TAG ARCHIVE: STRATEGY

Greed Corp reviews by NeoSeeker, CheatCodeCentral, SignedIn Podcast

Tuesday, March 2, 2010NewsNo comments

The coverage on Greed Corp around the internet has been overwhelming. It’s way too much to post all of it here, but there are some articles we do want to share with you. Our thanks go out to everyone taking the time to write and talk about Greed Corp, even if you’re not mentioned here.

Episode 38 of SignedIn, an Xbox 360 podcast, features a nice section on Greed Corp. We all really enjoyed listening to it. The item starts around 32 minutes and lasts until around 44. That’s 12 minutes of very useful in-depth information and funny stories.

So make sure you have some audio output and check out the episode here.

Lydia Sung from NeoSeeker awards Greed Corp with a 9 out of 10 and slaps a Recommended label onto it.

“Priced at $10 for consoles (PC version coming soon), Greed Corp is easily one of the best titles found on Xbox LIVE Arcade.” – Lydia Sung, NeoSeeker

The full review can be found over on the NeoSeeker website.

Another cool review, ending in a 8.6 (or actually 4.3 out of 5), was written by Jonathan Marx from CheatCodeCentral.

“Digging into the game a bit further, it becomes apparent that the game’s simplicity and lightning pacing complement the strategic options that are there in such a way that it ends up being one of the most enjoyable strategy titles I’ve played in a while.” – Jonathan Marx, CheatCodeCentral

Find the full CheatCodeCentral review here.

Greed is good: introducing the Cartel faction and the harvester

Thursday, February 11, 2010News1 comment

Today we further introduce another one of the factions present in the world of Mistbound and playable in Greed Corp: the Cartel. Check out the press release below and also our brand new trailer, in which the Cartel explains in detail their thoughts behind harvesting and how to do it right.

AMSTERDAM, NETHERLANDS – February 11 2010 – Their mining technology is state-of-the art. Their corporate philosophy is to relentlessly strip the land of its resources for maximum financial profit, and anyone or anything that stands in the way of that is just collateral damage. They are the Cartel, a shadowy web of corporations, and the third of the four factions from the innovative turn-based strategy game Greed Corp from W!Games, releasing on PlayStation®Network, Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system and Windows PC in early 2010.

Excelling at pulling everything that is valuable out of the earth, the Cartel are fast, efficient and thoughtless in their single-minded pursuit of profit. Publicly establishing alliances only when it serves their own corporate purpose, their extensive network of spies pursues their true aims unhindered in the background. The Cartel are as trustworthy as jackals.

The unit used to mine the earth’s natural resources is the harvester, and the cartel’s is the best there is. In Greed Corp, the harvester turns land layers and land tiles into spendable credits, but slowly destroys the land itself by doing so. A true tactician, understanding the offensive value of a harvester, can initiate a self-destruct. This can create a strategic advantage, but it will do even more damage to the environment, possibly triggering a chain reaction of collapsing critical tiles.

Greed Corp dev interview and video walkthrough on GameTrailers

Sunday, January 24, 2010NewsNo comments

After doing an exclusive with GameTrailers last week regarding our Mistbound ‘Welcome to the World of Greed Corp’ trailer, they came over to our hotel in Los Angeles during the US press tour a couple of days ago. A quick match was captured on video, in which Nikki explains the basic mechanics of the game. They also did an interview with him, about the game and its inspiration.

Both videos are now available on the GameTrailers website. Click here to check out the Strategy Mechanics Interview. The video walkthrough has been split into two parts, watch part 1 and part 2.

You are invited!

Tuesday, January 12, 2010DevelopersNo comments

I love the social interaction between people sitting on the couch at home, playing a game together. Who hasn’t enjoyed the satisfaction of defeating your friends in Mario Kart, or receiving all your brother’s money in Monopoly, followed by a friendly grin? Although I like all the online possibilities of modern games, playing against online opponents is a different multiplayer experience than playing against someone sitting directly next to you. Not worse or better, just different. However, this does not mean that offline and online multiplayer modes should be strictly separated.

A human opponent remains a human opponent in the end, independent of his/her physical location. In Greed Corp we wanted to offer plenty of options to facilitate a decent “living room” experience, while making it very easy for online opponents to join as well. The flexibility in the Game Room is a direct result of this philosophy. Next to that, we didn’t want you to require more hardware than necessary. Why would you need four controllers if you are playing a turn-based game? So if you have one friend in another country and two on the couch next to you, you can all play together, even if you only have one controller per console.

Many strategy games are complex because a player has to master a lot of strategic options before they can figure out the best way to defeat an opponent. Often a lot of time needs to be invested before you can actually start making strategic decisions that really make sense. Although some players love this kind of complexity, it does not make a game very accessible for new players or players with limited time. We didn’t want Greed Corp to be complex because of the amount of options, it should be complex in finding a strategy that’s smarter than the one of your opponent. If a new player starts with Greed Corp, he should be able to start thinking about tactics right away, and not lose much time by learning all the options in the game first. We’ve kept the amount of possible actions you can perform very limited, while not sacrificing strategic depth, like in a chess game. We wanted to prevent players having to make complex calculations before they can decide if moving a walker is wise or not. The mechanics should be transparent, the winning strategy should not.

Six attacking walkers will always beat five defending walkers, leaving one walker alive for the attacker on his newly captured tile. But deciding whether or not it’s wise to attack in the first place, that’s the part where strategic thinking shows up. It’s all about using the right weapon at the right time at the right position. Because of the land collapsing mechanic, basically every turn is played on a “different” map, which makes thinking ahead very important. The longer you play, the more you will discover how much depth is hidden in this mechanic. After one and a half years of working on this game, I still haven’t found all possible strategies to win a game. My opponents during the playtests kept surprising me with new tactics, forcing me to adapt and come up with an even smarter tactic. I’m very curious about all the pro tactics that will emerge from the community!

I’m looking forward to seeing you all in-game soon! You are invited!