Showing posts with label frontier developments. Show all posts
Showing posts with label frontier developments. Show all posts

Saturday, 2 May 2020

Frontier Developments developing a WARHAMMER: AGE OF SIGMAR real-time strategy game

Frontier Developments have confirmed they are working on a real-time strategy video game based on Games Workshop's Warhammer: Age of Sigmar fantasy setting.


Frontier are best-known for their online space game Elite: Dangerous, but have recently branched out with a series of well-received management games, starting with Planet Coaster and Planet Zoo, as well as the dinosaur sim Jurassic World: Evolution. They haven't tackled the RTS genre before, but it is at least somewhat in their wheelhouse.

More surprising is that the game isn't being handled by Creative Assembly, who have released two critically-acclaimed strategy games in the Warhammer fantasy line, Total War: Warhammer (2016) and Total War: Warhammer II (2017), with a third game in development.

The game isn't due for release until late 2022 or early 2023, around the same time that Games Workshop is due to relaunch the fantasy line as Warhammer: The Old World. It is unclear if Age of Sigmar is continuing as a separate line or will coexist alongside The Old World.

Sunday, 9 August 2015

ELITE: DANGEROUS gets first major expansion, HORIZONS

Frontier Developments have announced Horizons, the first major expansion to Elite: Dangerous. Horizons adds the ability to land on planets (airless moons and rocks in the first place, planets with atmospheres later on) and conduct mining, trading and combat over and on the planetary surfaces.



The expansion will also add the ability to deploy Surface Recon Vehicles (SRVs) and will add several new ships, the first of which is the Cobra Mk. IV.

Horizons will be a paid-for expansion and is expected to be released in December for PC and in early 2016 for the X-Box One version of the game.

Sunday, 8 February 2015

Elite: Wanted by Stephen Deas and Gavin Smith

The 34th Century. A routine bit of piracy goes badly wrong, leaving the crew of the Song of Stone wanted by both the authorities and the most lethal criminal gang in inhabited space. When a bounty hunter famed for being relentless and efficient gets on their tail, events rapidly spiral out of control.



The Elite video game series has always had a good relationship with its tie-in fiction. The original game, released in 1984, had very simple graphics so relied on the manual and flavour text to fit in a lot of the background. Key to this was The Dark Wheel, a novella written by Robert Holdstock (who won the World Fantasy Award the same year for his seminal Mythago Wood) which brought the setting to life with memorable characters and a focused storyline about revenge and family.

For the release of Elite: Dangerous, the fourth game in the series, a whole line of new books are being released from several different publishers. First out of the gate is Wanted, a collaboration between Stephen Deas (best-known for the Memory of Flames fantasy sequence) and Gavin Smith (Veteran, War in Heaven, Age of Scorpio). This novel focuses on pirates, bounty-hunters and the dividing line between the law and lawlessness, key features of the Elite games which can also be used to generate good stories.

Wanted has a simple but extremely effective structure: chapters alternate between Captain Ravindra of the Song of Stone and Ziva, pilot of the Dragon Queen and one of the most renowned bounty hunters around. The characterisation of these two leading figures is strong, with the authors setting up each captain's motivations (Ravindra's wayward son and Ziva's relationship problems) and using them to drive the story forward. For a tie-in novel the risk is always that the iconic setting will overwhelm the story and characters, but there Deas and Smith avoid that, putting the central characters front-and-centre.

That said, they do handle the setting pretty well. There's always been a conflict between the Elite universe being set so far in the future and the relative low technology of it all, with no artificial gravity and ship-to-ship combat being carried out at close range rather than with drones from thousands of miles away. The two authors do a good job of staying true to the game setting whilst throwing their own innovations and extrapolations of technology into the mix.

On the weaker side of things, some of the secondary cast could do with being fleshed out more. The motivations of the villains is also under-developed, especially as the maguffin the plot revolves around is never really explained. On one meta-level it's irrelevant, as it's simply the excuse for the story to happen, but on another it means that the stakes are never properly defined.

Still, Smith and Deas deliver more than what was expected here: a punchy, rip-roaring space opera with some clever bits of science, some nicely-handled character relationships and a book that leaves the reader intrigued to try both the game and the other books in the setting. Elite: Wanted (****) is out now in the UK and USA.

