September 2006

[floatleft]/images/interviews/supcom_2006-09/cover.jpg[/floatleft]While attending Showdown LAN this past weekend (25-27th Aug) in San Jose, California, I had an opportunity to interview Gary Wagner, lead producer of Supreme Commander by Gas Powered Games. SupCom (as they’ve nicknamed it) is considered by many to be the spiritual successor of Total Annihilation created by Chris Taylor (Creative Director and founder of Gas Powered Games) and widely regarded as one of the best RTS games of all time. SupCom promises to provide several previously unheard of innovations in the genre of Real-Time Strategy games.
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[b]Wytefang:[/b] Can you tell us about your role on the Gas Powered Games (GPG) team and a little bit about what you do?

[b]Gary Wagner:[/b] I’m the Lead Producer at GPG and my main role is to oversee the project (SupCom) and ensure that Chris Taylor’s vision (for the game) is carried out. I coordinate work between the teams, Art, Engineering, etc…I’m basically a Jack-of-all-Trades. (laughs)

[b]W:[/b] What are three things that you believe will set SupCom apart from competing RTS games?

[img]/images/interviews/supcom_2006-09/StrategicView_small.jpg[/img]
[i]Figure A. Zoomed Out Strategic-Level View[/i]

[b]GW:[/b] The main thing would be the Zoom feature will allows you to seemlessly pull back the in-game camera to provide the player with an overall strategic view of the entire battlefield or conversely zoom in to focus on a specific unit or groups of units. (See Figure A.) Also the scale of some of our units (such as the Spider-Walker or Battleships) is immense, covering more than a single monitor screen! Finally, we have a great variety of unit types from ground units to massive battleships or nimble aircraft, to the (awe-inspiring) Supreme Commander units themselves. As has already been announced previously, we will be offering dual-monitor support (Figure B.) and even if you only have a single monitor to work with, we allow you to split the game screen into two views so you can still enjoy the added benefit of watching your units up-close and from a higher-level strategic view (Figure C.). We’re also offering a customizable and moddable User Interface (UI). You can move the UI to the top, bottom, or sides of the screen, whatever you prefer.

[b]W:[/b] What has been a difficult or challenging part of the SupCom design process?

[b]GW:[/b] To successfully incorporate all of the innovations that we’ve come up with for SupCom, I’ve not seen another RTS team quite like this one in this regard.

[b]W:[/b] Could you explain the basic differences between the three different races in the game?

[b]GW:[/b] Well the [b][color=blue]UEF[/color][/b] will be the most recognizeable race in the game from both a unit and in-game mentality aspect. [i](Editor’s note: They’re basically the high-tech human faction in the game.)[/i] The [b][color=red]Cybran[/color][/b] are cybernetically-enhanced humanoids, (a splinter faction from the UEF)who utilize shields and energy-type weapons. Finally the [b][color=green]Aeon[/color][/b] represent the merger of deep-space human colonists with a now-extinct race called the Seraphim (wiped out by a militant wing of human space explorers) and are a highly-advanced culture that espouses the virtues of peace, love, and understanding throughout the universe but are more than capable of defending themselves when necessary. They also have hover technology.

[b]W:[/b] What type of online service are you planning to use for the multi-player portion of SupCom?

[b]GW:[/b] We’re not releasing this info just yet but we will have more info soon about this.

[b]W:[/b] Will SupCom provide RTS gamers with a variety of valid strategic options during gameplay or rely on a few ‘tried and true’ tactics such as turtling, rushing, etc…?

[b]GW:[/b] Absolutely, one of our main objectives is to allow for as many valid strategies to develop within the gameplay as possible. Our huge map sizes will open up a variety of possible strategies and the use of combined arms will also be very important. In theory the innovations that SupCom offers should help foster creative strategic thinking.

[b]W:[/b] On a similar note, how do you think SupCom’s focus on ‘true strategy’ will affect the stereotypical ‘hot-keying, economically adept’ RTS players?

[b]GW:[/b] It’ll be hard for them to go back to any other RTS after playing SupCom! Once gamers get the hang of SupCom, they’ll love it. We definitely think it’ll invigorate the RTS genre.

[b]W:[/b] Please tell us a bit more about the role and function of the massive Supreme Commander units?

