Posts Tagged ‘Gas-Powered-Games’

CT’s Kings And Castles Footage

By Jim Rossignol on June 12th, 2010.


Gas Powered Games have been exhaustively videoblogging the progress of their new strategy game for a while now, but a lot of it seemed to consistent in Mr Taylor talking about farmyard animals, and I’ve kind of lost the thread. Anyway, there’s some actual footage from the game in this latest episode, which might be worth taking a gander at (gander! See, now I am at it.) Furthermore, I must implore you to judge what you see here at face value, as if it is all the game consists in. I am sure there are no other menus, features, units, or strategic elements to Kings And Castles whatsoever. It’s surely just a game about tiny men storming a bridge that eventually gets bombed by airships, and nothing more. Not like the other games that did things differently in the past. No, sir.
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Obsidian To Develop Dungeon Siege III

By John Walker on June 7th, 2010.

Siege Harder

Dungeon Siege III is to be created by the busy men at Obsidian. The company, having put out Alpha Protocol, now seem to be re-enforcing their previous role as a team who pick up other people’s projects and take them in new directions. After Neverwinter Nights 2 and Knights of the Old Republic II, they’re currently creating Fallout: New Vegas, and it’s just been announced they’re taking the reigns from Gas Powered Games on the RPG series.

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Christory Lessons: Kings and Castles

By Alec Meer on May 17th, 2010.

Oops, we took our eye off the ball there. One post about Gas-Powered Games’ upcoming Kings & Castles, and then we completely ignored it. There’s a reason for that. It involves clowns and toast crusts, and the memories remain too traumatic to share with you. Now those dark times are behind us, so I feel comfortable in bringing you more of the Supreme Commander/Dungeon Siege studio’s excellently strange video blogs, documenting both the game’s development process and Chris Taylor’s grasshopper mind.

Last time, El Taylor was talking to the animals. Some 13 installments later, he’s showing off the game – and it’s looking quite lovely. Here be dragons! Also, chickens.
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Reviewinated: The Other SC2

By Alec Meer on March 1st, 2010.

There are some robots. Just a couple.

My keyboard + Supreme Commander 2 = 1200-odd words on Eurogamer. Going to be a divisive game, this – even behind RPS closed doors, Quinns and I have furiously disagreed about it. But then, he hates most things and I hate everything else, so such argument is inevitable. Here’s a quote from the review, anyway. I know you like quotes.

StarCraft is like some rare breed of exquisite tropical fish which requires constant care and attention else it’ll perish, while SupCom 2′s more like an average moggy. It might be less of a talking point, but chuck some food in a bowl a couple of times a day and that’s about all it needs to show you love.

I really need to stop using cat analogies.

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Big, Stompy: SupCom 2′s Nearly Here

By Alec Meer on February 18th, 2010.

It’s on my PC, in fact, but I can’t tell you about it until March 1st. Although I can exclusively reveal that it’s got tanks in it. Also, planes. I think I might have spotted some terrain at one point too. With only two weeks to go until the game’s released, you’ll be wanting some sort of hint as to whether you want the robotty RTS sequel or not, though. So try these trailers on for size, in which large machines blow up a lot of smaller machines and Chris Taylor sounds uncharacteristically nervous…
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Gas Again: Kings And Castles

By Jim Rossignol on February 15th, 2010.


Gas Powered Games have announced their next RTS (they’re wrapping up Supreme Commander 2 right now) and it’s called Kings And Castles. Apparently it’s a “one-of-a-kind experience” that will “let players take on the role of one of three powerful kings who are vying for control of an all-new, original fantasy world.” The team plan to record and publish every aspect of development for this new title. “We’re doing something different this time around,” said Chris Taylor, Creative Director of Gas Powered Games. “We want to take our fans on a great adventure with us. They’ll get to go behind-the-scenes and watch the game come to life from start to finish.” And with that in mind, the first video-blog of the game is posted below.
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Things Of Tomorrow

By Alec Meer on February 4th, 2010.

Upon emerging blinking into the, er, darkness after a binge-play to completion of Bioshock 2 (thoughts on which will appear here in a few days), I realise a) I still have to post something on RPS even though it’s gone 2am and b) I have no idea what’s next on my plate o’fun now that I’m all done with that and Mass Effect 2. So, in the spirit of doing mean things to two birds at once, here’s a few things happening in the near future (starting tomorrow, in fact. Well, today now) that should reignite my excitometer.
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Roboticism: Supreme Commander 2 Vids

By Jim Rossignol on January 20th, 2010.


