Matrix Games News Matrix Games Latest News List en-us Copyright (c) 2017, Matrix Games Ltd. All Rights Reserved. 27 MAR 2017 01:42 CMT 60 Matrix Games News 150 50 Ageod teams up with the Sealed Knot Society for the English Civil War! News; <IMG SRC="" align="left" ><p> Ageod Games is very proud to announce a collaboration with the <a href="" target="_blank"><strong>Sealed Knot Society</strong></a> &ndash; the largest re-enactment society in Europe &ndash; in support of the upcoming <a href="/products/product.asp?gid=683" target="_blank"><strong>English Civil War</strong></a> game.</p> <p> We truly appreciate their efforts in keeping alive the memory of this conflict and its heritage, and with their experience we hope to make the <a href="/products/product.asp?gid=683" target="_blank"><strong>English Civil War</strong></a> game the most historically accurate wargame for PC about this fascinating setting.</p> <p style="text-align: center;"> <a href="" target="_blank"><img alt="" src="" style="width: 500px; height: 131px;" /></a></p> <p> <em>&nbsp;&ldquo;The Sealed Knot is the oldest re-enactment society in the UK, a registered educational charity, and the single biggest re-enactment society in Europe [&hellip;] The aims of the Society are not to glorify war, but to </em><em>honour</em><em>those that died in the many battles of the English Civil War, and to educate the public about those wars, and also about the lives and times of people in that period.</em><em>&rdquo; (</em>From the <a href="" target="_blank">Sealed Knot site</a><em>)</em></p> <p> <em>&quot;The development of this game will assist the Sealed Knot in its 50-year charitable obligation to educate the public in the importance of this period of British history. A period in which a nation was forged and the seeds of modern democracy were sown in this important period of British and world history. A period in which families were divided by their beliefs in how a nation should be forged and the percentage of lives lost per head of population in this conflict was greater than those of WW1.&quot; (</em>Paul Eaglestone,&nbsp;Lord General, commanding the Army of Parliament in <a href="" target="_blank">Sealed Knot</a> re-enactments)</p> <p> Click here to know more about the <strong>Sealed Knot Society </strong>and their events!</p> <p style="text-align: center;"> <iframe allowfullscreen="" frameborder="0" height="315" src="" width="560"></iframe></p> <p> &nbsp;</p> <p> &nbsp;</p> <p> <a href="/products/product.asp?gid=683">Stay tuned for further updates!</a></p>! Sat, 24 Mar 2017 GMT Afghanistan '11 is released! News; <IMG SRC="" align="left" ><p> Slitherine and Every Single Soldier are once again taking the strategy genre from a totally new angle. After the stunning success of Vietnam &rsquo;65, the counter-insurgency gaming system create by Johan Nagel is back in a new setting, with a new look and with a monumental list of new features.</p> <p> As before, you are faced with the task of destroying an ever elusive enemy while striving to win the <strong>Hearts &amp; Minds </strong>of the local population. You must juggle spending resources to fight the enemy, while at the same time capitalizing on the opportunity to bring civilians to you cause.</p> <p> You are facing a barrage of obstacles, from <strong>IED&#39;s </strong>to hidden enemies such as local militia that excel at <strong>guerrilla warfare</strong> as well as Taliban troops that make their way over the mountains from Pakistan to stifle your efforts.&nbsp; You own casualties can severely damage military progress, while eliminating enemy troops and assisting villages and improving their <strong>infrastructure</strong> can significantly assist you. You will have many tools to achieve success, from the mighty <strong>Apache Helicopter</strong>, to <strong>Special Forces </strong>units which can be used to train <strong>Afghan National Army </strong>Units, or to hunt down the enemy.</p> <p> <strong>Logistics&nbsp;</strong>are also a key factor: defending supply convoys without which troops will suffer and will be vulnerable to ambushes and loss of combat effectiveness is the key to attain a solid victory.