Hell, goddamn yes - disappointed that it'll be so far in the future for release - but otherwise hell yes.
Looks like Double Fine is doing what inXile did and has started another new KS project to roll into as Broken Age team members complete their parts of the project. The idea of a random/modular world where you run the kingdom sounds like running Westeros in GoT. I'll do this because I love the idea of supporting this kind of innovation.
MASSIVE CHALICE is a single player turn-based tactics game within a multi-generational strategy campaign built for replayability.
As an immortal King or Queen, you must unite your kingdom under a powerful dynasty, eliminate the demonic threat, and reforge the MASSIVE CHALICE!
The game is structured into two main layers: strategy and tactics. In the strategy layer, you oversee your kingdom, arrange royal marriages, conduct research, and make the far-reaching decisions that will determine the fate of your legacy.
In the tactics layer, you fight brutal turn-based battles to defend your kingdom using small squads of customizable heroes.
Permadeath is inevitable: your heroes will grow, age, and eventually die. You'll have to choose between keeping your favorite heroes on the battlefield or retiring them from combat to foster a new generation of warriors.
Drawing from roguelikes we love, content is modular and randomized. Each playthrough begins with a random assortment of male and female heroes from various bloodlines, guaranteeing that each game is unique. Your knowledge and skill will increase over multiple playthroughs, but the details of every game will change based on your decisions and the whims of fate.
Hell, goddamn yes - disappointed that it'll be so far in the future for release - but otherwise hell yes.
Double Fine game? Backed.
We're inspired by classic tactical strategy games like X-COM, Final Fantasy Tactics, and Fire Emblem, as well as Game of Thrones’ array of noble families. With these influences in mind we’re creating an epic, replayable turn-based tactics game where you train generations of heroes to repel a demonic invasion.
And that little blurb skips the "roguelike" bit too Pinadil.
XCom/FFTactics meets the generational stuff from Phantasy Star meets Roguelikes...
Backed. The point and click kickstarter they did didn't appeal to me but this certainly does.
oh lawd, backed
Sounds awesome. Backed.
Sounds like a really fucking cool idea.
I SHALL BREED THE BEST WARRIORS THIS WARRIOR HAS SEEN
I've been wanting a legacy/marriage resource system in a sandbox / tactical game
My only problem with games like this where you are most successful with long-game strats is the length of the game. When the whole game lasts several hours and you fucked up in the first thirty minutes, I find it difficult to enjoy myself because it's either (eventually) too easy (made trivial by your leet strats) or too hard to recover from your mistake you made 8 hours ago.
I guess what I'm saying is, designing a game like this to be challenging enough to be fun - but not so challenging that it is too frustrating - would be pretty daunting.
Edit: wrong DoubleFine Kickstarter.
Last edited by OUAriakas; 01-15-2014 at 02:02 AM. Reason: I'm a moron
Wish I saw this thread before now. I would've pledged for this in a heartbeat. Only Double Fine game I've played is Brutal Legend, but I thought that game was great.
Wow, this game is actually pretty awesome, I can't believe how fun it is already.
Now, granted, there are definite issues in beta.
Mostly in combat... The enemies pretty much all either explode in melee or attack from range... Pretty much making the alchemist and caberjack a little useless. 5 hunters just sneak around the map and assassinate mobs 1-2 at a time) It's not really as good as the latest x-com, but I see a lot of potential. I don't really like having the party size capped at 5, some kind of progression allowing more heros would be kinda nice.
And there is a LOT of randomness in the children spawned from the roguelike children progression, not really sure if I'm actually making progress or just relying on luck (much like most roguelikes I guess, a lot of the progress is slow ie: better trainers make better heros which make better trainers). Not sure if I should ignore experience when creating a regent and just go for traits and fertility, or it's worthwhile to select more experienced regents, I've mostly had better luck just going for the youngest and most fertile, pretty much ignoring the traits, quantity seems to override quality.
BUT... jesus this game was fun... sunk 4 hours into it last night and looking forward to getting home and playing it more. At normal difficulty the difficulty ramps up rather quickly, perhaps too quickly... I started encountering bulwarks long before my heroes would capable of handling them legitimately. (ie: no one above level 3 in my party). Maybe it starts to change down the road, but I haven't really gotten attached to any of my characters yet, at most they'll only be alive for 2 battles so far before dieing off from old age.
Not bad for an initial beta release. I did expect to see someone else comment on this game before I did. It's... basically fantasy x-com.
good preview of the game from polygon.
How Dota, Kickstarter and grandmas factor into Massive Chalice | Polygon
Its a start!Full disclosure: The writer of this story has a personal relationship with an employee at Double Fine unrelated to this project.
But anyway, how is completion, and any of the kickstarter woes that Broken age suffered from? Is this one on track for feature complete?
Key takeaways from other forum: highest level adventurers should become regent (as long as good fertility), I was using my highest level adventurers as crucible trainer, but supposedly that doesn't work as fast (although I imagine with giant family trees later on it would add more. You should power-level/twink up specific heroes for your breeding pair (ie: getting them all the killing blows), which again is easier to do with hunters.
