Mad Max Meets the RTS

System Requirements:
Win 98+/750MHz CPU/256MB RAM/DirectX 8+
Inhuman Games

Trash is pretty much a two-man project--but in looking at it, you might well assume that it was a triple-A title from three or four years ago. That is, no, it doesn't have the huge number of units on the field that we see in big-studio titles now, nor models with as much detail, but it still looks pretty damned good.

And beyond that, it is intelligently designed, with a slew of clever ideas that informs you at once that these guys have played every RTS title in creation, and are intent on creating a game that goes one better.

Just to look at the tech tree for a moment, you'll find that in a single game, you won't ever be able to build every improvement available to you. Resources, and time, and the size of the tree rule it out--not to mention the fact that most techs can be improved infinitely (a level system).

Also, unlike most RTS games, a technology improvement does not apply retroactively to all units it can affect; instead, your units must go someplace an install an upgrade. And--you can upgrade your allies' units, too, even if they haven't developed the technology. And you can stack multiple upgrades on a single unit to create unique units...

The backdrop of Trash is a Mad Max post-holocaust world in which trash (literally) is the major resource--you're mining the detritus of a fallen civilization, and the two "races" are Humans and Mutants. But never mind that, backstory isn't the crux of any RTS: Trash is an innovative and well-conceived RTS title developed by people who love the genre.

We will provide one caution, however; Trash is very much a work in progress. Inhuman continues to develop it, with patches and upgrades on a frequent basis (and yes, of course, if you buy the game you get them for free). There are certainly rough spots, but this is, of course, one of the advantages of online games; you aren't necessarily stuck with what's on the disk when you go gold master, and can iteratively improve the game over time. From a gamer's perspective, the question shouldn't be "is this a superb final product," but "do I buy into this vision and like the game well enough now to invest in its future refinement"?

If your answer is "maybe," well, that's what the demo is for, citizen.