Eurogamer writes: "Balancing three distinct factions in a competitive multiplayer game is one of the tougher challenges in game design. (Just ask Blizzard, which has seen StarCraft's tenth anniversary come and go before it's managed to nail down the second outing for the Terrans, Protoss and Zerg.) Three is too few to allow for variations on a theme; in such intimate company, each faction is going to have to stand out as an individual in the whole, not just in the detail. Each needs to present a completely rounded, completely unique play style.
But three is also too many for the easy trade-offs of a one-on-one war. Every strength or weakness, every ability needs to have not one, but two answers to it. You have to construct a world in which scissors can cut through rock and bounce off paper."