Robots, tanks, super-weapons, more robots, more tanks. An enormous explosion. You probably know the sort of thing, but it’s still worth having a gander at Gas Powered’s latest, Supreme Commander 2, in action. Can it actually innovate as Mr Taylor intends? Can it still keep our interest with ludicrous sci-fi death machines? Well, probably.
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Meer vs Taylor on SupCom 2

By Jim Rossignol on January 13th, 2010.


Mr Meer is out in the snowy wastes today, trying to find his homeland. So it falls to me to point out this excellent interview with Chris Taylor, following the recent Supreme Commander 2 preview.

Eurogamer Rock, Paper, Shotgun’s Alec Meer, Hero Journalist: Do you feel like conventional RTS has given up and is moving on – so many people just can’t do the multiplayer now?

Chris Taylor: We’re definitely focusing heavily on our story and our single-player game, we want to make a really rich experience for somebody who doesn’t want to go online and fight other people. Should we be moving away from base-building like in some other games? I actually think base-building is really fun, and an important part of the game. Innovation doesn’t mean we move away from that. Innovation means we do things like add strategic zoom, we have really cool Experimental units and half-baked systems and systems that really make the game more lively, but not at the expense of the core RTS experience that we’ve learned.

Read it all.

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Supremier Than Ever: SupCom 2 Previewified

By Alec Meer on January 6th, 2010.


Not here, sorry. Over there. No, there – on Eurogamer. But it’s okay, it’s written by me, not some strange man you don’t know who probably builds chairs out of human bones and listens to U2 records or something. You can trust me! Mostly. Especially when I say things like:

The idea is that it’s no longer just a game of indistinguishable tanks having at each other from great distances, but one where robotic colossi trade stand amidst and over this ongoing teenier warfare. There are 27 Experimentals in all, and only a few have been shown so far – an enormous UFO, a machine that speed-builds armies then lobs them at a distant location one-by-one, like some kind of apocalyptic Pez dispenser, the Illuminate Space Temple teleportation device and, most excitingly, the Cybranasaurus Rex.

More here. Gas-Powered Games are being both bold and anti-bold with it – but not cowardly. They’re doing things to win the game a bigger audience, but so far as I can tell that’s genuinely making the game better as well. We shall see, obviously. Oh, and there’s a follow-up interview I conducted with head-man Chris Taylor going up next week too.

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Demigod v1.2: Demon Assassin

By Jim Rossignol on November 23rd, 2009.


The v1.2 patch for Demigod is out, and it can be picked up on Impulse. It features a new character, the Demon Assassin, as well as a bunch of other fixes and features, such as AI options and a mod-manager. The second scheduled demigod, Oculus, will apparently appear “in the coming weeks”. The full change log for the patch is here, along with some videos and screens of the new demigod in action. I really should go back and play this online at some point, I’m pretty sure I’ve promised to about half a dozen times. That said, my guilt is assuaged by the fact that I’ve managed to get snared by another Stardock game, Sins Of A Solar Empire, while playing it for a retrospective last week.

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No Chicken Supreme: Supreme Commander 2

By Kieron Gillen on November 19th, 2009.

I don't often link an image to click through to another site, but this is a special occasion. THIS IS A PC GAMING SCREENSHOT.

More news leaking out about Supreme Commander, which is due for a Spring 2010 release now. The new screenshot gallery really does make me say “Crikey” more than I normally do (Normal Crikey rates are about 1.5 per minute. Supreme Commander 2′s screens rise it to a mighty 5.4). I mean, have a look at this bad boy. There’s also a HD version of a video we’ve linked to previously, which really shows off the game to its best. Basically, Supreme Commander increasingly reminds me of hyperviolent lego meets Epic-scale 40K. Fuckyeahosity is high.
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Demigod Demo Has Risen!

By Jim Rossignol on July 30th, 2009.


The Demigod demo has finally, suddenly emerged from the storm of patching that was post-release Demigod development. Siphon its 598mb from here.

While we’ve not been back in recent weeks, we’ve had a few reports that the connection issues are now largely solved, making the internet multiplayer of the demo a rather interesting prospect. Will the demo kick off a second wind for the game? I hope so, as it was a fun time. Anyway, this cut-down version of the god-thumping strategy features a single arena, called The Cataract, and four of the eight Demigods (Regulus, Rook, Sedna and Lord Erebus.) No Oak, alas, for he is a splendid being. Still, you’ll get a kick out of Rook and Erebus. Additionally, you can check out the four game modes (Conquest, Dominate, Fortress and Slaughter), which are all contained therein.

I’ll try and revisit Demigod over the weekend and see if we can’t get some more idea of how the battle for the pantheon is going, all these months on.

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