Stray Kite Studios’ Wartorn, honestly, is like this bold mash-up of two genres that don’t often hang out. Imagine the intense strategy of something like Myth, but then toss in that unpredictability from roguelites, like Slay the Spire would you believe? It’s wild.
So, you’re controlling these squads of fantasy-ish units and, oh boy, can you upgrade them with all sorts of roguelite goodies. Keeps things fresh and spicy. But wait, it’s not just your dudes that switch up – enemies and random stuff do too, so every run feels like a new dance.
I can’t forget this chat we had, Game Rant and Stray Kite’s Paul Hellquist – guy’s been around, worked on Borderlands 2 and BioShock! We talked about how making games is a whole different beast now compared to, say, decades ago. Also, how his past gigs shaped the essence of Wartorn. Seriously insightful convo, even if I say so myself.
And then there’s this part where influences from games like Borderlands and BioShock echo into Wartorn. Ever played BioShock? Yeah, Hellquist talks about how it basically schooled him. Then with Borderlands, that loot system was gold (no joke), and he pretty much integrated that whole loot dynamic into Wartorn.
Moving on, seeing how games have morphed since he began, man… AAA games now with sky-high fidelity! It’s nuts! Back in the day, you could take artistic risks because graphics weren’t as demanding as they are today, you know?
By the way, we talked about Wartorn carrying DNA from past projects – and not just in a “hey, we used the same fonts” kinda way. Like in Breathing BioShock’s narrative-mechanics connection into it, there’s this hourglass thing, letting players slow things for tactical tweaks – super neat.
Then, those design pillars – brutal, intimate, clever – they aren’t just buzzwords. They seep into mechanics and make the game an experience. I’m all for the surprises those elemental combos bring. Cleverness genuinely feels rewarded.
Where’d Wartorn even come from, you wonder? It’s got this “rebirth” story of sorts; originally something else. A true phoenix saga! War themed, yet more about survival and family. Heck, with a sprinkle of “Oregon Trail” vibes, it became something different.
Anyway, they really focused on the combat, wanting it to hit with that visceral impact like Myth. But matching that with storytelling? It’s still a work in progress, Paul says. Always something to tweak during Early Access, right?
And what’s gonna be different in Wartorn compared to other stuff they’ve crafted? Well, it’s Hellquist’s first dive into strategy games. Lifelong fan, sure, but now designing them! It’s refreshing seeing this challenge being tackled, honestly – armed with a team seasoned in strategy games. There’s a harmony there.
Oh, and surprisingly, Wartorn’s roguelite replayability – not a random toss-up of ideas. They’ve got events, resources, combat dynamics all seem to play differently every time — offers an ever-shifting landscape. But, still room to evolve; that’s part of the fun, isn’t it?
Now, about those aspects folks might overlook? The art style! Took forever to nail down, yet feels so beautifully chaotic. The narrative layers too, those unscripted moments… players might not even catch them, feels just right.
Random feature scraps? Here’s one: units initially had this temporary “dead but not really” state, which got canned for being perplexing. But now, persistent health changes after battles make you cherish those units more dearly. They struck gold with that one.
So, what’s next? Wartorn’s still on its Early Access adventure, and Hellquist’s crew’s keen on pushing Yara and Elani’s saga ahead. And post-Wartorn? More games! Endless ideas, according to him. Keep an eye open for their next concoction; might just rock our gaming worlds.