Perimeter – Campaign and Setting

This post was originally going to be a lot longer, but I’ve cut out several sections and am going to come back to them later. This mostly because Perimeter is a pain in the neck when it comes to taking screenshots: it has an inbuilt screenshot function, but only works when inside the game engine. I need to use a separate program, Fraps, to take screenshots of campaign screen and menus, and another program to take screenshots of cutscenes, since the player for watching them isn’t fullscreen so Fraps can’t use it. It’s a mess.

So far I’ve been looking at the mechanics of the game. What about theme? What about story?

The basic plot goes like this: at the start of the game, humanity is about a quarter-century into the Exodus, a mass-migration of all mankind from the three worlds it habitated – the Root Worlds – inside vast moving cities called Frames. The Frames travel through portals to new worlds in a large network of planets called the Chain in search of Eden, the supposed paradise at the Chain’s end. The Exodus was begun by the appearance of the Spirits, who claimed to have created Mankind and the Root Worlds, and spoke of an Eden, convincing mankind to go in search of it. They also claim that the Root Worlds have collapsed after they were emptied, leaving no way to go but forwards.

Spirit Portal

The Spirits look like Humans, and it’s left ambiguous as to whether they’re some sort of alien, or a group of humans with high mental capabilities. Either way, they were persuasive enough to force all of mankind to take part in all of this, and they’re needed to construct Alpha Portals for interdimensional travel.

The player is pretty detached from the story: each Frame has a designated Legate that takes command during a combat situation, and you take the persona of the Legate for whichever Frame the story focuses on for that mission.

The first thing to say about the campaign is that it focuses more on the large-scale narrative of what happens to each Frame rather than on specific characters. Instead of conversations between different personalities between missions à la Starcraft, you have an aloof briefing given to yourself as Legate. Is that a flaw? Giving different Frames a personality would be an odd way to communicate the tale of a ship that houses an entire ninth of the human population. These are not small communities which will be led by a small council, they are massive superpowers that are physically insulated from the outside world and under attack from the manifestations of the nightmares of their people.

It does mean that you’re not going to have a particularly strong emotional connection, so if you look rooting for individuals this isn’t your game. The only individuals you see, with one exception, are in the video clips. The Spirit lifting the Portal above is a recurring character, and spends most of the rest of the time looking around with a bored expression on his face, as if he’s seen this all before. The video clips are also the only time you see humans, where they’re shown remotely controlling the combat units.



They’re the only place you’ll see Basics kicking ass.

The story takes place over hundreds of years, so it’s ambitious, at least, with an interesting setting. How much do they do with it? Let’s see as we go.

As far as the actual missions go, the campaign can roughly be split into two parts. The first part gradually introduces the concepts and units of the game one or two at a time. The second part is a tortuous series of missions where the opponent will begin with more and more of the map, and you’ll begin with almost nothing.

When I say the first part introduces things one at a time, I mean one at a time. You can’t even build units until the third mission! The Spirits give them to you as a sacred technology, marking the confirmation of your status as Legate. Of the first two times you face another Frame, the first one requires almost no conflict at all, and in the second one you spend most of it defending, snatching the odd Core by covering it with the Perimeter, and building up enough Energy reserves that you can run away.

This second one takes place on a planet called Krugh: a quick look around the Perimeter forum over at shows it’s the mission where a fair few people quit, because that’s when the game became hard or nonobvious. It’s a good point to start looking at particular missions, as it gives a simple example of how the first part of the campaign works.

Next time, we’ll look at the usefulness of puzzle maps in campaigns, and shine a spotlight at the Exodus’s unique units.


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