PT‘s closed down for the Thanksgiving holiday. This feature, which originally ran this past January, gave us a first look at Noel Llopis and Ron Carmel’s forthcoming multiplayer RTS Subterfuge.
It couldn’t have been built anyplace else.
Two of the most respected names in gaming are collaborating on slowplay real-time strategy title called Subterfuge — a multiplayer game of conquest and diplomacy that takes a real-time week (or more) to play. If that sounds a little like Neptune’s Pride 2 (which transfixed PT regulars when it launched last year), devs Ron Carmel (creator of World of Goo) and Noel Llopis (designer of Flower Garden and Rovio’s Amazing Alex) more than acknowledge the debt — they’re big fans of the game. But unlike the web-based Neptune’s Pride, Subterfuge will be a native app for mobile devices and features a number of gameplay twists that Carmel and Llopis have come up with.
After the jump, the very first public screenshot of Subterfuge and an interview with the creators on why you’ll want to play their slow-percollating 4X RTS.
This year, I’m thankful for this not being a MOBA.
“Hey, here’s a great idea: let’s announce the release of our game while the single biggest video game market in the West is drooling in front of the TV, near-catatonic from eating half their body weight in turkey.” Apparently Polish devs CD Projekt are hoping that Americans will subconsciously absorb the news that the Witcher Adventure Game has been released on iOS (iPad-only), on Android, and on PC, based on the popular RPG of the same name.
But let’s not give CD Projekt too much stick: in a world where every major console and PC game property is running headlong into the App Store to cash in on F2P psychosis, the Witcher Adventure Game appears to be a deeply nerdy digital board game. Thank you CD Projekt for not making your Witcher mobile game into a free-to-play kart racer (though they apparently are working on a licensed MOBA).
The Witcher Adventure Game (which was first announced back in January) was made in conjunction with high-spec tabletop publishers Fantasy Flight, who are naturally releasing a physical version of the game as well. The gist here is that you (and/or online multiplayer friends) control a group of four heroes questing around a board getting into low-fantasy hijnks. The game plays like a computer RPG to an extent — characters level up and develop new abilities as the game goes on.
Owen here, temporarily taking the helm back from Neumann as we put the great ship Pocket Tactics into port for the Thanksgiving holiday.
As is my idiom, I’m seizing the reins at the exact moment that the horses are going to sleep — this is a snoozer of a release night with exactly one good game on offer. But it’s a pretty dang good game. Come meet me after the jump and I’ll tell you all about the preview build of Wars and Battles I’ve been playing, and as a bonus we’ll read the tea leaves on whether or not to expect Telltale’s latest adventure tonight.
Subterfuge, the strictly multiplayer, days-long strategy game of mining and diplomatic sleight-of-hand from Ron Carmel and Noel Llopis, promises to be a title that’s less concerned with authored storytelling (something about rare minerals and bathysphere-cities) and more with the tales generated through player interaction. In other words: tables will be flipped. “Is that a waist-high IKEA joint I see, sparsely dotted with Settlers of Catan pieces and beer mats? BAM. Don’t you go near my refinery again.”
So maybe the recent, story-focused trailer for the game posted on the shiny new Subterfuge website doesn’t quite reach rage-flip territory. Subterfuge is, of course, heavily inspired by Neptune’s Pride, and like that title it’s a protracted territory control scrape where almost nothing happens instantly, and where the political landscape can change drastically in the time it takes orders to resolve. Unlike the friendship-ending Pride, though–a game that might see you waking up at 1am for a sneak attack that literally catches the enemy snoozing–the team behind Subterfuge don’t want players to have to check-in constantly in order to compete, and that slight shift towards a more casual audience comes across in the trailer.
Also coming across: Adam Sessler in top form, slinging buckets of smarm at his supposedly inexperienced opponent and making one writer pine for the salad days of arcade game show reruns and Portal. If you can’t call the twist in the video after the jump within 30 seconds, then I have a lucrative investment opportunity from a prominent Nigerian official you might be interested in. Alternatively, you could work your skeptic muscles a bit and sign up for the Subterfuge mailing list and alpha on the game’s website.
Subterfuge is still relatively early on in development, and release info is hazy, but Carmel and Llopis did mention a simultaneous iOS/Android release in an interview with Owen.
The only thing harder than making a hit video game is making a hit video game twice.
Sweden’s Mojang has ridden the truly phenomenal success of Minecraft — their first and only commercial game release, originally the project of solo coder Markus “Notch” Persson — all the way to a $2.5 billion acquisition by Microsoft last month. Following up on a hit is tough (Rovio and OMGPOP and Vanilla Ice all nod somewhere), but following up on what might be the biggest hit in history… how do you do that?
Last week, I spoke with three of the folks at Mojang who are charged with that very task. Owen Hill, Måns Olson, and Henrik Pettersson who are working on Scrolls, Mojang’s sophomore effort — a fantasy card game that they plan to release on PC, Android tablets, and iPad simultaneously next month.
FNG Alex picks a game we hadn’t even covered before. That kid’s got moxie.
The summer — horrible, horrible summer — is finally over. The fickle sun now favours that mysterious other hemisphere and won’t throw its awful unblinking glare onto your iPad screens any longer. Put away your parasols and desert canteens. The outdoors are safe for gaming again.
What games did the PT druid circle choose as their favourites of the summer’s twilight? After the jump, Jacob, Clancy, Kelsey, Owen, and FNG Alex tell you all about their picks.
If we ain’t outta here in ten minutes, we won’t need no rocket to fly through space.
This week’s Almanac was originally going to be a rant at EA over the new SimCity BuildIt details that they divulged to Pocket Gamer‘s intrepid Mark Brown. But as Typhoid Mary once said: I’m not worried about all that crap.
I interviewed designer Vlaada Chvatil about this game on Friday and if I interpret the howls emanating from the PT Writers’ Dungeon correctly, Neumann should be putting the finishing touches on our review momentarily. But here’s the short version: this game is damn good, and you’re going to be playing it tonight for longer than you’d planned. I’ve taken the liberty of preparing some excuses you can use when you turn up to the office an hour late tomorrow morning.
“The boiler exploded.”
“My wife/husband has become the Gatekeeper/Keymaster of Gozer the Gozerian.”
“Time is an illusion/flat circle.”
One of those should do the trick. Sunday links after the jump.