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Today strategy game developer Gas Powered Games announced a new “epic real-time strategy game” for the PC and unspecified ‘next-gen’ consoles, that is said to offer a “one-of-a-kind experience.”

Dubbed Kings and Castles, the new game puts gamers in the shoes of “one of three powerful kings who are vying for control of an all-new, original fantasy world.” Similar to Supreme Commander, Kings and Castles also boasts “the ability to zoom to any level, incredible maps, and eye-popping visuals that will run on a wide range of systems.”

While detail are sparse for right now, Gas Powered Games promises to provide fans with plenty of details via Twitter and a weekly video blog. According to Chris Taylor, founder or Gas Powered Games, “Synergy will be leveraged, and paradigms will be established. More importantly, buzzwords will be utilized.” If that quote seems a little silly, check out the first video blog posted above.

I don’t know if I’m the only one, but I really enjoy watching these developer video blogs. In a way it humanizes these development studios allowing fans to gain insight as to how games are made as well as the personalities of the people behind them. Sure Gas Powered Games’ first video blog is pretty kooky and doesn’t really tell us about Kings and Castles, but I think it adds a little something to the company. I now feel more endeared to Gas Powered Games and therefore more likely to pick up some of their titles if they are ever on sale on Steam or something.

What do you guys think? Am I the only one being duped by these little videos, or are other people fans of them?


  1. It’s interesting, but there is only so much innovation you can have with a real-time strategy game before you’re incorporating other genres. One of the most notable games I can think of that did this was Rise & Fall: Civilzations at war.

    R&F was a strategy game developed by Stainless Steel Studios that was supposed to incorporate FPS technology on the battlefield. Basically, for a short amount of time, you could control heroes like Achilles and Alexander to sway the battlefield.

    While it was neat in theory and neat the first few times you did it, it was ultimately game-breaking because the transition was too jarring.

    I can’t help but think motion controls and such for an RTS would provide that same experience, unless they’ve managed to extremely refine them.

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