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Flagship’s Kickstarter has been pulled at the last week

Another space-based game with a crowdfunding page has been pulled days before it reached completion. This time it’s ship-bridge-perspective RTS game Flagship, being developed by twin developers Brad Jeffery and Matt J.

 

The Kickstarter for the project had 5 days to go and had reached just over half of the £95,000 goal which is the one of the reasons the decision was made to pull it now rather than wait until the end of the process.

 

Flagship

 

“It’s looking like the campaign isn’t going to turn around, so rather than drag this out for another 5 days we’re going to end it now. I know this will disappoint many of you, and for that we are very sorry. This has been a heartbreaking process for us.” Brad announced in an update to the Kickstarter page.

 

He went on to thank everyone who had already backed, all who had covered the game or promoted it in any way and everyone who had in any way supported them with the process of trying to get the game funded. However, this doesn’t spell the end of Flagship entirely as the two are not willing to give up on it fully.

 

“Flagship is still our dream game, and we’re not giving up on it. One day you’ll get your ship.”

 

Kickstarters do usually see an enormous pick up in the amount donated to a project during the last few days of the time limit set, so if the project hadn’t been pulled there is a chance Flagship could have been funded. However it wouldn’t have been a guarantee, and I wish them luck in trying to make Flagship a reality through some other method.


October 13th, 2014 by
Posted in Gaming, General, PC, Real Time Strategy | No Comments »

Battle.net launcher updates suggests Warcraft III update launch imminent

A recent update to Blizzard’s Battle.net launcher seems to hint that talk at last year’s Blizzcon of tweaking the older Warcraft games to work better on newer computers might actually finally be about to offer up the games in question.

 

Added into the launcher are a bunch of icons, backgrounds and logos for Warcraft III, currently locked but looking pretty much ready for use. It was mentioned at Blizzcon 2013 that Blizzard had a small team working on updates to help the games run on present day Windows. Currently while it is possible to get Warcraft III and the previous two games to run on a modern computer, there is a lot of fiddling around with settings and tweaking to get it to run properly. There’s also a lack of support for the native resolutions too.

 

warcraft-iii

 

It is currently unknown when Warcraft III will become available through the launcher, and in what form. Just the game, tweaked to enable smooth running without the faff or will there be some TLC applied in the form of HD graphics and some extra content? Blizzcon 2014 is drawing closer so expect to hear something about it there.


October 6th, 2014 by
Posted in Gaming, General, PC, Real Time Strategy | No Comments »

#EGX2014: A Deeper Look Total War: Atilla

 

Total War Atilla Logo

 

In the same form that it has done much this year, EGX 2014 has delivered yet another pleasant surprise for us. During Creative Assembly’s panel, we were graced with a look at the next part in a truly epic saga of games that has spanned decades. After the rather disappointing shambles that was Rome 2 Total war, CA has announced that the next game will be a follow-up, stand-alone game to the previous Total War title. Originally this concerned me; as in my opinion, the last instalment of Total War consisted of being battered with relentless amounts of agents, an experience clearly biased towards Rome where victory basically relied on your ability to rush to legionnaires and burn the whole map to the ground. But before I let my predispositions get the better of me, I calmed myself and allowed CA to offer their case. And with that, the trailer began: A lone room, a candle with an ominous voice speaking of the weaknesses Rome has left itself open to. A man enters view, talking of how he will raze Rome to the ground and snuff out its light as he snuffs out the candle. A black screen follows: TOTAL WAR: ATILLA!

 

This aroused my interests greatly. Historically speaking, Attila the Hun ran rampant over Rome in the later days of her Empire and I was greatly curious to see how this would affect the style of play in the newest Total War game. Set in 395 AD, this game picks up at the dawn of the dark ages, when the Empire had already split into two factions, the east and the west. The campaign seemed to be, from the very first turn, focussed on compromise and survival, as a large Saxon invasion is gathered on the shores of Britain, other cities throughout the empire are also under siege, and your vast number of territories has to be supported by what is a barely adequate number of soldiers. Right from the onset, it then seems, the game is telling you that you have to decide which cities you can live without and which cities you need to commit your thinly-spread troops to. This style of survival-based gameplay seems to be much geared towards the more experienced players of Total War. Being an avid fan that joined the CA fan club with the release of the original Rome and Medieval Titles, even I feel that the early game would be very difficult to overcome without first attaining some experience with the earlier titles that didn’t throw the player into such a precarious position.

