From the creators of AI War: Fleet Command comes an all-new grand strategy title with turn-based tactical combat, set in a deep simulation of an entire solar system and its billions of inhabitants. You are the last of a murdered race, determined to unify or destroy the 8 others. But you must work from the shadows, using superior technology -- bring your cape and cowl.
Awesome question from Uncle Ruckus on the Steam forums for the game.
First Question: Can only 5 races exist at a time?
No, all 8 races are in every game. However, only 5 races can be involved in a single combat (with you in it) at once. All 8 could be involved in a wider conflict at a planet, however. Sorry for any confusion there with the marketing copy.
Second Question: It said watch nations fall and rise. So new nations can rise up? Could you describe how one could comeback?
Well, it depends on what you mean by "fall." It works in either sense, so I'll describe both:
A.
If by a race "falling," we mean that they get kicked to the _edge_ of
oblivion and look likely to crumble, then there are a whole lot of
things you can do to help them rebound. Or sometimes they will do it on
their own.
One example from simply Observer mode was given to me
by a player who saw something cool happen. I think it was the Acutians
who had taken over 7 planets and were slamming on the last planet. I'm
not sure which race it was who was the one holdout. In that particular
case, the race was on the verge of extinction, but then they researched
one of the Ultimate technologies (either God Mote or Time Travel), and
started making a strong comeback.
So you could call that rising and falling.
B.
If by a race "falling" you mean losing all their planets and being
marked as "dead" on the solar map, then that also works. Specifically,
there can be minority populations of races on various planets (hostile
or neutral or friendly). These minorities might be labeled as
Expatriates, Refugees, Prisoners Of War, or even Resistance fighters.
You might also have one or more pirate bases that belong to a race that
died.
I should note that these things will NOT appear fresh off
of races that have died. Aka, if there were no pirate bases of that
race prior to the race dying, that's just it. And same for the minority
populations. A race doesn't just come back from nothing. And it's
also possible that a minority population will die in captivity (POWs) or
in fighting (Resistance Fighters) or suffer from a birth rate lower
than a death rate (Expatriates or Refugees). In any of those cases, or
in the case that their pirate base gets destroyed by another race or you
yourself, that race may be completely obliterated beyond all traces
even after their governments and larger populations are all gone.
By
"rising" from one of these situations where there are pirate bases or
other minority classes, what that means is that the race recaptures a
planet after holding no planets. That always comes about via Resistance
Fighters taking over a planet, and that's typically only feasible for a
short window while the invader race has not yet really mastered the new
world.
How does this happen? 1. It may (unlikely, though) happen on its own, via Resistance Fighters that simply escaped the main fighting. 2. It may happen as a result of you breaking the POWs out of prison. 3. It may happen as a result of you smuggling the pirates from their base onto the planet to become resistance fighters. 4.
It may happen as a result of either the oppressed minority population
rebelling on its own and turning into resistance fighters (somewhat
unlikely), or you stirring them up directly.
C. Oh, I'll go
on and add one more case, relating to "rising" in a different sense.
There are something like half a dozen kinds of alliances that can happen
between multiple governments, and these are hostile to the federation.
The Solar Axis Pact, the Union of Independent States, The Betrayed,
Smuggler Empires, etc. If those things happen, that's kind of a
super-government that rises above the governments that are comprising
it. In the same sense that your own federation is a super-government
above its races.
When the conditions are met that cause these
other alliances to form (they are not random, it's specific criteria),
then that's one way of saying a nation is "rising." Or a coalition, if
you prefer. It's kind of like NATO or Anti-NATO, depending on your
political views. I am fine with it either way you want to look at it,
I'm not trying to make a political statement. ;)
Anyway, in
order for your federation to survive, all those competing alliances must
be stamped out. That could be in the form simply killing them all, or
in causing them to be dissolved via other criteria (usually having only
one member remaining alive). That could then be looked on as one form
of a (super)nation falling.
