

We couldn't directly interact with our foe, but we could spend money to send extra units their way, making their "Horde mode" even more difficult. Instead, it taught us the fundamentals by having us hold out against waves of enemies while our opponent did the same. The first map we played didn't do much in terms of flexing End of Nations' massively persistent muscle. Beneath the surface lies a massive persistent strategy game, and one we had a chance to see at a recent event.Ībove: The developers promise the free-to-play model isn't "pay-for-power"

And, at face value, that's just what End of Nations looks like - a fairly typical RTS, with tanks, infantry, helicopters, and everything else you've come to expect from games like Command & Conquer.