The reason I fell behind is I think I had a lot less combat than average early on for my playthrough.
Posted by: their lead dev
This is a great discussion you guys! We definitely feel like you sort of HAVE to build a second Keep right away. I don’t think anyone on the team would disagree with that. And that’s kind of a bummer! We’ve discussed some alternatives to this, but there are several issues:
1) I want you to be the one to place the building. Region bonuses are interesting and there are several things to think about when you build!
2) I want you to be the one to choose who the Regent and Partner are.
We had one possible idea about having 2 Keeps when you start the game. One is already full and one is empty (the one that you fight in first). When you come back to strategy for the first time you would need to visit Keep 1 and be able to inspect the Regent and Partner that you didn’t pick, then you would be instructed to go to Keep 2 (the one that you just saved) and retire a new Regent and Partner. We ended up not doing this because it breaks both 1 AND 2 on my list above! Kind of a bummer.
The one nice thing about this solution is that it also helps combat the “15 year gap problem” that you guys called out in this thread as well. Keep 1, the already-populated Keep, could have some amount of children in it at year 0, meaning you would have a hero come of age earlier than year 15. That would be pretty nice! Overall I still don’t love this solution and I think
@Sebmono - I think you are catching on! ! The Recruitment and Adoption features were buffed in order to allow you to use them to get your Bloodlines cranking! !
Also I don’t think it’s that bad right now. Even if you feel compelled to build Keep 2 immediately and you do that every time, I think that your second research choice is up for heavy debate - I personally want that Health Vial ASAP and I’m willing to delay additional infrastructure development for a few years in order to secure a safer tactical party! You can also make a debate for Keep 3, Crucible 1, or Guild 1. I think there are plenty of interesting directions to move in after you build Keep 2!
This game is now on Steam early access. I'll wait for comments, mainly how it compares to X-Com.
Hm $22 seems high. Worth it, thread?
I would really recommend NOT giving Doublefine Early access money. They now have several failures to ship completed games, from crowd funded sources.
Yeah I decided the game doesn't interest me to break my "Eff Early Access Games" stance. I'll wait for the final release and probably pick it up.
Double Fine Misadventure: First Major Kickstarter Game Hits A Snag - Forbes
Broken age. they ran out of money for. Twice.
Spacebase DF-9 Development To Cease, Game To Release | Rock, Paper, Shotgun
Also ran out of money for Spacebase df9 and released 1.0 "as is".
I'd say "the cave" was a bit content light as well honestly..
Doublefine has shown they are pretty terrible with money it seems.
(also, phil Fish, san fran GG journo list dance fucking party 3 days after pushing Spacebase df9 out the door/abandoning).
Last edited by Caliane; 11-21-2014 at 03:14 AM.
Thanks, I hadn't gone over those at all.I loved the idea of the game, so I plunked in the kickstarter at $100. I'm really digging it now (though it needs some tweaks) and gave away my other beta and retail copies. Hopefully they don't let this die.
This game is legit. I backed both this and Broken Age and am still fine with what I gave them. I only backed each project for a digital copy of the game, though, so I can see why some would be pissed.
Yeah, I backed it for a digital copy, and just with what they have now it is worth the money. With some polish and tweaks it will be a very fun game for at least a couple dozen hours. And easily one that you could come back to in several months/years as well.
Layoffs Hit Double Fine - IGNDouble Fine has suffered layoffs after a deal for an unannounced project fell through.
Double Fine confirmed the layoffs in a statement to IGN. Twelve of the company's workers were let go as a result of the unexpected cancellation of the unnamed game.
They say, other games are not effected by this, and the layoffs are only relevant to the cancelled title.
But, my personal trust for Doublefines money management is about zero.
Adding to that, heres a news story from back in 2010, where Kotick calls Schafer out for failing to meet milestones, and stay on budget.
Activision Boss Bobby Kotick Blasts EA, Tim Schafer, and Former Infinity Ward Leads | Shacknews
Last edited by Caliane; 11-22-2014 at 02:38 PM.
This is free on games with gold(xbox one) this month.
Xcom had a baby with Crusader Kings 2 as seen through the eyes of Pablo Picasso.
I'm digging it.
In my first engagement with my squad I blew up 3/5 of my squad with the chemist. I restarted, obviously, but I was giggling about it. That guy had terrible aim.
I'd like to go out and do storyline progression with these guys. The scenario of the game is a bit limiting. It's solid though.
Bought this last night. Didn't have a ton of time but I really dig the concept. Looking forward to jumping into it.
Any idea if this game has any modding platform? It feels like there is a TON of potential here but not a whole ton of content. I'd love for some hobby developers to mod this up and add a bunch of content ala Long War.
Not that I'm aware of. DF is going for a roguelike approach to content but yeah, feels a bit shallow at times.
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