|
|
 |
| [Jan 21, 2012, 5:26 pm ET] - Share - Viewing Comments |
A new A Game of Dwarves product section is now online as home to Paradox Interactive's just-announced strategy game. There's a new trailer from the game on Gamer's Hell, and the project section offers some screenshots and fills in some blanks with some details. Here's a bit: The gameplay consists of ordering the inhabitants of a dwarven settlement to dig, build and conduct research in order to strengthen the clan, whilst defending themselves from the terrible beasts from the depths into which they delve. The game generates a unique world each time a new level starts, making sure that the player needs to dynamically adapt their strategies and tactics during a session.
As the player advances, the dwarves will level up and gain new skills, progressing from weak dwarflings to near immortal warriors or master craftsmen. There are also rare resources to be found deeper in the earth that grant access to better buildings and equipment. However, the deeper you dig the more dangerous foes you might unleash…
Post Comment
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
 |
| 9. |
Re: A Game of Dwarves Details; Trailer |
Jan 22, 2012, 04:15 |
killer_roach |
|
|
Razumen wrote on Jan 22, 2012, 03:46:
WyldKat wrote on Jan 21, 2012, 23:26:
Elim wrote on Jan 21, 2012, 18:27: A more commercial and user friendly Dwarf Fortress would destroy the game. It is one of the last games for hardcore gamers, just leave us that one. Let them destroy all other games with their dumbed down mechanics. No one is saying we want them to dumb down the mechanics. Just implement a UI that isn't crap and graphics that aren't headache inducing. THIS. a more user friendly interface doesn't dumb down anything, and frankly the UI for DF is just downright terrible. Complicated and obtuse layers of menus DOES NOT make for deep game mechanics. I could maybe forgive it for the ASCII graphics, but how the game controls is not worth it at all, and it doesn't look like the developer will improve on this point any time soon. Agreed. Personally, I wouldn't mind a game having a long hand-holding period so long as it leads to something that makes that introductory period worth it. Would be cool to just design a game that slowly introduces the player to more and more features until it dawns on them that they've gotten themselves into something insanely deep... |
|
|
|
|
|
|
|
| |
|
|
.. ..
Copyright © 1996-2013 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.