Flash of Steel header image 2

Three Moves Ahead Episode 167 – Naval War: Arctic Circle

May 4th, 2012 by Troy Goodfellow · 5 Comments · Podcast, Three Moves Ahead


Jan Haugland from Turbotape Games drops by to talk to Rob about the art and science of designing a modern naval sim. Radars, ships, scenarios…is Naval War: Arctic Circle the spiritual successor to Harpoon that I have been waiting for?

Listen here.

Register at Idle Thumbs then join us in the episode thread! (This is the final week you can comment on podcasts here on the blog.)

RSS here.
Subscribe on iTunes.


5 Comments so far ↓

  • Raúl H.

    Interesting, if this game is as easy to play as Multiwinia I’m definetly trying it.

    Great episode. Jan Haugland shared some interesting views about the designing process, and how some mechanics were perceived by developers and community (and nations :P).

  • Joe Montgomery


  • Skyrider68

    I have not played the game yet, but as much as I desperately want something great to breathe some life back into this fading genre, I remain skeptical about NWAC, based upon what I have read on the internet, and now, this podcast.

    Unfortunately, what I take away from the interview is that the designers have kinda-sorta given it the ol’ college try, but the end result seems like it will be something they clearly say is not simulation-grade product, but not a “kid gloves” game either. The question I am left with is who is the real target audience for this game? Is there such a thing as a casual naval gamer in the PC game market anymore?

    Also, regarding comments about the last serious contender in this genre, Sonalysts “Dangerous Waters”: the comments/critique about the game asking the player to wear too many hats (i.e. have to jump around from station to station and do everything) can be made, but only from a single-player perspective, which unfortunately, is the way most gamers play their games. When approached from the multi-player standpoint, the game allowed players to work cooperatively, dividing up stations aboard the same vessel/aircraft. This potentially opened up new challenges with regard to command and crew coordination among crewmates. I tried it a few times and liked the experience, but other players’ experiences varied. DW came to market in an era when many players who enjoy these types of games were still wanting of a true high-speed connection, and this reality ultimately hamstrung the unique capabilities of that game, in my opinion.

    Anyhow, Rob, it sounds like you appreciated the graphics facelift of NWAC, but the gameplay left you a bit…”meh”. Anything more to add since having recorded the podcast? Any other naval/strategy gamers have anything to add about NWAC? I’m thinking I will pass on it. Is there a demo available? As a Harpoon enthusiast of years past, I just don’t want to be disappointed for my $39.95. What say you?

  • skyrider68

    Oh my. I guess the Silent Hunter III crowd will be gathering their torches and pitchforks with my calling DW the “last serious contender in the genre. Sorry ’bout that. Both games came out in 2005.

    Bur hey, I’m an old man in gaming parlance. Consider it a senior moment or something like that. Humph. Now get off my lawn.

  • tareq

    I get a sense that the developer is not very serious about his game. When asked about patching in a saving capability, the developer rambles on about how hard his team has been working and how they are all taking some vacation time this summer. Are u serious? We are still in May and the developer has not indicated a date as to when something as basic and essential as saving in-game would be patched in. Instead, he simply says that eventually they will implement this “feature.” I cannot help it but think that maybe because they r a business software company primarily, they are not necessarily concerned or rely on the financial success of this game. I have many doubts about post-release support months from now.