Posts Tagged ‘Multiwinia’

Be Beside The C-Side: Darwinia Source Code

By Kieron Gillen on July 10th, 2010.

Happy=HP=HP Sauce. Does that work? No, clearly not. I'm going to write a new title line gag. And it doesn't even fit! Man! I suck!
Lewie, when marching into the purely-conceptual RPS office to deliver his beautiful Bargain Bucket also brings news that Introversion have made their source code for Darwinia and Multiwinia available. For thirty quid at the Introversion store you gain access to the full source code to nose at and mod to your heart’s delight, the ability to add your own branches to share, access to the dev-forum. Also, there’s going to be a meta-server for Multiwinia. I have no idea what that means. I hope it means there’s a superpowered server. That’d be amazing. Anyway – good news, I think. Those interested can buy here.

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Multiwinia Multiplayer Now

By Kieron Gillen on October 26th, 2008.


We’re a little late with this, but Introversion have released a new demo of Multiwinia. And, listening to the major complaint about the last demo, they’ve released it with online multiplayer. In other words, download it and you can play any of the demo levels. Also, if joining a LAN game set up by a player with a full copy of the game, you can play anything. Also, they’ve included Rocket Riot as a new demo game mode. And finally – which is why being a little late is bad – they’re also offering a special deal on Steam where you can buy it for a mere $9.99, and it comes free with the splendid Darwinia. This weekend only though, so hurry if you fancy it, like.

Anyway – gotta run. Back later for the Sunday Papers. You’ll find the press release – including an admission of being wrong on the demo point – beneath the cut.
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Introversion Speak Out: Play Our Bloody Demo

By Kieron Gillen on October 11th, 2008.

I haven't played Multiwinia against RPS yet, but I will now predict John will be the worst of it.

Chris Delay writes at length on the Introversion forum about Multiwinia’s release:

Multiwinia has the highest conversion rate we’ve ever seen. What this means is that every time somebody plays the demo version, there is a percentage chance that they will go on to buy the game, and that percentage is higher than any of our other games. This is excellent news, and generally lines up with our belief that Multiwinia is the most accessible of all our collection, the most immediately satisfying, and the most visceral and intense of our games. We can infer from his high conversion rate that people enjoy our game immediately, and that makes us very happy. By comparison, Darwinia had a very low conversion rate, at least initially, because we royally messed up the launch demo. The kinds of conversion rates we are seeing with Multiwinia are in fact excellent by any standards, and we should be very happy about this.

Unfortunately, a high percentage of zero is still zero. Nobody is playing the demo of Multiwinia.

More quotes and additional notes follow…
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Multiwinia UK Release

By Jim Rossignol on October 9th, 2008.


UK indie development heroes Introversion have dropped us a line to say that the boxed version of Multiwinia hits UK stores on Friday. Not that I care, I already have my copy of this effortlessly charming abstract RTS warfare game. I wish there was a demo Use this demo to convince yourself of its retro-beauty and simple efficiency. All I can do is point to Kieron’s extended happy ramblings and say that this is, quietly, one of the best RTS games this year.

Have you bought it yet? If not why not then you are dead to me. Come on RPS community, let’s get some games going over the weekend.

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Multiwinian Multitudes!

By Jim Rossignol on September 20th, 2008.


Probably should have mentioned this yesterday, but Multiwinia is now available from the Introversion store, and there’s a splendid collector’s edition available alongside the boring old standard box. You can also pick it up on Steam. We’ve really enjoyed our pre-launch sessions with the game, and we’ll probably cobble together some kind of in-depth overview next week. Y’know, if we have time. I suppose those of you already spoiling for a Multiwinia War should post your inclinations in the comment thread.

If you haven’t made your mind up yet then you should probably take a look at the Multiwinia demo, which contains a bunch of maps and game modes from the full game.

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Multiwinia: Rocket Riot

By Alec Meer on September 3rd, 2008.

Goodness, what a lot of tech problems we’re having with the site today. We’re hopefully on the road to recovery now, but it does mean my intended ramblomatic post about ancient horror RPG The Legacy: Realm of Terror will have to wait until tomorrow.

Instead, for today’s last snack you’ll find the latest video for Introversion’s upcoming slice of indie loveliness Multiwinia beneath the cut. This series of trailers takes a charming stylistic approach, hearkening back somewhat to the original Portal video, but with more polite British children talking about launch countdowns. The space race concept for this newly-revealed mode sounds loads of fun, while the actual game footage looks beautifully explodey as ever. Makes me even sadder that the preview code I was supposed to be receiving ages back never arrived. Hopefully this cheeky little number will be in all our hands soon, however.

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Multiwinia: King Of The Hill

By Jim Rossignol on August 21st, 2008.


The latest explanatory trailer for Multiwinia has arrived (actually it turned up ages ago, but I only just got around to posting it), including some lovely tutorial animations and a load of in-game battle-footage. I’ve been playing our Multiwinia preview code over the last couple of days and rather enjoying it. It’s beautiful, obviously, but it’s also just complex enough, in the way all good RTS games. I think this is going to be one 2008’s quietly successful games. For a detailed preview take a look at Kieron’s hands-on impressions.
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Multiwinia Mondays, On Tuesday

By John Walker on August 12th, 2008.

