09/3/14

GenCon 2014 – Paradox Talks Runemaster

Cyrano grabbed a few minutes with Troy Goodfellow of Paradox at GenCon, and had a chat about Runemaster.

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runemaster_LOGO

Paradox Interactive isn’t just some software company: not to wargamers, and not to me. This, after all, is the band of Swedes that took a nigh-unplayable board game and turned it into one of the most successful strategic wargame franchises in PC gaming. This is the company that created the greatest medieval soap opera simulator in the history of everything and layered it on top of a robust conflict engine that lets me (and, apparently, some of the contributors to this very site) fancy themselves rulers of obscure kingdoms. And this is the company that soon (never soon enough, mind) will release one of the most anticipated World War II strategy games to come along in quite some time.

This is a company that has nurtured the wargame like its own child and kept alive the grognard fire during the harsh winter of console ascendancy.

So why, then, am I standing in the Paradox Interactive booth at GenCon talking to Troy Goodfellow about a game that involves the participation of men, elves, dwarves, and other fantasy races in the coming of Ragnarok?

And, let me say, talking to Troy Goodfellow about Ragnarok is weird in and of itself. He’s a widely-published games critic, co-founder and co-host of the “Three Moves Ahead” weekly podcast, and overall fanatic for the history of the Great Patriotic War. What, then, does he think he and the Paradox team are bringing to Runemaster, the up-coming turn-based, tactical RPG set in a world confronting the Norse eschaton?

The answer, reassuringly, is the ability to simulate people killing each other in various ways. OK, ok…Goodfellow, now an assistant producer at Paradox, and I spoke about other things…

Like the Clausewitz engine, for example. This is the system, first built for Europa Universalis III in 2007 that’s lurking under Runemaster’s hood. He said, early in his tenure with Paradox, he was invited to corporate and given a quick run through an earlier version of the game. He asked what it was running on and, when given the answer, admitted to being shocked.

Based on my own plays through the alpha of the game available at GenCon, I think most users will be shocked too. The game is in the family of Heroes of Might and Magic in that there’s an overmap where heroes are minted, armies raised, and experience gathered. It’s worth noting in passing that the game does not include city building or development. Heroes get their armies the old-fashioned way: at barracks.

Runemaster_pdxcon_screenshot_01

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08/31/14

Fallen Enchantress: Legendary Heroes, Part 2 of 2

Review by Avery Abernethy, 31 August 2014

This review is split into 2 parts. Part 1 was last weekend.

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orderhex-FELE
Grogheads is proud to induct Fallen Enchantress: Legendary Heroes into the Order of the Hex for the following:
1) Successful Integration of Role Playing Game elements into a 4x game
2) Environmental Threats (Monsters) as well as Enemy Kingdoms a challenge through end-game.
3) Excellent 4x game without overwhelming micro-management problems.

Fallen Enchantress: Legendary Heroes incorporates many role playing game (RPG) conventions seamlessly . The RPG side of the game has a profound impact on winning or losing. RPG elements include the ability to equip individual pieces of armor, individual weapons, individual miscellaneous magic items, and cast tactical and strategic spells from a spell book. Only the faction leader and champions have access to these RPG elements. The faction leader is the player’s initial champion at the start of the game. New champions are acquired when fame garnered by completing quests, winning battles and cleaning out monster lairs hits specific levels. Once fame reaches a certain level, another champion is made available. The total number of champions available to a faction during a game is quite limited. Even in a long game played on a large map, I had only eight champions at the end.

At the start, your faction leader is often your strongest single melee combat unit. Both offensive and defensive skills of your faction leader and champions can be increased with magic items, weapons, and armor. These can be purchased at a ruinous cost in towns, or can be gained as loot from conquered monster lairs. Armor, weapons, and miscellaneous items can be traded between champions – but only if they are in the same hex or in the same town. There is no “universal vault” which enables you to drop off a magic sword in city A and have your champion in city D immediately gain the weapon. This makes movement of your limited number of champion units an additional strategic component.

 

 

Lots of Items
Lots of Items

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08/29/14

GrogHeads Advanced Research on Projects Advisory #52

It’s the last GARPA of the Summer, so here’s your holiday weekend bundle of goodness!

Clockwork Wars (Eagle Games)
$50k of $25k goal, Ends 3 September 2014

Steam-powered warfare?  Check.  Fantasy races?  Check.  Tanks?  Hells, yeah!  Fight for control of a modular mapboard, in a 4X-ish game of conquest that mixes and matches magic and steampunk technology.  One nice touch are map tiles that can be used on an artistic side, or purely-functional “giant symbol” side not unlike the strategic hex-view in Civ5.  It’s an Eagle Games production, so you know that it’ll be over-the-top gorgeous, barely fit on a ping-pong table, be a ton of fun to play, and go out of print in about 11 seconds.  So truck on over to the site for the campaign, and plunk down your pledge, and maybe throw a few extra coins in for the expansions, which look equally cool and will not doubt be gone in a hot minute on the open market.

G52-clockwork

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08/28/14

A Distant Worlds AAR – Part 3

By Brandon “Kushan” Johnson, August 27, 2014

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DW Part 03 - 01

Thats more like it, every construction yard on both of my spaceports is full. These ships should go a long way towards helping transport resources from my new mining stations. Unfortunately it doesn’t look like there is anything queued up when this batch of freighters is done.

 

DW Part 03 - 02

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