Posts Tagged ‘Stardock’

Twelve Minutes Of Elemental

By Jim Rossignol on June 4th, 2010.


…as narrated by Brad Wardell. We’re pretty excited about Stardock’s forthcoming role-play strategy, not least after this interview, and this video gives you a bit more of a taste of what to expect. It’s going to be a great big feast of a game, albeit for a slow-eater. This is not going to be a game for impatient folk, but it’s almost certainly going to be for Kieron. The big nerd.

The game is having a beta of sorts over the summer, and is set for an August 24th release. Anyway, go watch the video, below.
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GalCiv II Ultimate Edition: Is Quite Cheap

By Jim Rossignol on May 18th, 2010.


It really is. For the alterna-prices of $10/£6.21 you, a person who owns a computer, could get GalCiv II and its expansion packs – on Impulse, obviously. Why would you want to do such thing? Well, in short, it’s a brilliant strategy game that has few peers in the gaming world. It’ll indulge your galaxy-grabbing fantasies like no other. In long? Well, PCG’s Tom Francis has that covered, at length. Great length. Anyway, go get it, unless you already have it. Or you don’t like strategy games. You freak.

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Stardock’s Wardell Explains Elemental

By Jim Rossignol on March 23rd, 2010.


Stardock’s forthcoming strategy game, Elemental, is looking rather interesting. It kicks off with the player mooching about, alone in the world, and ends up with you directing a colossal dynastic 4X empire-building game with user-generated content and a hefty multiplayer offering. Last week we talked to Stardock CEO Brad Wardell to get a bit more information about the user-generated content, multiplayer sessions lasting six months, and the world-building collaboration with publisher, Random House.
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Brad Wardell On The Future Of Impulse

By Jim Rossignol on March 22nd, 2010.


Last week I had a chat with Stardock boss Brad Wardell, and I’ve chopped the transcripts into two bits to be posted today and tomorrow. In this first part we talk about Impulse and Stardock’s attempts to rival GFWL and Steamworks with its Impulse Reactor tools. It’s an interesting response to living in the shadow of both Steam and Games For Windows Live, and it’ll be even more interesting to see how many developers and publishers now adopt them. Does all this promise, as one reader mailed in, “Steam, but better?
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Sins Of A Solar Sieve-brain

By Jim Rossignol on February 17th, 2010.


Aha! I knew I had downloaded something interesting and then forgotten about it. That something, I now realise, was Diplomacy, the latest expansion for Sins Of A Solar Empire. It came out last week, and I had a nagging feeling there was something I was meant to be playing… just couldn’t put my finger on it. Anyway, it looks a lot like this expansion finishes off the SOASE experience, with a range of political options for this real-time space strategy – envoys, pacts, missions in multiplayer. Rather than wait for another week for me to get around to playing a full game, I thought I’d open it up to you lot. Who’s playing it? Any thoughts on worthiness of the new features?

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Surf Solar Sins: Diplomacy Beta on Pre-Order

By Jim Rossignol on December 9th, 2009.


As much as I dislike the beta-access for pre-order trend, this is one case in which I’m sorely tempted to just slap down the cash. Sins Of A Solar Empire’s second expandy update thing, Diplomacy, will open its beta (currently in progress) to anyone who pre-orders via Impulse. It requires the original game and Entrenchment to play, but I have been playing the crap out of Entrenchment over the past few weeks. Diplomacy pretty much adds everything I’ve been lusting for in the 4xRTS, which means diplomatic tech tree, diplomatic ships, and a host of other non-violence options for your Solar Empire. The problem of course, is that I haven’t really got time to be playing another reinvigorated RTS. Anyone else’s finger hovering over the button?

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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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Only 23% Even Attempted To Play Multiplayer

By Kieron Gillen on November 19th, 2009.

I totally played multiplayer. And won! Yay me!

Stardock are an unusual company in a whole load of ways. One of them is that despite being a privately hold company, they do a report to the public. No financials, but there’s a mass of transparency here. The full document is worth at least a skim read, but there’s plenty of information worth picking over for industry watchers. The details on Impulse’s success are fascinating, but the fact which most immediately screamed out was that only 23% of the people who actually bought Demigod even tried to play online multiplayer. I stress tried. If you attempted to log onto the server, you’re part of the 23%, not matter whether you succeeded in actually playing a game or not. I’ve quoted the section below in full…
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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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Demogod: Divine Updates For Demigod Inbound

By Alec Meer on May 20th, 2009.

That there wasn’t a demo of a game that proved so hard to describe in a single sentence is one of several perplexing decisions around the launch of Gas-Powered Games/Stardock’s action-strategy thingy Demigod. Stardock’s Brad Wardell has shoved up another of his irregular state of play updates, and alongside another apology for those awful multiplayer problems in the game’s first week, he reveals plans for a demo and two new Demigods. Waroo!
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Divinely Disconnected: Demigod Unreviewed

By Jim Rossignol on April 21st, 2009.


What follows can’t really be said to be a review. The plan was that I would write up a “Wot I Think” discussion of Demigod for the week it was released, but that didn’t work out. Having suffered quite a bit of upset on launch, Demigod – which has been heavily patched and continues to evolve – remains troubled. The trouble is nothing to do with game design, it’s to do with the internet. A technical issue. I’ve only been able to connect to a single online game in countless hours of trying, troubleshooting, tweaking, crying. Alec seems similarly blighted. What follows is therefore is the incomplete account of an unhappy soul. But it should also be clear that I think this – in spite of it all – a brilliant game.
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