Darwinians always look so ambivalent about death.

Introversion declare that Mondays are to be Multiwinia Mondays for the next six weeks, as they build up to the release of the multiplayer reworking of Darwinia. In response I’m declaring Tuesdays as Tuna Tuesdays, where we all eat tuna-based food. Just so we all know. So yesterday the first video tutorial for one of the six game modes was revealed, Domination, and it’s below.

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RPS Exclusive: Multiwinia Hands-on

By Kieron Gillen on June 19th, 2008.

There as so many screenshots under the cut, I'll be damned if I'm going to capture them all. Pull the other one.

I’ve been in the possession of Multiwinia preview code for the last month or so. It’s a slice of the game, playable against bots, and is the first anyone outside of the Beta have really had a chance to play. Which means I’m going to yabber on at length as I Know Things You Don’t Know. It’s fundamentally multiplayer Darwinia, returning to the Future War idea which set Introversion along the road to what remains their award-winning opus. And I thought the best way to introduce the world to it would be to take a casual stroll through a game I’ve just played, introducing features as they appear and talking about what sort of tactical gubbins are firing through my noggin at every step. And writing a straight preview is boring.

So that and a load of grabs – including big’uns – beneath the cut.
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Multiwinia Beta Begins

By Jim Rossignol on March 14th, 2008.


According to this post on the Multiwinia forums, the beta sign up is commencing, with folks being signed up in batches of fifty. Chris says:

We will start the process soon with a small number (around 50) of testers running a non-playable “Hardware Test” build. This build will pit 4 AI players against each other and will report back to us with frame rates, hardware stats, problems etc. During this phase we’re looking at hardware compatibility problems, frame rate issues etc. After this we’ll start rolling out playable versions for the testers to break, gradually adding applicants to the test group in batches of 50 or more.

And just in case you missed it, I interviewed Chris and Mark from Introversion a couple of weeks ago.

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RPS Interview: Introversion’s Chris & Mark

By Jim Rossignol on March 3rd, 2008.


While at GDC ’08 I met up with Mark Morris and Chris Delay from Introversion. We talked about their forthcoming games, Multiwinia, Subversion, the state of the industry, and their aspirations towards being indie publishers.

RPS: Busy year?

Chris: Yes, lots of projects, lots of stuff. Multiwinia is the big one, with Subversion being the longer one. Multiwinia is really good, really there. Well, Mark says it’s not there, he keeps saying “Chris, you still have to finish it,” but it is actually there and it’s great fun to play and watch the anarchy unfold. So much stuff going on on the screen, many things collide and explode.

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Games For 2008: Multiwinia

By Jim Rossignol on January 24th, 2008.


If there’s one thing that makes me happy about 2008 as a year for PC games, it’s that it’s going to be really diverse. There’s not going to be anything else much like Multiwinia (“Survival Of The Flattest”), the multiplayer wargame that indie-chums Introversion are currently developing. It’s based on retro-sweetheart Darwinia, which stole our hearts away in 2005, but there are some pretty significant differences: not least of which is that the previously passive Darwinian nation has now fractured into a bunch of warring tribes, battling for resources and control of key locations.

Things are not as we left them…

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RPS Talks To Introversion’s Chris Delay

By Jim Rossignol on September 11th, 2007.

One of the PC’s finest features is its ability to allow small, eccentric development teams to create great games without constraints. The spirit of the bedroom programmers of the ’80s is just about living on PCs across the world. One such home-grown PC team are the British IGF winners, Introversion, who have been something of an inspiration in their attitude towards game development: the kinds of games they have decided to develop appeal to something basic about gaming. It’s not a Retro appeal, so much as timeless. Uplink, Darwinia and DefCon each have their own encapsulated, deliberately self-contained idea, and each sits just outside the commercial comfort zones. These titles do what indie games do best: surprise, entertain, and challenge.

So how does Introversion’s central programmer, the superbly-named Chris Delay, feel about independent game development in 2007? “Alive and well! PCs are still the best place to play genuinely indie games made by very small teams. It’s worth keeping up with events like the IGF – a lot of teams that do well show up later as serious game developers. I think people’s interest in indie gaming has been slowly rising and this is definitely a good thing.”

Introversion came away from the IGF as stars, but are now somewhat distancing themselves from their indie roots, with increased commercial success thanks to their exposure on Valve’s Steam sales platform: “We’re big fans,” says Delay. “Of course we’d say that, since all three of our games are now available to buy on Steam. But it’s such a convenient system. I recently reached the end of my patience with Vista and wiped the hard disk, and installed XP from scratch. After installing Steam I had easy access to the latest versions of every game I’d bought over the system. From a company point of view Valve offer a direct link to a huge number of customers who might otherwise never have heard of our games. Certainly with Darwinia, Steam was kind of a saviour for us and sold Darwinia in quantities we’d never seen before. With Defcon (and all of our future games, we hope) we released the game on Steam and on our website and in the high street simultaneously. We’ve found that players like the choice – some people want the convenience of Steam, some people want it direct from the creators and not tied to any system, and some people like to walk into town to buy.”

And some of us just want to get rid of the towers of CDs and DVD boxes that currently dominate our tiny box-room offices…

Read on for thoughts on Multiwinia, Subversion, and the future of Introversion.
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