Introduction
Midway's first foray into a PC only game is the historical RTS title Rise and Fall: Civilizations at War. The game has gone through some rather interesting developments, including the shutdown of the game's original developer Stainless Steel Studios. Midway decided to complete the game itself by assembling its own in house team at its San Diego offices. FiringSquad decided to get more info on the game and we got it from Midway associate producer Matt Vella
FiringSquad: First, the shutdown of Stainless Steel Studios obviously signaled a change in the development of the game. Can you tell us what happened with Stainless Steel's shutdown and how hard it was to bring in a new development team to complete the game?
Matt Vella: We are finishing the development in San Diego. We didn't receive the most current assets and code before the developer shut down, so we had to go to an archive and piece together the current version.
FiringSquad: How much of Stainless Steel's work is in the final product?
Matt Vella: The game was in development for a long time. We were past Alpha and approaching Beta when the developer shut down. Most of the game is intact and functioning as originally designed. At this point, we are working on not only improving the quality and balance, but fixing the little things as well.
FiringSquad: There have been a number of RTS titles released that have similar historical settings and locations. What will make Rise and Fall different from the rest?
Matt Vella: Rise and Fall takes different civilizations from different historical eras and allows players to play a big game of "what if?". We also have a very unique feature, which allows the player to switch from RTS mode to "hero command". While in hero command, you assume the role of your civilization's hero; you are incredibly powerful and can turn the tide of battle in a matter of seconds. Think of your hero as a playable super-weapon.
FiringSquad: What can you tell us about the playable sides in the game?
Matt Vella: There are four playable civilizations: Greece, Rome, Egypt and Persia. Each has its strengths and weaknesses, and each has its own distinct look. Rome is known for its amazing discipline, Persia for its strong economy, Egypt for its balance of economy and war prowess, and Greece for its fast progression of technology.
FiringSquad: What will the single player campaigns be like?
Matt Vella: The two single player campaigns revolve around Alexander the Great and Cleopatra. The goals of the campaigns are to immerse the player in the world of ancient Greece and Egypt, while giving the player a rich RTS experience. You can be Alexander as he storms his way through Persia, or join Cleopatra on her way to conquering Alexandria. The story is dramatic and the action is fast and furious.
FiringSquad: What are some of your favorite units in the game so far?
Matt Vella: Of the basic units, I like archers the best. There's something satisfying about showering your enemy with a massive barrage of flaming arrows. I'm also a huge fan of the Fire Raiser. It's this huge siege weapon that shoots fire like a flamethrower. It's absolutely devastating. Apparently I like fire. :)
FiringSquad: Naval combat is a big part of Rise and Fall. How hard was it to bring this aspect of the game to life?
Matt Vella: Boats bring a new dimension to the game, so it was important to us to get it right. One of the biggest challenges was getting such a huge, movable unit to get where we wanted it to go.
FiringSquad: What can you tell us about the multiplayer portions of the game?
Matt Vella: It's a fully featured RTS in every aspect, so expect multiplayer to meet or exceed your expectations. We've got a nice variety of maps, each with a distinct flavor. We've got beautiful terrain, amazing water, trees that look alive, and rocks that look like you could hurt yourself on. Of course the game units have been meticulously detailed, both in appearance and in their capabilities. We think you will find that Rise and Fall's multiplayer experience is very well balanced, very easy to jump in and play, and most of all - very fun.
FiringSquad: What other gameplay elements stand out in Rise and Fall?
Matt Vella: Hero command, hero command, and hero command. Did I mention hero command? Also, the use of advisors is something that's relatively easy to gloss over when talking about features, but really is a big part of the game. The bonuses that you get from hiring advisors can make or break your civilization. Each civilization has its strengths and weaknesses, and with the advisors you can capitalize even further on your strengths, and you can also shore up your weaknesses. This, along with leveling up your hero, makes gaining glory just as valuable (even more so in some instances) than gathering gold or wood.
FiringSquad: What is the current status of the game's progress and when will it be released?
Matt Vella: As I said before, we're working still on improving some quality and balance, but we remain on track for our June ship date.
FiringSquad: After its release, are there plans to keep the Rise and Fall team together to work on future projects?
Matt Vella: Nothing I can comment on at this time, but right now we're all focused on our release date for Rise & Fall.
FiringSquad: Finally is there anything else you wish to say about Rise and Fall: Civilizations at War?
Matt Vella: Go out and get your copy this summer, we'll be waiting on line for ya!