Every collection of creative and talented people that has been allowed or encouraged to grow too big, too corporate, has ended up losing its way. You might be wondering what the sequel has to offer past some new graphics and superficial changes. The designers have decided to alter the mechanics of the game to fit in with the requirements of modern multiplayer games. One of the main problems with Risk on the PC was the turn-based system. This meant in a network or internet game with more than two or three players, the first to move would be left sitting sometimes for ten or fifteen minutes, with nothing to do, while the others made their moves.
Players make their moves simultaneously and in secret.
When the players have finished their turns the round finishes and only then can the players see what each other have been up to. So there are no waits - especially as Deep Red have added an optional time limit for each move, so if you run over the allotted span, your turn will be cut short. This will doubtless have more traditionally-minded Risk players choking on their sweet sherry, but the new system certainly has potential. A welcome new direction for Risk AI routines have seen a going-over too. It has memory too, so if you get one over on it early on in the game you can expect it to be out for revenge.