Average Playtime: 3 hours

Perimeter: Emperor's Testament

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About

In the near future a new Exodus begins, the remnants of human civilization have to leave the perishing Earth and start traveling into the Psychosphere. The ones who call themselves the Spirits - new pastors of the human race, believe that a new planet, suitable for living, will be found in the Psychosphere. Colossal towns-arks, carrying hundreds of colonists, have been traveling for centuries through hostile worlds of Psychosphere under the guidance of Spirits. Their destination was the New Earth that was to replace their old home. All passed worlds have been connected by portals, that is how the Chain of Worlds has been created.

But the end of the hard tests is not in sight, and finally due to the despotism of Spirits and the underground intrigues Exodus went to pieces. New factions have arisen - the Empire and the Harkback. Each faction had their own goals and philosophy. The Harkbacks believed that the old Earth has not died, and the Empire - the most mysterious faction - believed that humans should stay in the Chain of Worlds. The antagonism boiled into a war that has been going on for many decades in many worlds.

Whereas the Spirits are on the way to their destination and the Harkbacks are seeking the mythical Earth, the Emperor builds up his Sponge Empire using automatic bases - his Vice Frames. He does not believe in the old or in the new Earth.

Secretly the Emperor creates the Mechanical Spirit - a super mechanism to help him discover new Worlds. Only the Emperor's mortal foes the Spirits could discover new worlds, and that was the source of their power. But now the new time has come.

One of the Vice frames starts testing this mechanism, it leads to the appearance of a super mind - Mechanical Messiah and the discovery of the parallel Chain of the Psycho-sphere Worlds. We also meet the "lost" Exodus Frames and find traces of the mysterious alien race. The three sides are in the middle of the deadly battle: the Scourge against the Emperor's Slaves, Lash of the Spirits against the Calling of Messiah, a dead truth against a newborn lie.

Who are the Spirits - savers or killers of the human race? Who is Messiah judge or a puppet? Who is the Emperor? Who will win? The player will find out the answer during the spectacular single player campaign in Perimeter: Emperor's Testament.

"I feel hungry tension of the highest spheres. Flesh and blood of the Sponge have been set in motion; they are pulsating around the world in which the Emperor is creating a new history of the great Chain."

  • Fast paced Real-Time-Strategy action
  • Construct or destroy the very gameworld environments themselves using terraforming
  • Vast singleplayer campaign expanding the story of the original Perimeter
  • New special units, buildings and soundtrack
      Perimeter: Emperor's Testament is affected by the GameSpy shutdown on the 31st of May. You can continue to play the game through LAN, DirectIP and GameRanger.
Platforms
Metascore
72
Release date
Developer
K-D Lab
,
K-D Lab Game Development
Publisher
1C Company
Age rating
13+ Teen
Website
http://1cpublishing.eu/game/652-perimeter-emperor-s-testament

System requirements for PC

Minimum:
  • OS: Windows XP/7/8
  • Processor: Intel Pentium 4+ or AMD Athlon XP 2GHz and faster
  • Memory: 1 GB RAM
  • Graphics: nVidia or AMD video card with 128Mb VRAM or more
  • DirectX: Version 9.0c
  • Storage: 4 GB available space
  • Additional Notes: Online play no longer supported, LAN play is possible
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Last Modified: Sep 17, 2019

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Perimeter: Emperor's Testament reviews and comments

Translated by
Microsoft from Russian
Made as a squeeze of water from the stone. An Interesting universe, yet in view of the fulfillment of the lost spirit and the organic Ness of the predecessor. The Soundtrack can no longer be called divine, and the campaign does not pass in one breath. It is simply not addictive and intriguing. There are no Innovations, there is a substitution of concepts. Monotonous frames, electric units with boring mechanics, the spiral map did not work at all, attentive viewers liked it to twist and learn in the previous game. Play makes sense only for some continuation of the plot of the original Geometry War fans of the series. The Fact that the game sets the base too obvious logical connection with the Wangers does not save the situation, and the product looks like a surrogate, albeit on a very high-quality base of the legendary Vocoxnogo engine. The Plot is served damp, monotonous and tense, charisma and epic of the original Emperor is not in sight, the filth to control the artist has not ordered. 4 Son of the Earth of 10 support this game, you can play, but cautiously, Legat.
Translated by
Microsoft from Russian
It would Seem-before us the same Perimeter, only with the buns. There's just too much gum in those buns. The Plot of the campaign, to put it mildly, if in the beginning you think that they will tell something interesting about the Emperor and his creations, then to the middle of the campaign everything boils down to a simple destroy/capture/run through the portal. Part of the missions, as in the original, is the puzzle. That'S just the scenery for these puzzles very dull: either the island in the chaos, or uninteresting, almost flat landscape. And OK, if there were two or three such cards, but no, dull cards are not a variety of exceptions to the intricate landscapes depicting some era/activity, they are the gray routine in this Gorti Worlds. Only a few levels are made at least with some taste. After all, it was possible to invent something futuristic or fantastic from the life of Spirituites or others. Some worlds-Pictures with electric décor, for example. From The cards gone, the units arrived. A Bit of physics-rockets began to repel enemies. New branch of units and buildings-electric. Unfortunately, the K-D Lab, like most developers, has made the new units a freaking Imbu. The Electric turret beats faster and more painful than a rocket turret, but only requires the first level of the laboratory. Electric troops in the range resemble the top artillery and for some reason can not attack the robots that can shoot them, but damage is inflicted on the bottom. And the Rockets... Yes, began to repel enemies. They have the same Damage, but the speed of the rocket once in 10 is slower than electric shock. In Addition, the squad could shoot, standing on the border of his range. Now the troops for some reason almost in the emphasis fit and have to control them, without distracting to the base and troops in another part of the map, so as not to substitute for all enemy turrets. And the most nimble-if you order your troops to move to their own building, they attack him. Especially sad if it's a squad of artillery.
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