Friday, July 22, 2011

Stronghold 3

10 years have passed since the first and original Stronghold, a period during which the game has received several spin-offs, Crusader on everyone, and an official continuation, which doesn't seem to have worked properly as we tell Rob and Darren of FireFly Studios, presentation of the third chapter of the series.


Stronghold 3 the following ideal first Stronghold, pi and the second. The FireFly Studio speak of a strong community input and calls pi or less unanimous in considering the first episode as the starting point.


Difficult to give them wrong considering the reception given to number two, lukewarm to mildly compared to sales of all respect (five million users) of the franchise, especially in Europe and particularly in Germany. Saw that video games are developed with a variety of purposes, including undoubtedly to be sold, the authors decided to satisfy requests received.


The reasons for such a success, according to the guys of FireFly, are to be found in particular blend of RTS and the simulative management component and, in addition to the presence of castles to besiege. A success which was invigorated, according to their opinion, making the game a little less complex and adjusting it to modern standards in graphic terms.


Hence the decision to remain firmly anchored to the style of well-known and popular game, working for changes in terms of mechanical and cosmetic. In this regard, it decided to use a completely new engine, the Vision Engine, and not to mistake also implement the Havok Physics engine.


This choice, as they explain Rob and Darren, was dictated by the fact that much of the development time for Stronghold 2 was absorbed by the creation of the engine, leaving too little time for anything else. Hence the decision to rely on a technology gi ready.


In Visual terms this translates in isometric view for farewell to switch to a real 3D environment and then pivots and zoomable. The passage is also reflected in the construction and placement of structures and fortifications typical of the series.


Demise the grille requiring would-be builders of castles to follow patterns rather rigid, now we have the maximum freedom to easily build and surround them by epic castles all manner of masonry, towers, moats, patios ... a real show.


The mechanical wheel always around the construction and management of a medieval castle, but the experience was much more linear. Resources are limited to gold and to honor, whose points earned in the course of the game allow the upgrade of the Castle and its defenses.


Very interesting system that makes the most powerful structures or large based on their proximity to the Castle. A House, for example, can accommodate 10 people if built near walls, 6 if built at a distance and so forth up to contain either a single inhabitant power if built on the outskirts of the village.


The inhabitants are one of the focal points of the game and are now represented also visually along with the two traditional categories of soldiers and workers. We can see them wandering between structures that are built up and interact with them. We build a tavern and see someone enter walking and staggering out for too much wine.

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