[b]GW:[/b] Well your Supreme Commander uber unit (for whichever faction you choose) is your representation within the game world (i.e. you are considered to be inside that unit, running the battle for your faction). Everything else is a robot. The Supreme Commander unit allows you to construct all of your facitons units. You can upgrade your Supreme Commander to be a truly fearsome uber-unit. As a sidenote, one enjoyable multi-player game mode we may implement will be a ‘Kill the enemy Supreme Commander’ mode. [i](See Figure D.)[/i]

[img]/images/interviews/supcom_2006-09/SupremeCommanderUnit_small.jpg[/img]
[i]Figure D. Cybran Supreme Commander Unit under attack[/i]

[b]W:[/b] In closing, can you tell us about a few games that have influenced you and what would be your last words to RTS fans?

[b]GW:[/b] Warcraft 2 was one of the first RTS games to really grab me and I liked the fantasy genre as well so I found it doubly enjoyable. Along similar lines I had worked on an action/adventure type of game for a previous developer that shared some aspects with the orginal Half-life before it was released and I thought that was a fun game (Editor’s note: I believe this game was not released, however.) I play and enjoy many games so it’s hard to pick just a few! To the RTS fans I’d like to say that you hear a lot of talk these days about Next-Gen consoles and games but Supreme Commander is truly a ‘Next-Gen’ game. Be sure to stop by our website for the game and sign-up for our newsletter. [url]http://www.supremecommander.com[/url] We’ll be starting up the beta test sometime in October so watch for it!

[b]W:[/b] Thanks for your time, Gary, we’re all eagerly awaiting SupCom. Check out a final screenshot below!

[center][img]/images/interviews/supcom_2006-09/Nukes_small.jpg[/img]
[i]Come for the nukes, stay for the pie![/i][/center]

At Showdown LAN this previous weekend I was able to round up PC Gamer’s Dan Morris (former Editor-in-Chief) for an interview. I questioned him on a broad range of topics and here’s what he had to say:
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[floatleft]/images/interviews/danmorris_2006-09/cover.jpg[/floatleft]

[b]Wytefang:[/b] Since we’re here at Showdown LAN, can you tell us how the seed was planted, so to speak, for PC Gamer to host this event and what the motivation was behind this as well?

[b]Dan Morris:[/b] I thought it was a shame that PC gamer had been around for ten years and had not done some kind of face to face event that really let us interact with readers. Nor had we really done much to get involved really closely with the lan gaming scene. It was something we had kind of neglected, I felt, in recent years. So I wanted to correct that by doing this event and killing two birds with one stone; we simultaneously put our brand back out in the lan community where I think it needs to be and we also get opportunities to bring sponsors together with our readers, to interview our readers up close and find out what they’re thinking about. This has been great market research for us. All that kind of factored into it plus we just kind of wanted to do it. It was a fun idea that we would be the people responsible for the largest lan event in California history so we put all that together and said ‘Sure, let’s figure it out and make it happen’.

[b]Wytefang:[/b] We understand that you’ve recently taken on a new role at PC Gamer. Can you tell us a little bit about your new title?

[b]DM:[/b] I was Editor-in-Chief (EIC) of PC Gamer formerly, now I am Associate Publisher so I’ve moved from the Editorial side of the business to the business side of the business. I’m now responsible for the whole P&L (profit and loss); the business unit is basically mine. I’m the ‘biz guy’ now. I still am basically an editorial director for the magazine; I do a post-mortem with them every issue. I still approve covers and things like that. But really day-to-day I have nothing to do with the editorial anymore that’s entirely Greg’s job (Editor’s note: Greg Vederman, PC Gamer’s current Editor-in-Chief) my job is more about business development, brand champion, it’s more about owning PC Gamer and making it all it can be.

[b]Wytefang:[/b] How did you get your start at PC Gamer?

[b]DM:[/b] I moved there from a competing magazine, PC Games, which had been acquired from our parent company, Future. I began at that magazine as an intern in college when I was twenty years old, so this is really only the second full-time job that I’ve had, PC Gamer that is, I’ve been here almost eight years.

[b]Wytefang:[/b] Why Game Journalism as opposed to, say, Accounting or Medical school?

