X-POINT
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X-POINT is a complex multi-genre project. The action of the game takes place in an open multidimensional world in real time, with a change in time of day, a change in weather and in different seasons, as well as in different time periods.
The main genres of the game: strategy and action. In the strategy mode, the classic strategic control of troops and their abilities is carried out. In action mode, the player can directly control any unit on the battlefield, the view in action mode is from a third person. Depending on the controlled unit, the gameplay also expands. In the role of a person (military or civilian), the interactivity of surrounding objects, special features (for example: using a spacesuit in space) and mini-games (for example: playing billiards) are available. The gameplay also depends on the unit's time period, for example, controlling an 18th century frigate is very different from controlling a 20th century cruiser.
The dynamics of the game follows the arcade/simulation principle, where simultaneously complex fire control systems intersect with the arcade model of vehicle behavior.
The damage system takes into account the type of damage as well as the type of damage object. For example, rifle weapons are useless against armored vehicles, but a shot in the head for a person or animal is fatal. There is also a "brutal" of death, from fire people burn in screams, and a strong explosion tears them apart, they can also be torn apart by aggressive life forms.
The following game types are now available: single player\network (LAN\STEAM\Virtual LAN) and the following modes: "sandbox"\"missions"\"conquest mode". For the "conquest mode", the player himself creates an army for himself, including design settings, and after that, the army fights over the network.
Some phenomena in the game affect the gameplay: a tornado can destroy vehicles, a seastorm can overturn light ships, lightning can strike a unit, a meteorite can cause severe damage if it does not burn in the atmosphere, sand and electromagnetic storms cause interference in the operation of vehicles.
The world on the scale of the chosen location has an area of 7,000 sq km, the depth of the ocean reaches 10 km in some places, and when flying in space, the distance from the planet Earth is measured in hundreds of km. Actions between the dimensions of the world (ocean\land\air\space) occur without downloads and also in real time.
Units in the game are represented by different groups (water\land\air\space) as well as different eras (past\present\future) and plot significance (nps\characters\main characters).
The above is a brief excursion into the project. Due to its scale, it is impossible to describe everything. I do the project myself from scratch, and I myself make assets for the project from a to z. The project takes an hour or two a day and a couple of days a week depending on the mood.
The main genres of the game: strategy and action. In the strategy mode, the classic strategic control of troops and their abilities is carried out. In action mode, the player can directly control any unit on the battlefield, the view in action mode is from a third person. Depending on the controlled unit, the gameplay also expands. In the role of a person (military or civilian), the interactivity of surrounding objects, special features (for example: using a spacesuit in space) and mini-games (for example: playing billiards) are available. The gameplay also depends on the unit's time period, for example, controlling an 18th century frigate is very different from controlling a 20th century cruiser.
The dynamics of the game follows the arcade/simulation principle, where simultaneously complex fire control systems intersect with the arcade model of vehicle behavior.
The damage system takes into account the type of damage as well as the type of damage object. For example, rifle weapons are useless against armored vehicles, but a shot in the head for a person or animal is fatal. There is also a "brutal" of death, from fire people burn in screams, and a strong explosion tears them apart, they can also be torn apart by aggressive life forms.
The following game types are now available: single player\network (LAN\STEAM\Virtual LAN) and the following modes: "sandbox"\"missions"\"conquest mode". For the "conquest mode", the player himself creates an army for himself, including design settings, and after that, the army fights over the network.
Some phenomena in the game affect the gameplay: a tornado can destroy vehicles, a seastorm can overturn light ships, lightning can strike a unit, a meteorite can cause severe damage if it does not burn in the atmosphere, sand and electromagnetic storms cause interference in the operation of vehicles.
The world on the scale of the chosen location has an area of 7,000 sq km, the depth of the ocean reaches 10 km in some places, and when flying in space, the distance from the planet Earth is measured in hundreds of km. Actions between the dimensions of the world (ocean\land\air\space) occur without downloads and also in real time.
Units in the game are represented by different groups (water\land\air\space) as well as different eras (past\present\future) and plot significance (nps\characters\main characters).
The above is a brief excursion into the project. Due to its scale, it is impossible to describe everything. I do the project myself from scratch, and I myself make assets for the project from a to z. The project takes an hour or two a day and a couple of days a week depending on the mood.
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Besides, the game you're reading right now:
More on Disclamer Page - 1. Is a video game;
- 2. Will not change any system settings on your console, PC or phone.
- Everyone enjoy playing this game
- Everyone recommends to play it!
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