In a submerged world, the man with the oil is king. He is the one who controls the flow of a battle. In Unigine's game, making mad grabs for oil derricks is something that you absolutely have to do, and that it ties into the theme so neatly is admirable. You send out your units and they grab. Derricks, nodes, factories, helipads. It's all quite elegant. It just took me a little while to figure out why.
Most games have silly names: Chronicles of Atalur or Call of Honour. They don't really mean anything. They're about evoking an idea, setting a mood, or if you're particularly lucky, establishing a premise. That's why I think I can be forgiven for ignoring Oil Rush as a title. I figured it didn't really mean much of anything. Also, the very last thing I ever want to do is rush.
When it comes to real-time strategy games, I'm a turtle. I hunker down, hoping the outside world will just go away so that I can carry on building my walls higher and my turrets bigger. I want to create a great big blob of men with guns, and then fling my arm in the general direction of the enemy, and have my horde cut a swathe through them.