The purpose of The Independents is simple -- covering
games from developers that don't get the attention the
big-name developers garner with every breath. If you know of a
small developer with a game that is beta or finished, let us
know about it
and we just might cover the game.
Of all the games we've covered in The Independents, Far
Gate is the most polished product. While sitting down and
playing the preview build, it wass hard to see why this game
couldn't easily be from one of the big development houses. It
has the all features we're accustomed to seeing in a 3D RTS:
great graphics, solid story, an easy-to-use interface,
multiplayer, single-player -- even a map editor. From every
perspective, this seems just like any of the games you'd pick
up in the local EB -- but it's not.
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| Cinematics feature character conversation using
static character images |
Unlike the games in your local EB, the SuperXStudios team
that developed Far Gate for the first 2 years didn't
consist of 10 or 20 people. Nope, four guys built most of the
game. Gamers with a dream, they subsisted without support from
a publisher for almost two years, living on credit cards and
loans from family members, and scraping two cents together
wherever possible. James Thrush, founder of SuperXStudios,
(formerly ThrushWave), slept in the office for almost a year.
Hey -- nobody said starting a game development studio would be
easy, right?
For those of you out there wondering, yeah, there is a
light at the end of the tunnel. After sending out builds of
the game to various publishers every six months or so for two
years, fortune and hard work finally paid off at the last Game
Developers Conference Independent Games Festival: The
Rift (as Far Gate was titled at the time) won the
Audience award. Once so honored, publishers began to take a
lot more notice of The Rift, and soon a deal was struck
for a European release by French publisher Microids. In fact,
last December Far Gate shipped in France, the UK, Spain
and Portugal -- Germans can look forward to Far Gate
next month. A deal's not been struck with a US publisher at
this time, but you can still take a peek at the game by
downloading the demo. We've already had a gander -- and for
those of that don't want to download the 73 MB demo
and play for yourselves, we've even whipped up a little
preview.
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| Eventually you'll control a non-human
species | The first thought that
will immediately pop into the mind of any PC gamer checking
out Far Gate will be similarities to Homeworld.
Since there hasn't exactly been a glut in the 3D space-based
RTS genre, it's only natural that the games are compared.
Truth be told, there are similarities -- but there are far
more differences.
Differences include the story, which, while also a
science-fiction epic, is primarily based on humanity and its
tribulations with two different space-faring alien species, as
well as difficulties between various factions of the
government. Instead of controlling a massive mothership,
you'll be building up temporary space stations to use a base.
The cinematics and between-level story elements are all
in-engine, while conversations between the characters happen
with static character animations, similar to the style of the
recently released Oni.
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| A
massive battle | While
controlling the camera will seem familiar to Homeworld
players, the viewing freedom is much greater. The camera
encompasses a vastly larger area of space; most of the
missions we've played take place at the level of a solar
system. That doesn't mean you can't zoom in on one specific
spaceship -- you can -- but mission goals can take place
across millions of miles of space, and the camera feels more
comfortable pulled back much farther than allowed in
Homeworld. Since most of the solar systems are round
and flat like a plate, it gives the game a more grounded feel
when dealing with 3D space. We rarely had difficulty with
height differences, which could be confusing at times in
Homeworld.
The rest of the interface is the real jewel for
SuperXStudios. There are four see-through windows on the edges
of the screen, and each one can be laid flat, to take up
minimal amounts of screen space, or locked in place as needed.
Going back and forth is as easy as a mouse click. These four
windows control almost all the functions in the game --
Mission goals, unit make-up, build menus, etc. There are
other, smaller interface choices that we like as well, such as
assigning ships to units right in the build screen. It's only
one step to put ships into a group, but having that done right
in the build screen is a nice touch.
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| The
view of a solar system pulled all the way
back | Gameplay is what you've
come to expect in an RTS game. The station gathers resources
from the surrounding space using utility pods. Ships are built
from the resources. Missions are all story-based; you're given
goals right from the start. Finish the goals and the mission
ends and the story progresses. Sure, there are surprises along
the way, but what needs to be accomplished is clearly
detailed. Mission levels were fairly quick; we never felt like
we needed to take time to harvest out the entire map in order
to complete a level.
Eventually Far Gate will get a US publisher; it's
too good not to eventually find a home. Sales will furnish
funds for SuperXStudios to hire more people, work on more
projects and shine as an example of what four guys with a lot
of heart can create.
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