Hinterland, indie PC party-based sim/RPG thing
Hinterland, indie PC party-based sim/RPG thing
Game News - posted by DarkUnderlord on Sun 13 July 2008, 04:30:32
Tags: Hinterland; Tilted MillTilted Mill Entertainment have announced Hinterland. It seems to be a sort of sim-game with RPG bits thrown in and it'll be offered as a $20 direct download. Here's a bit of info on the game:
Features
You can check the official site for artwork of nudey mermaids and giants. Tom Chick has also done a Q&A about the game on fidgit:
TC: On the feature list, "party-based tactical combat" implies the game breaking out into turn-based battles. Is this the case? If not, how will battles work? Is it hands-off Majesty style fighting?
CB and JF: Play follows your character continuously, so when he/you are in the village, you can interact with the village. As you move outside the village you encounter enemies and other characters and creatures. Combat can happen anywhere – the village can be attacked, you’ll discover hostile lairs in the countryside, etc. You directly control only yourself throughout the game, and some of the fun comes from the fact that you don’t directly control any of the folks on whom your success is dependent (which is entirely the case in [city-builder] games). Your success in combat depends largely on which followers you bring with you, and how you equip them. Because your party is only a maximum of four characters (including you), what you do tactically with yourself is extremely important-- and no, you do all of your fighting and should you flee, your party flees with you. But the really interesting context for combat is not just about deciding who is going to be best to bring, in terms of combat victory, but also thinking about what happens if you lose that guy. In a village with a dozen people, each person’s specific capabilities are critical.Sounds interesting.
Thanks Ryuken!
Features
- Fantasy role-playing and character development
- Party-based tactical combat, including item use
- Base building, including building upgrades
- Innovative combat stat leveling system
- Random world generation for maximum replay
- Folklore / fantasy setting
- Intimate scale
TC: On the feature list, "party-based tactical combat" implies the game breaking out into turn-based battles. Is this the case? If not, how will battles work? Is it hands-off Majesty style fighting?
CB and JF: Play follows your character continuously, so when he/you are in the village, you can interact with the village. As you move outside the village you encounter enemies and other characters and creatures. Combat can happen anywhere – the village can be attacked, you’ll discover hostile lairs in the countryside, etc. You directly control only yourself throughout the game, and some of the fun comes from the fact that you don’t directly control any of the folks on whom your success is dependent (which is entirely the case in [city-builder] games). Your success in combat depends largely on which followers you bring with you, and how you equip them. Because your party is only a maximum of four characters (including you), what you do tactically with yourself is extremely important-- and no, you do all of your fighting and should you flee, your party flees with you. But the really interesting context for combat is not just about deciding who is going to be best to bring, in terms of combat victory, but also thinking about what happens if you lose that guy. In a village with a dozen people, each person’s specific capabilities are critical.
Thanks Ryuken!
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