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Entries Tagged as 'RTS'

Flailing Elephants

October 16th, 2007 · 5 Comments · Big Huge Games, Design, History, RTS

From Big Huge Games’ Andrew Auseon at the Asian Dynasties blog at IGN. A good example of when the element of history bowed to the element of fun was the Flail Elephant. The Indian civilization can train a siege elephant that swings a weighted chain from the end of its trunk. The only accounts of […]

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Building a Better Odin

October 8th, 2007 · 3 Comments · Design, Ensemble, RTS

AI researchers in Austria have come to the conclusion that a “neurotic AI” is more likely to win real time strategy games than other AI personalities. In a test of four different AI scripts, aggressive and neurotic personalities won all their matches against the default AI in

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Asian Dynasties Demo

October 5th, 2007 · 4 Comments · Big Huge Games, RTS

You can get the demo of Age of Empire s III: Asian Dynasties over here. It has a single campaign mission and one new Civ, the Japanese. The Japanese will pose some interesting problems for Age players. First, no hunting allowed. Animals are used to increase the productive output of shrines instead. Build a shrine […]

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Halo Wars: Cracking the Console Nut

September 24th, 2007 · 2 Comments · Design, Ensemble, RTS

Soren Johnson has posted his thoughts on the future of real time strategy on the console side of the industry, inspired by a video of Ensemble’s Halo Wars in action. The money quote: At the very end of the video, however, there is a tiny suggestion of just how fun an RTS could be on […]

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” This is the best PC game of the year, so far.”

September 19th, 2007 · Comments Off on ” This is the best PC game of the year, so far.” · Review, RTS

Bioshock? No, World in Conflict. Or at least that’s what Jason Ocampo is telling me in the second screen caption. There’s no well-developed skirmish mode in the game (the bots are beyond hopeless) so it’s very unlikely a hermit like myself will rate it that highly.

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The Glowing Circles of Destiny

September 17th, 2007 · 1 Comment · RTS

Warfare is, ultimately, about area control. You need to seize and hold specific regions and kill anything that prevents you from keeping them. Tactics will decide how you go about taking control and exercising your material influence in a given zone. So why do RTS games insist on glowing circle of destiny? Whether it’s moving […]

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