</p> <p> Furthermore a <strong>tense political situation </strong>grips the country. Unpredictable <strong>Political Events </strong>can significantly alter the outcome of the struggle and <strong>Elections</strong> will play a vital role in the mission to stabilize Afghanistan.</p> <p> With <strong>18 different campaign scenarios </strong>starting from the initial actions in Afghanistan to the culmination of American involvement there are tens of hours of counter-insurgency warfare to be played. The game also has an extremely customizable <strong>Skirmish mode</strong> which allows to consistently alter any parameter of the operation the your liking.</p> <p> &nbsp;</p> <p> Afghanistan &rsquo;11 is available on the <a href="/products/641/details/Afghanistan.11" target="_blank">Slitherine</a> site and on <a href="">Steam</a>. Check out the product page for more details.&nbsp;</p> <p> &nbsp;</p> <p> <span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span></p> <p> <iframe allowfullscreen="" frameborder="0" height="315" src="" width="560"></iframe><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span></p>'! Fri, 23 Mar 2017 GMT Strategic Command Update 1.02 - The Multiplayer is now available! News; <IMG SRC="" align="left" ><p> Since we released <a href="/products/504/details/" target="_blank">Strategic Command</a> in November last year, our next goal was to keep improving the game, making it better and better.</p> <p> The first official update &ndash; the <a href="!" target="_blank">&ldquo;<strong>Garand Update</strong>&rdquo;</a> &ndash; brought a huge amount of fixes and improvements but, even if important, the update didn&rsquo;t include a very anticipated feature, Multiplayer.</p> <p> Today, your patience has been rewarded, as the <strong>PBEM </strong>system <strong>has been integrated into <a href="/products/504/details/">Strategic Command</a> and it is finally available!</strong></p> <p> But the news is not over, because alongside the PBEM, the version 1.02 updates the game in many aspects!</p> <p> Here are some highlights:</p> <ul> <li style="margin-left: 36pt;"> fixed the zoom in and zoom out hotkeys, (+) now zooms in, and (-) now zooms out.</li> <li style="margin-left: 36pt;"> fixed an Amphibious Transport PROPERTIES screen display error that showed incorrect research level information.</li> <li style="margin-left: 36pt;"> fixed a naval path spotting error for when naval units are moved from point A to point B, previously only point B had additional spotting when the move was completed.</li> <li style="margin-left: 36pt;"> fixed a Paratroops crash error when dropping prepared Paratroops on some enemy hexes.</li> <li style="margin-left: 36pt;"> fixed a right click Transport unit limit display error for when a limit starts at 0 but increases due to Amphibious Warfare research as it was previously not showing the increased limits.</li> <li style="margin-left: 36pt;"> fixed a bug that allowed players to deploy Transports above the allowable limits whenever a transport was loaded and disembarked on the same turn.</li> <li style="margin-left: 36pt;"> fixed a supply calculation error with linked HQs that did not calculate the proper supply for adjacent units</li> <li style="margin-left: 36pt;"> fixed a predicted supply calculation error that did not properly calculate projected supply beyond friendly territory when calculating from friendly HQs.</li> <li style="margin-left: 36pt;"> resolved a crash for the &#39;commit_unit_last_unit_move&#39; error</li> <li style="margin-left: 36pt;"> fixed a rare RESOURCE calculation error that had some resources remain at a higher strength than they should be at when cut off.</li> </ul> <p> Check the entire changelog <a href="" target="_blank">here</a></p> <p> You can download the update from <a href="" target="_blank">here</a></p> <p> Get more information on the <strong>Strategic Command WWII: War in Europe</strong> from its official <a href="/products/504/details/" target="_blank">Product Page</a></p>! Thu, 22 Mar 2017 GMT Afghanistan '11 is coming out tomorrow... News; <IMG SRC="" align="left" ><p> Just a reminder, people: <strong><a href="/products/product.asp?gid=641" target="_blank">Afghanistan &#39;11</a>, </strong>sequel to the highly successful Vietnam &#39;65 is going to be released TOMORROW.