 

Total-War-Attila-09

 

When the campaign started, the first thing that CA outlined (And the first thing that caught my eye) is the newly vamped overlay system that has been implemented. This new system is designed to make life a lot easier for the player by offering different filter-esque methods of looking at the map. These filters will show almost everything, from the geography of the map, economy, loyalty to troop dispersion. The map itself shows a graphic style reminiscent of medieval two’s graphic style, especially towards the luscious northern regions of the map. Whilst on the subject, the graphics have been brought up to date, as is usually the case with new Total War titles. The map is very well rendered, and the battle scenarios look very satisfying.

 

Whilst showcasing their new systems that are present in CA, a revelation that brought a round of applause from the audience is the family tree system. This system gives a structured family tree of your entire family, with separate menus to show buffs, attributes and positions of each individual character as well their buffs affects in battle and their affects for the provinces said characters occupy. Via this tree, it is possible to directly manipulate family members, which the players a very nice and most welcome alternative to locating them on the campaign map. Governments have also been altered, and now if the character wishes to pass an edict in the game from a particular province, there must be an operating government in said province.

 

Another new system Creative Assembly has put into Attila is the event feed. This is a chronological feed of all military, economic and diplomatic/social events that occur in the game. This feed is updated at the start of every turn and provides a rather helpful tool to analyse the progression of the game. These feeds can also be uploaded onto Total War websites and forums, allowing an enhanced level of interaction with other players. This feed may be of particular use to rookies who would like the aid of more experienced players with their campaign (Lord knows that how I’d use it!). On the subject of more helpful systems, CA has finally introduced a tiered building menu that shows in a well thought-out, structured manner, the level of all buildings in a settlement and the levels they can be upgraded to. Such a change is very welcomed by this Total War player, as I’m sure the rest of the community will agree. It allows the prioritisation of certain builds, which is made more important in the game as squalor and sieges now play a much more interactive role in the well-being of settlements. Squalor can build up where systems are not erected to remove it, and this leads to disease, which has the knock-on effects of decreasing population, damaging trade and reducing growth in the city. Armies can also now carry diseases between cities, as well as marching it through any enemy territories said army chooses to move through (Wink wink, Nudge nudge!).

 

Total War 3

 

The tech tree from Rome 2 has also been re-thought through and updated. The Civic tree and the military tree make up technology progression in this game and both trees are available on one screen, presenting a very tidy, easy to use system. Thus far, Attila is shaping up to be a lot simpler and easier to use than its predecessor! Character skill trees are also available in a much kinder, visually simple manner. These skills can also be presented in the effect summary of the army the general commands, another innovation to make life easier for players.

 

At this point in the panel, it was clear that CA were getting comfortable in their seats and had the attention of the audience without question, so they decided to go straight into the battle sequence. Before the battle even started, new innovations were available for selection. The Saxons in England had attacked with a force that heavily outnumbered the defending romans, but there was a catch. A new option allows the player to loot, raze and completely abandon the city under siege, taking a portion of its wealth and leaving. This last-ditch run-away tactic could prove very useful if the battle is clearly going to go ill.

 

But enough of the pre-battle formalities, straight into deployment! And Oh-me Oh-my, more new toys to play with! Defenders in cities now can place barricades, seemingly at will, throughout the city. This gives so much more flexibility to the defence as it allows the creation of choke points and the added defence to key structures. These barricades can be overcome, but they do appear to provide ample defence before that happens. Before the battle could get really going, CA explained how siege can actually directly affect the settlement in battle, fires start that can actually do very bad damage to the entire settlement if not quelled, civilians (who will actually wonder the castle and run for cover as the battle rages) will disappear, squalor can spread and structures like temples and walls can crumble, leaving the defence open to attack. The AI will take advantage of these factors, as the new updated Artificial intelligence seems to rapidly adapt to the battle scenario, allowing for far more interesting sieges than the old Total War games, where one could easily sit inside a castle and wait for victory as the enemy quite literally camped outside your walls. Troop XP points can also help greatly, and it seems for the first time, a small but experienced troop can actually hold out properly against a large but unskilled force. This factor should prove highly useful in Attila with your small amount of men and seemingly mountainous enemy forces!