So, there's a variety of interpretations there, but I think they're all interesting. :)
From the creators of AI War: Fleet Command comes an all-new grand strategy title with turn-based tactical combat, set in a deep simulation of an entire solar system and its billions of inhabitants. You are the last of a murdered race, determined to unify or destroy the 8 others. But you must work from the shadows, using superior technology -- bring your cape and cowl.
Check out its game page for details, or swing by the forums for the game. This is Arcen's largest title ever, and we're really excited to share it with folks. Arriving tomorrow, April 18th!
Okay, more than a little hubris in this video. "Hey, I'll do a video to show people how to play!" "Why don't I put it on hard strategic mode, and why don't I play on 'Upper Normal' combat difficulty when usually I play on 'Lower Difficulty?'" That all seems like a smart idea!
So, you get to see me die five or six times, and ultimately it ends in a failure. I could have pressed on, and probably could have done a decent enough job with that campaign if given time (and generous "save scumming," so to speak -- I wasn't playing on ironman mode, thank goodness!
But the video was already going on long enough, and seeing me floundering around for another few tries attempting to save the Peltians from the Acutians would have to wait for another day. The video is still pretty instructive, though, because actually it's a good look at how to evaluate a moderately bad situation and try to salvage it. Hence my uploading it rather than just re-recording it. I will do another video of myself playing on a more reasonable (for me) difficulty level, though.
From the creators of AI War: Fleet Command comes an all-new grand strategy title with turn-based tactical combat, set in a deep simulation of an entire solar system and its billions of inhabitants. You are the last of a murdered race, determined to unify or destroy the 8 others. But you must work from the shadows, using superior technology -- bring your cape and cowl.
Check out its game page for details, or swing by the forums for the game. This is Arcen's largest title ever, and we're really excited to share it with folks.
Alpha Information! Private alpha testing with players is
currently in progress, and we will be adding more
players throughout the coming weeks leading up to release. If you're
interested in signing up, please see this forum post.
It's funny how divided opinions can be, isn't it? With our last trailer that I posted yesterday, I got a lot of "looks awesome!" to "pretty good" to "this is the worst trailer you guys have ever done" (which was later amended to "second worst," at least).
Realizing that not all trailer styles are going to appeal to all people, I've renamed the prior trailer to be the "Grognard Trailer," as that's the target audience it is aimed squarely at. And then now we have this shorter, more general-purpose trailer to go alongside it.
From the creators of AI War: Fleet Command comes an all-new grand strategy title with turn-based tactical combat, set in a deep simulation of an entire solar system and its billions of inhabitants. You are the last of a murdered race, determined to unify or destroy the 8 others. But you must work from the shadows, using superior technology -- bring your cape and cowl.
Check out its game page for details, or swing by the forums for the game. This is Arcen's largest title ever, and we're really excited to share it with folks.
Alpha Information! Private alpha testing with players is
currently in progress, and we will be adding more
players throughout the coming weeks leading up to release. If you're
interested in signing up, please see this forum post.
The Last Federation really is a milestone for me as a designer. This isn't something that I designed all by myself by any stretch. Josh Knapp was instrumental, and Keith LaMothe also helped enormously along the way. And of course there's been tons of feedback from our many, many alpha testers (up to 160 as of tonight), all of which helps to shape the game. With a game the scope of TLF, it really does "take a village," to use the cliche, and it's not any one person's sole accomplishment.
That caveat out of the way, for me personally this game really does bring together pretty much everything I've been trying to do as a game designer since I started working on "Alden Ridge" in 2008 (which later became the 2013 release Shattered Haven). How's that, exactly? Well:
1. With Shattered Haven, I really wanted to create a sense of story and atmosphere and place. I wanted there to be some emotional connection to what was going on. That game was by far our most successful at emotional storytelling (particularly if you play all the way through the game), but TLF also gets at that same sort of itch for me. There's a lot of personality to the various races and characters here (a lot of that written by Erik Johnson, and a lot by me), and that really gives me the sense of living characters more than any titles of ours beyond Shattered Haven and Tidalis.
