Posts Tagged ‘Stardock’

Trump Card: The Political Machine 2016 Released

When we sent Marsh in to prematurely evaluate Stardock’s election sim The Political Machine 2016 [official site], Donald J. Trump won the presidency in a landslide victory. It’s purely a coincidence that Marsh is no longer our Premature Evaluator, that our new chap is someone who knows better than to tempt fate.

Three months later, with the presidential race picking up, The Political Machine has left Early Access and properly launched. I’m interested by how its model has changed issues since that first release to reflect developments.

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The Political Machine 2016 Sims Presidential Pratfalls

Half the fun of politics simulators is that you get to mess about and see how silly you can be without your head ending up atop a pike. Every four years, Stardock simulate the US presidential election with their Political Machine, but I don’t know if it’s worth the effort this time. What a lineup of jokers, eh? Games couldn’t be sillier than the real race, right? Yeah? Little bit of politics there ladies and gentlemen, little bit of politics.

If you fancy hitting the campaign trail, The Political Machine 2016 [official site] is out… in Early Access? Ooh, this modern world!

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Ashes Of The Singularity Interview: “It’s Total Annihilation Meets Company of Heroes Meets Kohan”

Ashes of the Singularity [official site] can let you build, control, and display thousands of units in the course of a single battle, but that enormous scale is in some ways an attempt to make manifest the technical progress that Oxide and Stardock’s 64-bit, DirectX 12 RTS represents. There are a lot of things happening under the hood that Stardock’s Brad Wardell is happy to tell you about, things that will make Ashes a unique achievement compared to all of its predecessors, but they are things that programmers and developers would appreciate the most. For the rest of us, there are these vast armies clashing across miles and miles of terrain, a graphical feat that shows us progress we can appreciate.

For all that Ashes is an attempt to usher RTS games into the future of programming and gaming hardware, however, its design is rooted in some of the most important and promising moments in the genre’s past.

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Impressions: Spiritual Supreme Commander Sequel Ashes Of The Singularity

There are this many things on my screen: lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots and lots.

And most of them are exploding.

Ashes of the Singularity [official site] isn’t made by the same people as Supreme Commander (or, for that matter, its forebear Total Annihilation), but there’s no denying what it’s trying to be.

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Ashes Of The Singularity Joins Early Access Oct 22nd

Ashes of the Singularity [official site] is best described as one of two things: Stardock doing a land-based version of Sins of a Solar Empire; or Stardock doing their own take on Supreme Commander’s formula. That is to say, it’s an RTS that operates on a vast scale. You’ll be have more methods to see a part of that bigness when it hits Steam Early Access on October 22nd.

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Alpha & Benchmark Tool For Stardock’s SupCom-like RTS Ashes Of The Singularity

Ashes of The Singularity [official site] is the Stardock-published, Oxide-developed uber-RTS in which you control thousands of units. I can barely keep control of one toddler and one cat, so I’m already scared. Apparently the trick is to “build “meta-units” that act together as a single, coherent, massive unit” though, so I guess I’ll try a cut’n’shut on my household’s junior lifeforms and see if it works out. Anyway, this ‘first 64-bit RTS’ looks pretty spectacular, but the finished version is a long way off and specs look a little scary to anyone with a humbler PC. A paid alpha’s been available for a couple of months, but it’s now joined by a benchmarking tool with which you can a) splatter pretty scenes all over your screen and b) compare genital sizes.

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Wot I Think: Sorcerer King

Stardock’s latest finds the sweet spot between boardgame-inspired strategy design and the Elemental series’ traditional 4X roots, and it mostly manages to stay within that sweet spot during its post-conquest play sessions. “Post-conquest?” you might be thinking. It’s unusual for a strategy game to start anywhere but the beginning – be that the beginning of a war, of history or of a new age of exploration – and Sorcerer King’s [official site] unusual setting is integral to an understanding of how and why it works.

Like Firaxis’ upcoming XCOM 2, Sorcerer King is the sequel to a game that you lost. Here’s wot I think.

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