Instead, we want to give players time to explore all possibilities, to come up with a plan, execute this plan and adjust it on-the-fly if necessary. In many games, it’s more about managing your economy and throwing units into battle faster than your opponent does. We think there is a lack of real-time strategy games where indeed your strategy and tactics are the key for success, instead of dexterity and ‘clicks per minute’. How does this work with regards to the cover mechanics and destructible environments? How does Iron Harvest differ from those games? Thus far, Iron Harvest has been compared to Company of Heroes and Rozalski even noted that there was a bit of XCOM involved. (And we’re pretty sure players will come up with solutions we won’t even have thought of ourselves, which is exactly what we want.) In each map, there are different ways to reach your goals, some of them more obvious than others. We think players want a sense of freedom in how to approach a task and how to deal with obstacles. How they go about it is up to them.Ĭan you tell us more about the open, sandbox-style levels? Will there be different side-quests that players can discover while exploring the world?Ībsolutely. The idea is: We give the players tough obstacles and various tools to overcome them. The missions within the campaign however are as dynamic and open as possible. Will certain win conditions be available to change the direction of the story? The game is touted as having a dynamic storyline. "We think there is a lack of real-time strategy games where indeed your strategy and tactics are the key for success, instead of dexterity and ‘clicks per minute’." Each faction uses the same resource type. In general, each faction has a slightly different combat focus but it’s more like the different factions in Company of Heroes or other war games than the completely different factions in Warcraft or Dawn of War. For example, Polania has a sniper hero (stealth, long range), a mech hero (slow, lots of firepower) and a cavalry hero (multiple units, speed). What are some of the different units and heroes for each faction, especially given their underlying philosophies and resources?Įach of the three factions has three playable heroes, each with a unique playstyle. So there is a certain order in which you should play the campaigns. We’re going to do a similar structure with one big, overarching story and three campaigns, one for each faction. We played many, many RTS campaigns as research and for us, the best RTS campaign out there still is Warcraft 3’s (including Frozen Throne). Can players choose from any faction while starting the game or will all three be playable in the campaign? We know about the game’s three main factions. Fortunately, he’s not only a great artist but also a great human being, so working with him is a blast. He was very excited about the idea and he’s very much involved in the production today. A couple of years later we were thinking about making an RTS in the tradition of Company of Heroes and I remembered his work. I saw Jakub’s work for the first time three or four years ago and was blown away by it. What inspired the game’s concept and core aesthetic? What was it like working with Polish artist Jakub Rozalski? Nonetheless, Iron Harvest is our biggest and most ambitious project yet, of course. So this isn’t the first time we tackled a new genre. Thanks! We’ve done other genres before, like turn-based strategy with “ Battle Worlds: Kronos” or RTS/RPG with “ The Dwarves”. What was it like moving from a series like The Book of Unwritten Tales to an RTS with such a tactical scale? Iron Harvest: 1920+ looks extremely compelling, especially since the initial gameplay reveal. So there is a certain order in which you should play the campaigns." "We’re going to do a similar structure with one big, overarching story and three campaigns, one for each faction. What makes it so special? Find out below. GamingBolt had a chance to speak to Julian Strzoda of King Art Games about the concept, the overall gameplay mechanics and inspirations behind Iron Harvest: 1920+. Though still a long way off, the overall aesthetic has us intrigued, and unlike most strategy games it’s heading to the Xbox One and PS4 as well as PC. The developer revealed Iron Harvest: 1920+, a tactical strategy game set in an alternative World War 2 history featuring steampunk technology and mechs. That being said, that doesn’t mean other companies like King Art Games aren’t taking a stab at it. Tactical strategy titles have always been a tough affair with big names like XCOM and Company of Heroes making a mark on the industry above all else.
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