[b]DM:[/b] I was always interested in journalism but I hadn’t really focused in on what kind of journalism it was going to be but I was very active on the high school paper, I was a journalism major in college, it was something I really wanted to do, it was a passion of mine. My other big passion was computer games, specifically PC games not console. So miraculously one day I just happened to see an internship posting at San Jose State for an editorial intern at the magazine ‘PC Games’ and it didn’t take me long to put two and two together and say, ‘Hey this is something I really would enjoy’, so I applied and was fortunate enough to get the internship and I loved it; haven’t left the business since!

[b]Wytefang:[/b] Can you tell us a little bit about the highs and lows of Game Journalism?

[b]DM:[/b] The highs are many. We’re around the games all the time. We get to play the games. We get to play them first. We get to see them in development. We get to meet game developers. All that stuff is a privilege that we try not to take for granted. I work with amazing, creative, wonderful people all day long every day, which is a dream; they really keep me charged up. All those are the ‘highs’. The only ‘low’ that I can think of, and it’s really not that much of a ‘low’, is that there can be just brutal, brutal schedules for us. This weekend is a perfect example (of that). Even in my case working business deals, or what have you, we give up a lot of weekends, a lot of nights, it’s a very demanding job.


[b]Dan Morris, Associate Publisher of PC Gamer and former Editor-in-Chief[/b]

[b]Wytefang:[/b] Is that due to deadlines mainly?

[b]DM:[/b] All kinds of things, deadlines for sure but just the nature of our business is a very grueling one, I think any journalist would say that publishing is hard. I think every person on my staff could be making more money doing something else but we don’t want to do anything else.

[b]Wytefang:[/b] What has been your favorite moment while working at PC Gamer so far?

[b]DM:[/b] I have a new favorite moment every month to be honest! You know that’s a tough question to answer. That’s what I love about the job, every three or four months I have a new one. I would say that the last, the most recent one was our breaking the Half-Life 2 story, bringing the world exclusive out was just such an honor to do. I mean that was the most anticipated story of that year and we got it, we did it, we did it justice; seeing that issue come to fruition was very rewarding. Actually I’ve got a tie for you, my new best moment is this (event) and I’ve been blown away by what we’ve pulled together here. And the stuff that I’ve been told by our readers who are here has been really energizing. I’m glad we did this if only because we get to be face to face with people who know our product and we get to hear what they think about it and that’s been terrific.

[b]Wytefang:[/b] What piece of PC Gamer work are you most proud of and why?

[b]DM:[/b] I think the thing that we are most proud of collectively is the ‘Game Gods’ feature that we did a number of years back where we gathered the 25 biggest names in the industry in one room and let them all just talk to each other, really, we didn’t do much interviewing we just sort of let them interact and we recorded it all and documented it and that was probably the toughest thing we ever did in terms of logistical challenges but we pulled it off and it was great fun.

[b]Wytefang:[/b] Where do you see the future of PC Gamer heading?

[b]DM:[/b] I would say that we are going to be evolving beyond a magazine. What we are going to be doing is moving aggressively into internet products, moving aggressively into live events, like this one, and some other stuff as well. We are going to try to push the brand into new media, by which I don’t just mean the internet but new formats where we can reach people. The podcast is a great example of that. That’s sort of my mission is to obviously maintain the magazine but push us into new forms that…

[b]Wytefang:[/b] …boldly go where no gamer has gone before? LOL

[b]DM:[/b] [i](laughs)[/i] …exactly! I think that’s going to be the story of any media brand in the 21st century, that sort of evolution and that’s my priority.

[b]Wytefang:[/b] Why is the PC your preferred gaming platform?

[b]DM:[/b] It’s hard to say – it’s what I grew up on, I didn’t really grow up with a lot of consoles in the house, I grew up on an Apple IIe and basic PCs and that Apple IIe is where I started gaming. I just never got out of the habit. It’s just always been the more appealing platform for me. I don’t have a great answer for that other than that’s where I started and I’ve just kind of stuck with my roots.

[b]Wytefang:[/b] Can you tell us what your top five favorite games are, of all time?

[b]DM:[/b] In no particular order I would say they are: X-com UFO Defense, Civilization (series), Battlefield 2, Team Fortress Classic, and Baseball Mogul.

[b]Wytefang:[/b] What are you thoughts about the recent news that Computer Gaming World (CGW) has acquired the title from Microsoft as the ‘official’ magazine for PC gaming or as Microsoft calls it, “Games for Windows”? Where does that leave PC Gamer?

