Have you ever wondered what would happen if you combined Tetris like puzzle patterns with frantic 8- player Real-Time Strategy (RTS) battles? No, well neither did I…until I played Netstorm: Islands at War.
Produced by the appropriately named Titanic Entertainment and published by Activision in 1997, this wildly underrated game proved to be a financial flop, but a design masterpiece. So much so that the game servers, after having been shut down in 2002, were revived by the game community and continue to thrive to this day. But you are probably wondering what makes this game so great, aside from being free of course. The answer to that can be summed up in one word, innovation.
Taking place on Nimbus, a series of floating islands, you play as a religious faction, worshiping one of three different gods (or fury as the game calls them), representing rain, thunder, and lightning. The goal of the game is two incapacitate your opponent’s priest, of whom every player is given one, and then take him to your altar to be sacrificed by your priest. Now this is easier said than done, as unlike most RTS games, this game is not all about massing units and swarming your opponent. Rather, the game limits you to only a handful of units that can be controlled, of which virtually none can be used offensively, except to retrieve enemy priests and storm crystals (the game’s resources). In lieu of units, Netstorm requires that players carefully place defensive and offensive structures to destroy your opponent’s structures and inevitably allow one of your few units to walk in and carry them off.
In terms of structures, the game gives you a wide diversity of weather related weapons, ranging from icicle cannons and gyrocopters to towers that spawn Lightning spewing Jellyfish (though these units simply make a beeline for the enemy and cannot be commanded or micromanaged). Careful placement of buildings is key, as they vary in angle of fire and range. You will quickly find however, that land is in short supply, what with the whole world consisting of a few floating islands. Furthermore, you will find that the game’s single resource, Storm Crystals, are in geysers randomly scattered around the map. So how do you access these geysers and your opponent’s islands…why with bridges of course!
Now this is where the Tetris part of the game comes in. Basically, you constantly given a choice of one of four or five bridge pieces to lay down , with the condition being that they may only be attached to either your island or to an open end of a current bridge. The variety of shapes however, means that some forethought must be put into laying bridges, lest you wish for your bridges to be coiled up messes that go to nowhere. The addition of randomly selected bridge pieces replacing the piece you just laid in your selection of future pieces means that all those hours of Tetris will finally come in handy for than impressing you Easter European friends. Additionally, buildings can be constructed on the open edges of bridges, adding another layer of strategy when laying bridges. When you add in the fact that bridges deteriorate with time and the potential use of your bridges by your opponent, you have one frantic multiplayer match.
The game is strictly built around multiplayer play, with the single player acting as more of a tutorial than anything else, which was quite different from any RTS games at the time. This is further compounded by that fact that when you first start playing, you will be severely limited in the number of structures available to you, with new structures and units only becoming available as you play more online matches. This prevents you from being overwhelmed with choice early on and encourages online play, though definitely gives a leg up to experienced players. But don’t let this deter you from playing this wonderfully unique little game, as it’s unlike anything made, not only at the time but to this day as well.
Download it here



