Posts Tagged ‘Multiwinia’

Multiwinia Mondays, On Tuesday

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

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

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.

RPS Interview: Introversion’s Chris & Mark

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

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

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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