[b]DM:[/b] Right where we have been, (laughs), as the world’s biggest selling computer games magazine. It’s sort of the move that I would’ve made if I were them. I mean they were a magazine on their way out, I mean like financially on their way out, and so they’re sort of rolling the dice and trying something new and that’s what I’d have done too. I don’t think it’s going to change PC Gamer one bit.

[b]Wytefang:[/b] You don’t think that it’s going to affect your basic-level fan who sort of skims the surface and might select CGW (now officially known as ‘Games For Windows’) over PC Gamer due to the ‘official’ designation?

[b]DM:[/b] I don’t believe that we have a ‘basic-level reader’ who just ‘skims the surface’, I mean we’re a hardcore magazine for a hardcore interest and so I’m not worried about losing casual fans to anybody. We’re always going to be there for the hardcore PC gamer and that’s what we do.

[b]Wytefang:[/b] What upcoming games are you most looking forward to?

[b]DM:[/b] A lot of the ones on this show-floor, honestly, like Company of Heroes, Supreme Commander, and BF2142. I’m psyched for all three of those.

[b]Wytefang:[/b] In light of the accessibility and prevalence of online gaming sites, do you think that printed media’s days are numbered?

[b]DM:[/b] I think it’s kind of a semantic question. Yes, I think the magazine business is being put through profound changes by what’s happening online. Do I think we’re going to be ‘extincted’? No. Do I think we’re going to have to change our value proposition? Yes. The reason being, (that) we’re finding out what everyone is finding out which is that there is no more scarcity of information. Information is everywhere now. There was a wonderful time when PC Gamer was one of the only places to get the latest scoop on a new game. Those days are done, however we’re always going to have a lot to offer the hardcore gamer who wants to penetrate PC gaming as deeply as possible and with the funnest possible people to do it with, so yeah, we’re going to rise to the occasion (despite these changes).

[b]Wytefang:[/b] I’ve read allegations from an online site that claims that PC Gamer (among other magazines mentioned) shamelessly hypes games in its previews section instead of maintaining journalistic integrity (i.e. you guys won’t say anything negative about Previewed games). What is your response to this?

[b]DM:[/b]You know, even in previews, that’s one of the canards that drives me crazy – the idea that all previews are positive. We took a lot of flak, I personally took a lot of flak, for a preview of Ghost Recon that I did in which I basically lamented the fact that the new Ghost Recon Advanced Warfighter was ‘consolized’, I mean that was the word for it. I didn’t say it was necessarily going to be a bad game, it wasn’t going to be the Ghost Recon that we expected and that, frankly, PC Gamer wanted, and that was all there in the preview. We have a great relationship with the senior execs at Ubisoft and they were sort of dismayed, is probably the word, by saying ‘Hey you’ve judged this game early, you haven’t given it the benefit of the doubt’. I thought that we DID give it the benefit of the doubt; we said what we felt we had to say which was that we were disappointed that this wasn’t going to be the same level of crunchy, granular Ghost Recon play that we had loved and made Game of the Year. So we’ve taken people on at the previews stage, we’ve done it forcefully and we’ve been very pleased with the results that we get, from the one source of feedback that we care about. It’s not self-appointed web watchdogs, it’s our readers. Our readers write to us and let us know how we’re doing and so far we’re doing fine.

[b]Wytefang:[/b] Who is your favorite Game Designer to interview and why?

[b]DM:[/b] I like them all and would hate to hurt feelings but I have personally always have enjoyed interviewing Chris Taylor, I think everyone does. He’s a combination of extremely passionate about what he does and also just extremely sick and hilarious and funny. He’s a riot, if you ever get a chance to talk to him, I encourage you to do it. He’s just the friendliest, most accessible guy, and he’s terrific, I always love the chance to talk to him.

[b]Wytefang:[/b] Any last words for PC Gamer/Gaming fans?

[b]DM:[/b] Thanks for sticking with us. We work ourselves half to death every month to put out the magazine that we do and now we’re working ourselves most of the way to death, adding podcasts and events like this and all that stuff to the table and we do it because every now and then we get a chance to meet readers who absolutely get it and love what we do and they’re the people we’re doing it for so just thanks very much for being with us!

