First reported on Apolyton by webmaster Dan Quick, it has been confirmed by Firaxis programmer Scott Lewis that the big brain behind Civilization IV is moving on to work with EA/Maxis. I guess he likes companies that end in -axis. How big a blow this is to Firaxis fans like me depends on how seriously […]
Entries Tagged as 'Developers'
Command and Conquer 3 Online
April 13th, 2007 · 3 Comments · Electronic Arts, Me, Multiplayer
I’m not very good. This shouldn’t be surprising. I’ve noted before that I don’t play many games often enough to actually excel at them. But I usually fail even against standard newbies who just have a better sense of the ebb and flow of a RTS. Part of it is my inability or unwillingness to […]
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Loose the fateful lightning
April 12th, 2007 · 3 Comments · AGEOD, Civil War
Ageod’s American Civil War is finished and ready for purchase at the AGEeOD website. Given the hours of pleasure I derived from Birth of America, the best wargame of 2006, I’m happy to see that the game is keeping the same board game look. I have a few half-finished essays on the importance of map […]
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EU3 1.2 patch
April 11th, 2007 · Comments Off on EU3 1.2 patch · Paradox, Patches
After many weeks away from Europa Universalis III, I returned to it yesterday to see if the new patch addresses my minor concerns. The AI powers are now much more aggressive against the American native states. In my current game as Castile, it’s only 1530 and England has already wiped out the Huron, Iroquois, Shawnee, […]
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Brad Wardell Leaks All Over the Place
April 7th, 2007 · 7 Comments · Stardock
Hey, it’s his company, so the Stardock head honcho can do whatever he wants. But he has dropped some tasty game design nuggets about his upcoming fantasy strategy game over at Quarter to Three. Quick summary? Heavy emphasis on player development, simultaneous movement, big on magic and dragons will kill a lot of stuff. Naturally, […]
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On Site Review: Air Assault Task Force
April 4th, 2007 · 2 Comments · Shrapnel
I’ve come to the conclusion that you either get absorbed in what the ProSim games try to do or you don’t because the games won’t let you. Pat Proctor and company have spent their energies developing very serious real time wargames, paying little attention to vagaries like UI or in game help, focusing instead on […]
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