2. With AI War, I've remarked in the past that originally that started out as a turn-based game in space. Kind of like what TLF morphed into, actually, except that I couldn't figure out how to make it work back in 2009. So AI War became realtime, and for the sake of that game, I'm glad it did. But there were a lot of ideas that I tried and then shed with AI War, including the concept of true "squadrons" of ships, of mobile flagships that deployed said squadrons, and so on. TLF, interestingly, picks up pretty much all of those ideas, plus a ton more, and (in my opinion) executes on them really well.
AI War and TLF are kind of two sides of a coin to me; they each do things that the other does not, and in fact TLF does a lot of the things that the AI War engine specifically cannot handle because of the nature of its design. As an example, having politics and multiple true factions just doesn't work in AI War, but it's a cornerstone of TLF. For another, having more realistic physics for the ships and shots just doesn't work with a game with the insane unit counts that AI War has. TLF has more modest unit counts during each battle, although they are still very sizeable.
3. Tidalis wasn't a game I was lead designer on (that was my friend Lars Bull), so I don't count that one here.
4. A Valley Without Wind originally was something where I wanted to create a procedurally-generated world where you could be kind of a Link-like (from The Legend of Zelda) character running around and doing things. I wanted to have procedural stories develop, and really get a sense of meaningful places out of procedural code. AI War accomplished the latter already, so I thought I could do that.
We succeeded in a lot of things with Valley 1, but the procedural storytelling was not one of them. But with TLF, that is something that I really get the sense of very strongly. And with added quests in TLF -- another mechanic I wanted in Valley 1, but never could get to work a way I was happy with -- the game goes even further in that direction.
5. Also with Valley 1, it was essentially a SHMUP mixed with a sidescrolling platformer. TLF went through a phase where its combat was pure SHMUP (its combat went through phases where it was a lot of things, to be frank), but even though that is no longer the case, the influences carry forward into the turn-based combat that did result.in TLF. Each combat iteration that TLF went through actually left a permanent mark on the game, and I don't think we would have the current (awesome) combat model had we not gone through all the intervening steps.
Anyhow, by having some SHMUP-like elements in a turn-based combat model, TLF finally achieves another thing that I tried for years to do with AI War, but never could: create proper "terrain" in outer space. Having to navigate through the shifting mazes of bullets in TLF is endlessly entertaining for me, and really has a lot of tactical though to it what with having to manage your power levels, choose whether or not to use special abilities on a given turn, and decide whether to get into ideal firing position or ideal don't-hurt-me position.
I tried a whole ton of things with AI War in an attempt to create that sort of feeling, and in TLF I found that feeling completely by accident! Who knew that making a turn-based tactical SHMUP would be the answer to that problem. It would not have occurred to me, but that sort of revelation is one of the many things I love about iterative design: you arrive somewhere awesome that you wanted to get to, but didn't know the precise address of to begin with.
6. Valley 2 was really a refinement of Valley 1 in a lot of respects, although it did switch away from being a SHMUP to instead being a Contra-like. But a big (and perhaps overlooked) thing that we really experimented with in that game was a heavy blend of both procedural and hand-crafted content. The result of that was something that I really loved, although it was something that I felt like we had only scratched the surface of.
With TLF, we take those concepts to an extreme. There is procedural and emergent behavior all over the place -- ideas going all the way back to AI War and then carrying forward into most of our games -- but at the same time, all of the races have extremely distinct personalities that are hand-crafted, and we have a lot of hand-crafted actions, political deals, quests, and so on. The mix is something that I feel is super compelling, and it's so incredibly flexible that I feel like we could spend another 5 years on TLF (as we have with AI War since its launch) and still not remotely run out of things to do.
7. Skyward Collapse was kind of a "solitaire" strategy game, if you will. You play as yourself (kind of a god-figure), and oversee two bloody-minded factions, their gods, and so forth. The control you have over them is pretty indirect, and basically the game is a matter of managing chaos and kind of trying to herd cats in an indirect fashion. It's a really cool concept and really fun, but after one expansion and a bunch of free post-release support, I realized that basically there was nothing too exciting more to do with the concept. Unlike AI War, this wasn't a game that had the legs to just be expanded and expanded and expanded. It is what it is, and it's really cool, but it's not going to keep growing.
