Each of your powers is activated by first selecting it on a radial menu and then pressing (A). After the power is activated, you can give it a little more juice by using one of three different controller inputs. Unleashing a fully charged bolt of lightning requires a timed button press, adding a few rumbles to an earthquake requires some button-mashing and quickly turning the left stick gives tornados a little more suck. As you progress through the game, you earn research points that can unlock more powerful versions of each power.
Powers can also cause other events. In one level, you can use an earthquake to set off a volcano and in another, you can set fire to a tree, which then spreads to other nearby kindling. These are the types of elements that really could have added more depth to the game, but instead they just feel like they were tossed in just because it sounded cool.
The company's main line of defense is their military, though you'll also come across defensive installations that can counter your powers. Tesla towers can suck the energy from lightning bolts and a seismic pounder can disrupt earthquakes. Later in the game, you'll come across mobile versions of these installations, which add an even greater rock-paper-scissors dynamic to the game. Figuring out how to get around these obstacles is one of the more enjoyable aspects of the game. Unfortunately, the time limit dampens the fun - especially when you also have to fend off swarms of enemies that are surprisingly difficult to destroy. You have to figure a fully-charged tornado would be enough to toss a tank a few blocks away, but they prove to be stubborn little things. Mobile "disaster blocks" also bunch up, placing you in situations where you can't use abilities.
I absolutely love the premise behind Elements of Destruction, but the execution comes up incredibly short. Its fun to destroy things, but there are too many missed opportunities to really exploit the idea and make Elements of Destruction as cool as its premise.