Posts Tagged ‘Paradox Interactive’
By Adam Smith on April 9th, 2015.
Partly inspired by the ongoing Civ V AI Battle Royale and partly by my own longstanding interest in the interplay of game mechanics without player intervention, I’ve decided to run a Crusader Kings II campaign, beginning at the earliest possible start date. I’ll be running the game in observer mode – that is to say, there will be no human player – and I’ve drawn up a set of rules to govern which parts of the world I’ll be observing most closely. Empires will rise, Kingdoms will fall. The mighty will end up rotting beneath carparks in Leicester.
By Graham Smith on April 7th, 2015.
Every day I look at the Steam Workshop and subreddit for Cities Skylines [official site] and every day there is something I want to show to people. Look at this pretty braided highway! Look at this fancy circular city! And the mods. I’m not sure I’ve ever seen a mod community explode like this for a game that didn’t already have an existing community.
Today’s thing I need to share: a video of CityCopter, a helicopter mod in the vein of Maxis’ old SimCopter.
By Emily Gera on April 5th, 2015.
The Bringers of Strategy Gaming Joy at Paradox Entertainment have released a new trailer for Magicka 2 [official site]. It’s a very in-right-now parody of the Game of Thrones intro theme that will make you smile with the smug sense of satisfaction that comes from getting a pop culture reference. It’s also designed to remind you of the game’s release date, but in case you prefer to have YouTube videos expertly transcribed for you by professional writers, that release date is May 26.
By Adam Smith on April 3rd, 2015.
In an attempt to learn everything there is to know about our Game of the Month, Cities: Skylines [official site], I spoke to Colossal Order’s CEO Mariina Hallikainen until we both ran out of words. We talked about the game’s extraordinary success and what it means for the future of the 13-person company, the importance of mods, the fate of Cities in Motion, and the influence of dear departed Maxis. Along the way, there are discussions about simulations as educational tools, Colossal Order’s next project, and the importance of a good working environment and the avoidance of crunch.
Most important of all? The origin story of Chirper.
By RPS on April 1st, 2015.
A floating speech bubble appears over Videogame City, signalling that the citizens are demanding something. Clicking on it reveals the source of problem: “Not enough good city builders.” It seems all that have been built so far are poorly connected to the (road) network, too small to cater to the growing population, and otherwise stocked too poorly with what people want.
Best construct Cities: Skylines [official site]. It has huge cities, mod support and works offline, but is it doing more than simply filling a hole created by its peers? John, Alec, Adam, Pip and Graham gathered to discuss why it’s the RPS’ Game of the Month for April.
By RPS on April 1st, 2015.
Did you know? Seven million games were released yesterday. Such a constant deluge can make it difficult to keep up with what’s happening right now in the world of PC games, and while RPS exists to tell you the four million games you must be playing on any given day, it’s possible you have even less time. What if you need to pick just one game to play?
That’s what Game Of The Month is for. On the first of each month, we’ll pick one released game to highlight for the rest of that month. It’s us saying: if you should be paying attention to one thing right now, this is it. We’ll then write about that game more throughout the rest of the month, explaining why we love it in a group verdict, interviewing the developers for insight about its creation and future, writing fun diaries that show you what it’s like to play, and more.
By Graham Smith on March 31st, 2015.
There’s already been a Cities: Skylines [official site] mod that lets you wander your streets from a low, ‘first-person’ style camera, but what about doing it with a friend? Reddit user ‘Fr0sZ’ posted a video today of his work-in-progress Cities Skylines multiplayer mod, in which each player is represented in the world as a pedestrian avatar and able to walk around. See below.
By John Walker on March 26th, 2015.
This is the RPG I’ve been craving since Planescape: Torment, the first to win my absolute love since Dragon Age: Origin. It’s a vast, deep and wonderfully written game, malleable to how you want to approach the genre, replete with companions, side-quests, an enormously involved combat system, and lasts a solid 60 hours. Here’s wot I think:
By Adam Smith on March 17th, 2015.
Pillars of Eternity [official site] is so close I can almost touch, smell and see it. I’ve already spent some time with the backer beta and spoken to lead designer Josh Sawyer about the game at great length, and now I just want to play. I’m hoping it’ll be the kind of life-consuming RPG that I can hibernate in for a couple of months. The game went gold today and Obsidian’s responses to questions in an Ask Me Anything session surfaced yesterday. There is discussion of an expansion, among other things.
By Ben Barrett on March 7th, 2015.
Buildings, yeah? Like large, emotionally neutral tanks. Cities: Skylines [official site] is the hot kid on the block currently, with release just a few days away on March 10th. Thus devs Colossal Order/publishers Paradox have released the final dev diary, showing off some of the more original systems the game has. It also features the most adorable bit of music I’ve ever heard. You have been warned.
By Adam Smith on March 4th, 2015.
The first time I killed one of my teammates, it was an accident. The second time may have been an accident as well. The third time was definitely deliberate and after that, the relationship was one of mutual murdering.
By Adam Smith on February 28th, 2015.
Hearts of Iron [official site] is the one Paradox grand strategy series that I’ve been unable to befriend. Partly that’s because it’s a more guided experience, a game about a specific war rather than a historical sandbox and it’s partly because of the micromanagement involved in production and resource chains. Hearts of Iron IV might change that, with its cleverly streamlined factory operations and improved minor nations. More on that later this week.
First of all, I wanted to discuss the difficulty of playing the bad guys.