrastructure. Frontiersmen weapons are first person shooter staples like shotguns, grenade launchers, and flamethrowers. Even though the weapons are first person shooter staples they are tailored to fill specific roles. The grenade launcher is tailored to take out infrastructure at range while the flamethrower is tailored to take out advanced Kharaa creatures. The Frontiersmen use armories and infantry spawning portals to decentralize their infrastructure. Both the spawn portals and the armories can be built anywhere on the map by the Frontiersmen commander. This allows the Frontiersmen to turn any area into a base. The ability to create bases anywhere seems essential to Frontiersmen strategy. Unlike the Kharaa, the Frontiersmen will run out of ammo and move relatively slow, so they need to be able to get to armories easily to resupply. This makes using the real time strategy elements to make the spawn portals and armories close to the action key to winning as the Frontiersmen. On the other side of the arena, the Kharaa feature a centralized infrastructure and focus more on individual speed and melee combat than the Frontiersmen.
The Kharaa resemble the Starcraft’s Zerg by having a more centralized infrastructure, melee focus, and faster movement. The basic Kharaa creature that every player starts as is a smaller, dog-like ankle biter called a Skulk. The Skulk can take shortcuts through air vents by running along walls and ceilings. This allows the basic Kharaa Skulk to be a fast, versatile bushwhacker and harasser. Each player can evolve from the basic Skulk into a different creature at any time, anywhere by entering a short chrysalis phase and spending personal resources. Three other creatures revealed so far are the flying Lerk, the teleporting Fade, and the defense building Gorge. The Lerk is a flying creature with a variety of ranged attacks that include a rapid fire spike, a sniper spike, and area denial gas bombs. This makes the Lerk one of the few Kharaa creature with any kind of standoff firepower. The Fade, on the other hand, forgoes ranged weapons for the ability to teleport over short distances and a powerful melee attack. The Fade’s teleport allows it to, ideally, teleport in, pick a marine off, and get back out before the Frontiersmen can react. The Gorge rounds out the faster, more offensive creatures by being able to place static defenses. The static defenses the Gorge places are flower looking things that shoot any marines that come close to them. The Kharaa also feature a more centralized infrastructure that revolves around Hive nodes. Hive nodes act as both command centers and spawning portals. The Hive nodes must be placed on command points and each additional hive node unlocks another level of Kharaa technology. The Hive nodes also create eggs at regular intervals that the team respawns from. Making the Hive nodes both the command center and spawning portal centralizes the Kharaa economy and sets them apart from the Frontiersmen. Both of these races promise an innovative blend of first person shooter and real time strategy with simple to understand but well differentiated factions that only scratches the surface of what Natural Selection 2 could become.
Unknown Worlds is promising to embrace its roots as a Half Life 2 custom mod by releasing an extensive suite of modding tools with their game. An extensive modding suite will allow players to do whatever they like with the game. This means that any player could come up with new weapons for the Frontiersmen, new creatures for the Kharaa or even whole new games. The Natural Selection 2 community is already talking about making mods that pit Frontiersmen against Frontiersmen and Kharaa against Kharaa. The community is also planning to make a classic team death match game that strips out the innovative real time strategy elements. Those mods are just the beginning of what Natural Selection 2′s modding community will come up with. Unknown Worlds is promising to support their community in their modding endeavors. Unknown Worlds is making a very smart decision by supporting their modding community because the modders will invariably add a lot of replay value to their game. There are a lot of examples of how a mod has added a lot of replay value to a game. Warcraft 3′s modding community, for example, created the Defense of the Ancients mod which was the inspiration and proof of concept for both League of Legends and Heroes of Newerth. Other examples of popular mods that that added a replay value to there respective games are Team Fortress, Counter-Strike, and the original Natural Selection. Unknown Worlds support for its modders is a virtual guarantee that Natural Selection 2 will end up being much more than just what the developer publishes. The promise of extensive modding makes an extremely promising game even more promising even though Natural Selection 2 is only in beta testing.
Unknown Worlds has not yet set a release date for Natural Selection 2. There seems to be little chance that it will release this year, but don’t despair. If anyone wants to play Natural Selection 2 right now they can zip over to the Unknown Worlds website and buy a beta copy. Everyone that thinks Natural Selection 2 will be an awesome game should go buy a beta copy because Unknown Worlds is using the revenue from selling beta copies to finish their game. There is also the promise that anyone that spends buys a beta copy will get the full game when it releases. I encourage everyone who can afford it to go and buy a beta copy because Natural Selection 2 has a lot of promise and I would hate to see it fail for lack of funds.
“The original Natural Selection is a custom game mod for Half Life 2.”
Incorrect. The original NS was a custom mod for Half Life (1).
Whoops. The article has been edited to correct that error.
Thanks for the heads up.