Don’t miss Kieron Gillen’s interview with Blair Fraser, lead designer of this month’s addiction, Sins of a Solar Empire and Stardock’s Brad Wardell. Highlights from the interview: On why they focused on what they focused on: I can’t count how many times I’ve looked at that list during a game purchase only to be disappointed […]
Entries from February 6th, 2008
No Evocation without Representation
February 5th, 2008 · 11 Comments · Design
CDV has released the North American retail version of Ageod’s American Civil War, one of the best wargames of 2007. I’m writing a review of this release for Gameshark, so my full opinion on this game will be found there in a week or so. It’s really impossible to speak of the Ageod games without […]
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While I’m At It
February 4th, 2008 · 2 Comments · Ancients, Blogs, Board Games, Imperium
I don’t want this to turn into a boardgaming blog (though I hope to have Turn 3 of the AAR up later today) but indie developer Michael Akinde has posted some of his thoughts on the Avalon Hill classic Republic of Rome over on his Imperium blog. Still no news on a release date over […]
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February Strategy Preview
February 4th, 2008 · 2 Comments · Preview
February 4 – Sins of a Solar Empire (Ironclad/Stardock) February 5 – SpaceForce Captains (Provox/JoWood), SunAge (Lighthouse/Vertex4), Culdcept Saga 360 (Namco Bandai/Omiya) February 12 – XIII Century: Death or Glory (1C/Atari) February 22 – Imperium Romanum (Haemimont/South Peak) February 26 – Sims 2: Free Time (Maxis/EA) The Imperium Romanum date is from Gamespot; IGN says […]
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The New Risk
February 2nd, 2008 · 5 Comments · Board Games, Review
Apparently there is a new version of Risk. You can read Lara Crigger’s review of Risk: Black Ops over at Gamers with Jobs. (By the way, Lara has started blogging, so let’s hope she can keep the content coming.) I hate Risk. Always have. As fun as conquering the world sounds, especially when you’re 11, […]
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Sins of a Solar Empire: First Impressions
February 2nd, 2008 · 7 Comments · Ironclad, RTS, Sci Fi
I’ve already written a preview, but now that I have my hands on the final version I can begin forming ideas that mean something. 1) The interface has gotten more than a polish from the beta that I played. A lot of the screens have been redone from scratch, and are much improved. The research […]
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