Friday, 26 December 2014

ELITE: DANGEROUS - Early thoughts

Nineteen years ago, David Braben released the third game in his Elite series of space trading games. First Encounters was released ahead of schedule by the publishers, still unfinished and riddled with bugs. Braben and his team at the then-just-formed Frontier Developments sued the publisher, eventually winning an out of court settlement. But the damage had been done. Despite some patches to help fix the game post-release, it had gotten a bad reputation and sales were disappointing.



Braben decided not to repeat the mistake and would only release a fourth Elite game if publishers could be found willing to give him the freedom and time needed to make the game right. Despite several meetings and some interest, none were willing to do so. The fourth Elite game languished on the back-burner whilst Frontier Developments worked on numerous other games.

That changed in 2012 when the company took advantage of Kickstarter to fund a new Elite game. They raised over a million dollars and, combined with their own resources, they were able to create and develop the game independently, with no outside assistance. They threw open the doors of development, posting frequent updates and releasing an early access version of the game to backers.  Through multiple development periods, hundreds of players were able to see the game in action and report back on it to others. Whilst other space combat games promised everything including the kitchen sink, Frontier kept a laser-like focus on the basics: space travel, exploration, combat, mining and dynamically-generated missions. Other things, like landing on planets and walking around inside ships, was left for another day. In a remarkably short period of time - just over two years - the game's initial version was completed and released.


A conventional review of Elite: Dangerous is not really possible, at least not yet. In just ten days since release, Frontier have already released three major patches for the game and more are promised in the coming weeks, adding new control schemes, features and options. The game's storyline is rapidly evolving, changing and expanding. A new expansion next year will add the promised ability to land on planets, and it is whispered that the alien Thargoids are due to show up in force in the coming months. A review of the game will only be a snapshot of what it's like at the moment, not what it might be a few months down the line.


Still, there's enough meat on the initial release of the game to come to an early conclusion: this is easily the best space simulator game to be released since Freespace 2 way back in 1999. Given both Frontier and Braben's haphazard reputation for the quality of their previous games - even the previous Elite games were blighted by one serious design flaw or another - some cynicism was understandable, but Frontier have surpassed almost every expectation of them here. Having experimented with a fully Newtonian flight model in Frontier and First Encounters and discovering it wasn't very much fun to fly (especially not at interplanetary velocities), they have created an interesting fight model for Dangerous that mixes Newtonian physics with more fly-by-wire, jet fighter-like controls from space combat games. You can still enact a full Newtonian model at sublight speeds (by turning off flight assist), although this is still limited in speed to prevent the confusing morass of thrusting and counter-thrusting that the earlier games suffered from. Hardcore space sim gamers may be disappointed by this, but for many players it hits just the right spot between realism and fun. It's a particularly good fit for combat, allowing for some satisfying tactics as you spin and fire at enemy ships whilst continuing to fly in a different direction, use afterburners to enact a sudden change of direction and side-thrusters to avoid collisions at the last possible moment. Sublight flight and combat is rock solid, which is essential as they are the foundations of the game.


 Slightly more awkward is the supercruise mode. This is the FTL drive that allows you to fly across systems in minutes rather than weeks, and is a compromise between the in-system microjumps of the original Elite and the time-acceleration of the second and third games. It's a cool feature to start with, allowing you to fly across systems quite fast, but soon the lack of an autopilot begins to get a little annoying. I get why they did this, as the autopilot in Frontier and First Encounters meant that the player pretty much had nothing to do unless combat erupted, reducing the player to a mere spectator for 90% of the game. However, constantly adjusting velocities (even within clear guidelines) and having to switch course to investigate nearby signal sources gets old after the first hundred or so trips. It's certainly not a dealbreaker, but it's an area Frontier probably should look at developing more to make less of a chore.