[b]Wytefang:[/b] Thank you for taking the time to answer these questions despite your busy schedule here at Showdown LAN.

[b]DM:[/b] No problem! Check us out online (and our podcast) at: [url]http://www.pcgamer.com/[/url]

Crystal Quest

September 5, 2006

[i]Crystal Quest[/i] is just one of many low budget arcade titles available on the Xbox Live Arcade. Developed and produced by Stainless Games, [i]Crystal Quest[/i] is a modernized version of the side-scrolling shooters that ate up your quarters all too fast back in the day. Your objective is to navigate your way through wave after wave of enemies while collecting crystals, avoiding mines, and eventually opening the exit to the next level.

The controls are very simple, which is what makes [i]Crystal Quest[/i] so much fun. You move your ball with the left joystick while shooting and aiming with the right joystick. You also obtain “smart bombs” as you progress, which will clear the level of enemies and are used by hitting either of the triggers. The game has ten difficulty ratings, and if that isn’t enough, you can download an “extreme” difficulty from the Xbox Live Marketplace.

As with all arcade titles, [i]Crystal Quest[/i] has 12 achievements that total 200 delicious gamer score points. The achievements are a good mix ranging from easy to hard, yet none are next to impossible (i.e. Geometry Wars). There are also downloadable sound effects packs along with a few different scenarios. Not to mention that [i]Crystal Quest[/i] boasts 60+ levels. At the thrifty price of only four hundred Microsoft points (five bucks) you really can’t go wrong with [i]Crystal Quest[/i].

Enchanted Arms

September 2, 2006

Without a doubt, Enchanted Arms is the best traditional role-playing game on the Xbox 360 – backhanded praise when all the other genre offerings are still a gleam in their developers’ collective eye, but praise nonetheless. Armored Core impresarios From Software have delivered another highly playable summer release for the console, the other being the Sega-published Chromehounds, and fans of Japanese-style role-playing games should embrace it wholeheartedly.

Enchanted Arms doesn’t have the rich, political storytelling of Suikoden V or the quirky and macabre occult tendencies of Nocturne or Shadow Hearts, and some might argue that stylistically, it’s a Final Fantasy clone – the spiky-haired hothead, the pretty girl that heals, the silent hulk with the huge sword; these are all archetypes we’ve played before, not to mention the elaborately animated special attacks. It’s a fun clone, though, with a deep battle system and a fairly highly customizable party mechanic.

Battles in Enchanted Arms take place on a small grid, and they play out like quick, brutal strategic role-playing skirmishes (something we never see in strategy role-playing games), and a huge variety of player-constructed golems can be swapped into and out of the party in order to fill any empty niches. Characters can also power up their attributes using skill points, which can be earned in battle or even purchased from shops. In addition, spending these points is a game unto itself – with more than 100 golems available, fans of titles such as those from the Disgaea franchise can spend countless hours powering up their dream party.

Probably the coolest of Enchanted Arms‘ features, though, is its support of Xbox Live multiplayer functionality. You can use either your own game data or a number of preset teams of golems to battle head-to-head with other players in ranked or unranked matches, and matches can be set to restrict the maximum level number and fix the number of turns. Not only is this mode immensely entertaining, but it also ensures that Enchanted Arms will remain a viable part of your game collection long after the main quest is completed – a tribute not often leveled upon games of the role-playing persuasion.

Enchanted Arms certainly does not test the Xbox 360 in terms of graphical horsepower, instead looking like an upper-echelon PlayStation 2 title most of the time. Adding to this, the soundtrack is a somewhat forgettable affair. In addition, Enchanted Arms features lots of voice acting, though it’s wildly inconsistent, ranging from painfully bad to genuinely emotional. However, the majority of the game’s voice work is still better than gamers used to English dubs have come to expect. Of course, the original Japanese voice track is included as well for the faint of heart.

In short, 360 owners who have a sweet spot for role-playing shouldn’t pass this title up. It’s well-paced, fun to play, and has some chuckle-worthy dialogue at times. Plus, if you’re frightened away by the gay man with the magical saxophone, take some consolation in the fact that he doesn’t bite.

Score: 85%

The creators of Lumines and the creators of Kingdom Under Fire collaborating on a massive-scale fantasy-themed beat A