05/28/14

Home of the Wargamers Report: “Clear and Present Gaming!”

Distant Worlds Universe and Other Imminent Matrix/Slitherine Releases meet Grogheads

An overview by Boggit

Following on from Home of Wargamers 2014, there has been a flurry of activity from Matrix/Slitherine regarding their new releases. Distant Worlds has only just released on 27th May, and is to be closely followed by Pandora First Contact: Return of the Messeri Expansion, Close Combat: Road to Caen, and Qvadriga on Steam.

 

Distant Worlds Universe

 

You can start straight away with a pre-set human campaign, or mix things up with a custom game
You can start straight away with a pre-set human campaign, or mix things up with a custom game

For those players who haven’t got Distant Worlds, it is a massively scoped game that conventionally focuses on making broad policy decisions to guide your race to success. Essentially, you represent “the state”, but much of the game is heavily reliant on your private citizens. These private citizens trade, colonise, and exploit much of the universe’s resource potential. Distant Worlds Universe can be an incredibly deep 4X game (eXplore, eXpand, eXploit, eXterminate) – if you want it to be. You can micromanage as much, or as little as you wish, although micromanaging carries the risk of your head exploding given the multitude of activities you can engage in! Continue reading

03/9/14

Lock’n’Load Heroes of Stalingrad – The Grogheads Interview

Mark H Walker takes a few minutes to talk with us about the new Heroes of Stalingrad game – the first digital entry in the Lock’n’Load line.

9 March 2014

Grogheads: OK, first things first: It’s been, what? – 6 years!  What’s taken so long to get this game out?

Mark H Walker. First off, making a computer game is difficult. Damn difficult. I’ve written novels, designed board games, and raised three daughters. Creating Heroes of Stalingrad ranks right up there. If both Tom (the programmer) and I had been full time on the game, it might have been easier. However, I work full weeks designing board games as well as keeping the company that publishes them moving forward. By the same token, Tom also has several other irons in the fire. Hence the game took longer than we would have liked.

Secondly, nothing beats experience. I consider myself video and computer game fluent. I wrote full time in the industry for ten years before I founded Lock ‘n Load Publishing, but nothing prepares you for creating a computer game better than creating a computer game. We were lucky to have Matrix’s Erik Rutens join the team as producer, and bring the game home. His experience was invaluable.

GH: As computer games go, this one is clearly “playing a board game on the computer”.  How hard was it to maintain the feel of the board game as you worked on the computer game?  What were some of the particular challenges of keeping the soul of the game as you digitized it?

W. Not hard at all. Basically the design document centered on making this a PC board game.

GH: For someone who has never seen the board games, what’s the pitch for picking up this game over a comparable-scale WWII computer game?

W. It’s much better. LOL. Taking into consideration that this is a hex and counter game and no threat to the Titanfall crowd… it’s pretty, it’s immersive, it’s easy to get into, it doesn’t take itself seriously, and it has a cute Russian nurse. 

GH: For the boardgamers out there, why should this be the game that causes them to boot up the computer instead of cracking a beer and taking over the dining room table with a map and counters?

W. They shouldn’t. If you have a chance to down a Parkway Get Bent IPA  with friends as you play a great board game you should always do it. If you don’t have that chance HoS is a great substitute. The AI is pretty sharp, and the clean up is easy. Continue reading