In terms of content, well, the entire Milky Way galaxy is in the same, with the 150,000-odd visible stars from Earth all in their correct positions. Stars with known planets have these in the correct orbits and enterprising players can even find the Voyager space probes on the edge of the Solar system in the position they really would be in 1,286 years time. The vastness of the game is both compelling and daunting. Using the galactic map is terrific fun, as you plot distances and courses, working out what route you should take to get to systems dozens of light-years away, and what trading runs and missions you can do along the route. There's a nice variety of missions and things to do in the game at the moment, from mining and courier work to mercenary contracts to the old favourite standby of trading. Unlike some of the previous Elite games Frontier have worked hard to make sure that whilst trading and mining are rewarding, you can do without them by simply doing the oddjob missions and still allowing you to get a lot of money relatively quickly. As you get richer you can upgrade to better and bigger ships (the most iconic ship in the series, the Cobra Mk. III, awaits you when you clear 300K) and take on more dangerous and challenging missions.


In terms of storylines, the game is pretty bare bones at the moment. There's a slave uprising going on in the Empire which players can support, and there's lots of dynamic storytelling possibilities in systems where the balance of power between factions is poised on a knife's edge. By doing jobs for one faction over another, you can even trigger wars and wide-ranging shifts in political power. A lot of this is more theoretical than actual at the moment, but if Frontier can deliver on the dynamic storytelling front the game will become a lot more compelling, not to mention justifying the last-minute removal of the offline mode.

In its current release, version 1.03, Elite: Dangerous (easily **** right now, if you need that score) is a highly compelling, gripping space sim game with a lot of content. I can see it getting a little repetitive after a few months if Frontier aren't able to deliver more new content on a regular basis, but if they can do that, then this could easily become the best space game of its generation.

Saturday, 8 November 2014

ELITE: DANGEROUS will be released on 16 December

Frontier Developments' space sim Elite: Dangerous will be released on 16 December this year.


Set in the 34th Century, Elite: Dangerous casts the player as a lowly space trader who can work his or her way up the mercenary and trading ranks, buy more ships and explore deep space. The setting is a simulated Milky Way galaxy, complete with 400 billion stars (made possible by procedural generation). The game can be played solo, in co-op with friends or as part of an enormous virtual community encompassing thousands of players.

The game was funded two years ago through Kickstarter and much of the development has been in the public eye, thanks to a hugely popular beta testing period with hundreds of people testing the game and passing on feedback to the developers. Whilst many games have now been funded through Kickstarter, few have been quite so open in their development process.

The game's launch on 16 December will also not be the end of the road. Over the next several years the game will be expanded with the addition of modes allowing ships to enter planetary atmospheres and land, and the possible addition of modes allowing you to walk around your ship or in space stations. However, the game's primary focus will remain on space trading, exploration and combat.

The game is the fourth in the Elite series, following on from Elite (1984), Frontier (1993) and First Encounters (1995). Familiarity with the previous games in the series is not required.

Monday, 27 October 2014

PILLARS OF ETERNITY delayed, ELITE: DANGEROUS on track

2014 will go down as the year of the big Kickstarter games starting to be released and turning out to be pretty good: The Banner Saga, Shadowrun: Dragonfall, Divinity: Original Sin and Wasteland 2 (amongst others) have all shown that this is a viable route for creating compelling video games on a smaller budget.



There are two more big crowdfunded games due for fairly imminent release: old-school RPG Pillars of Eternity from Obsidian and massive space sim Elite: Dangerous from Frontier Developments.

Pillars of Eternity has, regrettably, been delayed. Obsidian are keen to make sure they have time to integrate all of the suggestions from the beta phase the game is currently in and to work on bug-fixing (something they don't have the best reputation for, sometimes fairly and more often not). Currently 'early 2015' is the target date, although it's unclear if they are thinking a modest delay to January or February or a more substantial one to say April or May.

Elite: Dangerous, on the other hand, is much closer to release. A third stage of the game's beta has just been released, adding yet more star systems and game mechanics (such as mining), and Frontier Developments have announced a launch party for 22 November, at which time the game's release date will be confirmed. They are still saying that the game will launch before the end of 2014, making a December release likely.

Bad news for Pillars of Eternity, although hopefully this does mean that when it comes out I should have enough time to actually play it. I'm currently about halfway through Wasteland 2, which is quite unfeasibly massive (and pretty good) RPG.