Slip into the role of Daniel Hanson, commander of the first mission to a remote planet called Meridian. Assured of the fact that the planet is uninhabited, the unexpected reception of a distress call from the surface could mean many things, none of which you are prepared for.
Hi Everyone,
Welcome to Meridian: Squad 22, the sequel to Meridian: New World!
[url]http://store.steampowered.com/app/451400[/url]
There's a lot to discuss about the game, we'll jump right in with graphics and AI!
[h1]Graphics[/h1]
All of Meridian: Squad 22's units have much greater detail than in the prequel, Meridian: New World. Though Meridian: Squad 22 features a few units from the first game, these have been completely re-modelled and re-textured with great attention to detail.
The water effect was also re-designed for improved realism. This is especially important because Squad 22 features naval units, so the active gameplay will often be focused on the water surface.
And of course, unlike its predecessor, Squad 22 also features zooming and rotation! :)
[img]http://i.imgur.com/gEu9xq4.jpg[/img]
Above: Meridian: New World
[img]http://i.imgur.com/vRfyycV.jpg[/img]
Above: Meridian: Squad 22
[h1]Pathfinding[/h1]
In Meridian: New World, the pathfinding was sub-par because units were unaware of each other entirely. This is very clear when you take a look at how individual units attempted to find a path, they bumped into each other and immediately searched for a new path, delaying general movement. In Meridian: Squad 22 however, units accelerate and decelerate based on the surrounding units and adjust their path by predicting where nearby units will end up. This results in much smoother movement and better controls.
[img]http://i.imgur.com/7zfx27V.gif[/img]
Above: Meridian: New World AI
[img]http://i.imgur.com/Z5SiciR.gif[/img]
Above: Meridian: Squad 22 AI