The key question for an RTS developer these days is: what can be done that's different to the norm? Their answers have varied, though lately they've tended towards bolting a strategic framework on top of the missions, as seen in the likes of Empire at War or Rise of Legends, where the player marshals his resources and directs the war on the campaign map as well as in the real-time battles. So what does ParaWorld do differently? It has DINOSAURS! That's what. The cavalry don't just have long faces here - they've got really long necks too.
ParaWorld is set in a parallel world where the dinosaurs weren't wiped out. In its alternate dimension, the beasts continued to exist and evolve alongside man. Although you could argue that dinosaurs still exist in ours: Peter Stringfellow, Status Quo, Jimmy Saville and Barney the purple moron to name a few. And that lot are far scarier - even the sight of a stampeding horde of famished velociraptors isn't half as terrifying as the mullet king Stringfellow in a leopard-skin thong.
In all fairness, the game tries to do a little more than show off a plethora of dinosaur models (which incidentally are very smartly rendered). It also attempts to throw a spin on the traditional interface with something called the army controller. This is a panel that sits on the left hand side of the screen displaying every unit in your army. It allows you to examine your troops at a glance, complete with health bars, so battered units can be quickly identified and pulled out of battle. It's also useful for monitoring which resources your workers are gathering, and for managing promotions.