Time Travel RTS Achron Revealed
by Chris Faylor, Mar 27, 2009 3:12pm PDTPromising "the next revolution in time travel gameplay," developer Hazardous Software has pulled back the curtain on its "gimmick-free" real-time strategy game Achron.
The ambitious title lets players "jump to and play at different times simultaneously and independently." The act of time travel does not require any sacrifice, but players will need to spend energy to actually change or modify events, such as a past defeat.
[videofeature]http://www.youtube.com/watch?v=sqerUDPguO0&feature=channel_page [img]http://www.shacknews.com/extras/faylor/achron.jpg[/img][/videofeature]
"Imagine being able to see when and where your opponents are going to attack before they do," noted Hazardous president and co-founder Christopher Hazard.
Achron is currently being developed for PC, but the studio looking into possible Xbox 360, PlayStation 3, Wii, Linux and Mac versions. The PC edition will hit in mid-2010 at the earliest, packing a "captivating" single-player campaign and multiplayer.
"Achron signifies the creation of a brand new sub-genre of video games that utilize gimmick-free time travel as one of the core gameplay mechanisms," said lead developer and studio co-founder Mike Resnick. "The popular type of time travel abundant in science fiction is now available to the gaming community."
"We've been playtesting this for years, regularly playing multiplayer game," reads the studio's lengthy FAQ on the game. "We still can't get enough of it."
Other videos, including a multiplayer demonstration, are on the studio's YouTube page.
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Comments
This mechanic begs the question, does a game ever finish? or has it ended before it's begun? My brain hurts.
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Let's remember that they're showing this to other designers. I think they know that if they want to impress the public, they can't use a demo made entirely of placeholder assets.
I mean i'm all for new innovation, the C&C model is old, but this is just waaaaaaay out there.
is like saying
"gimmick-free gimmick"
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"Chris used a neat strategy against me in a memorable free-for-all game between him, Konrad, and myself. I launched a massive surprise attack on Chris's mining base, so he traveled back in time, prepared a large fleet to counter my attack and succeeded. However, in the present I acquired nukes and sent a nuke back to the end of the battle that destroyed his remaining fleet. Before it was over, he jumped back further in time, moved his mining base and undid his counter attack. Since his fleet had left the area and my army had conquered it, my nuclear blast from the future decimated my own forces! Right at that time, Konrad came at me with his forces, so I didn't have time to undo my nuclear blast."
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It does seem like the game might just boil down to who can move their army back the furthest, unless the victim of such an attack immediately uses their present-time army to destroy the enemy base while it's unguarded, since the enemy's destruction of the victim's army in the past hasn't carried over into the present yet and if the enemy base is destroyed in the present before the victim's base is destroyed in the present then the victim... wins? I've lost it again.
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Kudos to the McKennian Timewave system.
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