&nbsp;</p> <p> &nbsp;</p> <p> It is a groundbreaking and innovative wargame, bringing counter-insurgency to your screen! In Afghanistan &#39;11 you won&#39;t win the war simply by beating enemy forces on the field like in other wargames and strategy games. No, reality is way more complex and deeper, and Afghanistan &#39;11 aims at representing that.</p> <p> &nbsp;</p> <p> We&#39;re going to run a very special Twitch stream the following day, on Friday March 24th on our <a href="" target="_blank">Twitch channel</a>. We&#39;ll show you the game, so show up, watch the stream and you&#39;ll get a chance to win a copy of the game!</p> <p> &nbsp;</p> <p> <a href="" target="_blank"><img alt="" src="" style="width: 600px; height: 302px;" /></a></p>' Thu, 22 Mar 2017 GMT A look at features in Afghanistan '11 - Combat and Recon News; <IMG SRC="" align="left" ><p> <span style="color: rgb(51, 51, 51); font-family: Roboto, arial, sans-serif; font-size: 13px;">In this new Feature video we have a look at one of the core elements of gameplay: Combat.</span><br style="color: rgb(51, 51, 51); font-family: Roboto, arial, sans-serif; font-size: 13px;" /> <br style="color: rgb(51, 51, 51); font-family: Roboto, arial, sans-serif; font-size: 13px;" /> <span style="color: rgb(51, 51, 51); font-family: Roboto, arial, sans-serif; font-size: 13px;">The enemy will be hiding in caves and attack from the shadows. Locating them will be hard, and then you will have to attack with rapidity and precision. Will you manage to defeat them?</span></p> <p style="text-align: center;"> &nbsp;</p> <p style="text-align: center;"> <iframe allowfullscreen="" frameborder="0" height="315" src="" width="560"></iframe></p> <p style="text-align: center;"> &nbsp;</p> <p style="text-align: center;"> <strong style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;"><a href="/products/product.asp?gid=641" target="_blank">Afghanistan &#39;11</a>&nbsp;</strong><span style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;">is being released this week on Thursday March 23rd!</span></p> <p> &nbsp;</p> <p style="text-align: center;"> <span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span></p> <p style="text-align: center;"> <iframe allowtransparency="true" frameborder="0" height="135" src="'11/tpc000/matAfghanistan%2011%20is%20released!/mac000/mpthas%20been%20released!/mpc000/iso2017-03-23T14:00:00" width="320"></iframe></p>'11.-.Combat.and.Recon Wed, 21 Mar 2017 GMT To End All Wars and Commander: The Great War 50% Discounted! News; <IMG SRC="" align="left" ><p> The 1918 <em>Kaiserschlacht</em> (or <em>Spring Offensive</em>) was the last attempt by the German High Command to make a breakthrough in the Western Front.</p> <p> On the 21<sup>st </sup>&nbsp;of March 1918, a series of attacks along the front line held by the British Fifth and Third Army began. Strengthened by divisions coming from the Eastern Front and with an extended use of troops trained in infiltration and assault tactics (Stormtroopers), the Germans were able to achieve the largest territory advance of the war.</p> <p> However, this all-out offensive didn&rsquo;t gain a decisive victory. The Germans lost irreplaceable veteran troops and the conquest of the new territories resulted in hard to defend positions with a supply line that was stretched too far.</p> <p> The failure of the <em>Kaiserschlacht </em>made the Allies ready to re-take the initiative, commencing the <em>Hundred Days Offensive, </em>which put an end to the War.</p> <p> To better celebrate this important recurrence, we are offering a <strong>50% discount</strong> for <strong><a href="/products/product.asp?gid=533" target="_blank">To End all Wars</a></strong> and <strong><a href="/products/product.asp?gid=385" target="_blank">Commander the Great War</a>&nbsp;for the entire day!</strong></p> <p> Use the code <strong>WWI-1918</strong> to apply the discount on your purchase! The discount is valid also for boxed editions!