Anyway, the main point I was trying to make is that Skyward was all about indirect actions and controlling a strategy game basically by being a "bystander." Unlike in AI War, you aren't a major participant, you are instead trying to "handle" the major participants, if that makes sense. Well, with TLF, that is precisely what you are doing as well, except it's not as chaotic as in Skyward. In Skyward there was a lot of humor value in having there be a ton of random chaos, and games are short enough in that that that's okay.
But with TLF, everything is based in some fashion on the underlying simulation, so when something happens, it isn't just completely out of the blue random -- which is what Skyward was. So in TLF, that means that you get an awesome feedback loop, where you have to deal with what the simulation gives you (as in Skyward, or actually to some extent AI War as well), but then you also heavily alter the simulation through your own actions, thus really affecting what sort of things the simulation gives you in the future (to a degree that none of our other games remotely come close to).
8. Bionic Dues was about a lot of things, but two main things stand out to me in relation to TLF. First of all, it was the first game where we really made a huge effort in the accessibility department, and where I think we succeeded. Bionic also has a duality between a light strategic layer and then a quick-moving tactical layer.
TLF, of course, has an immensely heavy strategic layer, but then also has a quick-moving tactical layer. I really like that combination, and they are very complementary. The shift to turn-based combat for TLF was really perfect, because it made the tempo and thoughtfulness of the macro and micro levels match -- which was also the case with AI War and Bionic, but not the case with the Valley games (which caused friction with players who liked one style or the other).
At any rate, TLF also has been something that we've striven for accessibility with, and to make it something that could be exceedingly complex (ala SimCity) without being something that you can't hop into and do something with (again ala SimCity). We started that sort of process with Bionic, and I think we were successful, although it is a far simpler game. We carried what we learned there forward into TLF. For that matter, that also goes for the art that Blue and Cath were doing -- so much of what was learned in Bionic was carried forward into TLF, even though TLF was a huge new challenge.
Anyway, long writeup, I know. But when I say that The Last Federation is the culmination of what I've been trying to achieve in my career so far... well, the above is what I mean. There have been many things that I've tried over the years, with varying degrees of success (though I am proud of every game we have ever made, even if the market and/or press didn't always love each one). And I feel like TLF takes all the right lessons from all of those.
I really hope that this is going to be our new flagship title, so that we can take it on the same path that AI War has been on (and still is on) re: expansions and free updates. I guess we'll find out soon enough! Thanks for reading.
The Last Federation is a really unique game in that it is a strategy/tactics game set inside a simulation game. Check out its game page for details, or swing by the forums for the game. This is Arcen's largest title ever, and we're really excited to share it with folks.
Alpha Information! Private alpha testing with players is
currently in progress, and we will be adding more
players throughout the coming weeks leading up to release. If you're
interested in signing up, please see this forum post.
Screenshots for you! The launch of the game is less than two weeks away, so these are the launch screenshots -- these particular screens aren't going to be changing much in terms of how they look between now and then, although some others are still very much in the process of being polished.
The Last Federation is a really unique game in that it is a strategy/tactics game set inside a simulation game. Check out its game page for details, or swing by the forums for the game. This is Arcen's largest title ever, and we're really excited to share it with folks.
Alpha Information! Private alpha testing with players is
currently in progress, and we will be adding more
players throughout the coming weeks leading up to release. If you're
interested in signing up, please see this forum post.
This update shows off the further-refined turn-based combat of the game, with better physics and balance, refined HUD elements, and more.
There's actually quite a bit that I had to gloss over, like weapons selection and target resistances and so forth, and I only showed a couple of mission types that both were delivery-style. And both on an abnormally high difficulty.
Still, it's a pretty good view of what things are like now. I wanted to show the pilot escape pods and the waypointing system, but didn't manage to fit that in, either. I'll have to do another video next week.
Enjoy!