 

Total-War-Attila-03

 

As the battle progresses, we see siege engines fire upon the defending forces, which helps show of firstly the beautifully updates physics of the game; and secondly the New fatigue system. With this system, fighting will put a much higher strain than usual on the fighters, tiring them out quickly whereas resting units will allow them to regain their stamina. On the subject of movement and stamina, roads will grant a movement buff to units, allowing them to travel much faster than on rough grounds (One assumes this buff scales with the level of the roads, but further research has not yielded these facts!). 3rd person perspective is also now available, showcased very effectively by the charging horsemen units.

 

At the battles end, we were warned that less than professional and unruly soldiers were liable to pillage conquered settlements, which needless to say could be detrimental for the economy of said settlement, particularly if one intends to occupy the city.

 

So, Attila: Total War, on face value, a sigh of relief perhaps? The game seems to promise a well rendered, easy to use experience, mixed with updated systems and brand new toys for players both old and new to enjoy. Mix this with a release date in February 2015, and it looks like very soon we could have a new reason to relish in Total War once again!


September 29th, 2014 by
Posted in Gaming, General, PC, Real Time Strategy | No Comments »

Cities: Skylines Does What Sim City Should Have…

Seems Paradox Interactive have jumped in to catch teh ball Maxis fumbled with SimCity…

 

Cities Skylines

 

 

 

The Sky is no limit!

 

Inhabit a world where you define the rules. Cities: Skylines invites you to create the city of your dreams in a sprawling landscape dominated by cloud hugging structures and jaw dropping architectural marvels.

Developed by Colossal Order, Cities: Skylines offers sprawling landscapes and maps with endless sandbox gameplay and new ways to expand your city. Key to progression is the ability to influence your city’s policy by incorporating taxation into districts. All this including the ability to mod the game to suit your play style makes this the definitive city building simulation.

You’re only limited by your imagination, so take control and reach for the sky!

 

Main features:

 

>City policies: Set policies to guide how the city and districts develop over the course of your playthrough.
>City districts: Personalize city districts with names of your choice for variety and personality.
>Road building and zoning
>Unlock buildings and services
>Taxation: Fine-tuning the city budget and services and setting tax rates to different residential, commercial and industrial levels and controlling what kind of areas are more likely to spawn in the zoned areas
>Public transportation: Build transport networks throughout the city with buses and metros
>Outside connections: Make industry and commercial districts flourish with new customers in the neighboring cities
>Wonders: the ultimate end-game content that the players strive towards
>Huge maps: Unlock new map tiles with unique possibilities to expand the city
>Water flow simulation: Add new challenges to water services.
>Polished visual style and core gameplay
>Modding tools: Built in feature designed to encourage creative pursuits.


September 26th, 2014 by Lonesamurai
Posted in Gaming, General, PC, Real Time Strategy | No Comments »

#EGX2014: Total War: Attila

The newest Total War game was revealed today at EGX on stage in a dev session. With the help of an awesome trailer, they revealed that it was named Total War: Attila and was to be set in 395AD – a period of time when the Roman Empire was split in two and under attack from all sides by various armies.

 

 

Two different modes of the game were shown off, the Campaign mode where it was shown that maps of the empire area could be seen and interacted with. Graphics were said to be improved with different lighting levels and foliage types helping to invoke the sense of being in different areas of Europe and Africa as you moved across the map; markers to indicate where attacking armies were placed, as well as cities and a number of stats could be accessed from the UI, including the religious factions affecting different areas, sanitation levels etc. Family trees had also been re-added and you are able to assign important people to positions to allow their skills to ‘buff’ the places they are placed. Tech and skill trees will also be available to help players choose what way they choose to go to defend their territory.

 

The other gamemode shown was the Battle gamemode, in which one player is defending in a city and the other player is attacking it both multitasking by controlling many groups of soldiers at the same time. It was revealed that the condition of cities under siege will effect the morale of the defending armies; for example if a fire is allowed to spread unchecked the amount of destroyed buildings will have a small debuffing effect. Cities will also have pre-determined places you can choose to place barricades, either to block the way and station troops on top of to shoot down at the attackers or to funnel enemies where you want them. Untouched cities can also have civilian characters who will flee the city, hide in buildings or on occasion attack invaders themselves. Fatigue will also play a part in the battles, tiring soldiers in the thick of battle but allowing them to recover if they back off.

 

Both Roman Empires as well as many of their enemies are playable in the game, and Creative Assembly are planning a release sometime in 2015.

 


September 25th, 2014 by
Posted in Gaming, General, PC, Real Time Strategy | No Comments »

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