</p> <p> &nbsp;</p> <p align="center"> <img alt="" src="" style="width: 600px; height: 302px;" /></p> <p> <strong>Do you want to see some action? </strong>Follow us on our Twitch Channel as we stream Commander the Great War at 4 GMT &ndash; 5 CET!</p> <p style="text-align: center;"> <strong><a href="" target="_blank"><img alt="" src="" style="width: 600px; height: 302px;" /></a></strong></p>! Wed, 21 Mar 2017 GMT Sanctus Reach: a Developer Diary News; <IMG SRC="" align="left" ><p> As development continues on future content for <strong>Sanctus Reach</strong>, Straylight decided to write a bit about themselves and how they work, as well as their passion for strategy games and Warhammer 40,000! We hope you&#39;ll enjoy this Developer diary.</p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <b><span lang="EN-US">The team.</span></b></p> <p class="Standard"> <span lang="EN-US">&nbsp;</span></p> <p class="Standard"> <span lang="EN-US">Hi! We are Gordon, Mark, Kim and Alex from cheerful Elgin, Scotland, and we are Straylight Entertainment.&nbsp;</span>We&rsquo;re a passionate team of artists, game designers and programmers. When we started we had two goals.</p> <p class="Standard"> The first was to make games that are easy to pick up but hard to master, games that are so fun to play you lose yourself in them and give you all the right feelings. We love turn-based strategy. We grew up playing classic turn-based strategy games, it&rsquo;s our creed.</p> <p class="Standard"> Our second goal? Bring the authentic Warhammer 40,000 atmosphere to PC. We are all huge 40k fans and tabletop players. Gordon and Mark love and collect Eldar, while Kim and Alex spent countless hours painting models for Chaos. Most of all we love the setting, the stories and the lore.</p> <p class="Standard"> <span lang="EN-US">&nbsp;</span>It was only natural that we&rsquo;d put the two things together: a Warhammer 40,000 turn-based strategy game: <a href="">Sanctus Reach!</a></p> <p class="Standard"> &nbsp;</p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <b><span lang="EN-US">The mission.<o:p></o:p></span></b></p> <p class="Standard"> <span lang="EN-US">&nbsp;</span></p> <p class="Standard"> Making a turn-based Warhammer 40,000 strategy game is not easy.</p> <p class="Standard"> When we started developing Sanctus Reach we knew we wanted to take inspiration from the tabletop, but also aimed at making our own game, with our rules, our mechanics. It has always been extremely important to us to do something original and unique.</p> <p class="Standard"> We didn&rsquo;t have to reinvent the genre, but we wanted to innovate and make Sanctus Reach a perfect mix of the things we always loved in other turn-based strategy games. We wanted to retain a sense of familiarity with other turn-based strategy videogames, so new players wouldn&rsquo;t feel themselves at a loss, but we knew to succeed that Sanctus Reach had to have its own style, character and atmosphere.</p> <p class="Standard"> &nbsp;</p> <p class="Standard" style="text-align: center;"> <a href=" Reach/article/1.jpg" target="_blank"><img alt="" src=" Reach/article/1.jpg" style="width: 600px; height: 337px;" /></a></p> <p class="Standard" style="text-align: center;"> <i><span lang="EN-US">Mark loves Orks. A lot. Maybe too much?</span></i></p> <p class="Standard" style="text-align: center;"> <i><span lang="EN-US"><o:p></o:p></span></i></p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <span lang="EN-US">We spent weeks just studying the gameplay of several amazing turn-based strategy games, both classic and modern. We knew we absolutely wanted one key factor: each unit had to be and feel absolutely unique and had a very specific role.<o:p></o:p></span></p> <p class="Standard"> We had to carefully pick and choose what units we wanted in the game to start with. We wanted to keep versatile units that were good at everything &ldquo;rare&rdquo; and &ldquo;special&rdquo;. We wanted every unit to play a role with none of them being &ldquo;useless&rdquo; (even Gretchins are the right level of annoying!). Any game developer will tell you balance is a tricky thing, but we always default to making sure the units and their weapons have the right feeling that fans would expect.</p> <p class="Standard"> Another mandatory goal for us was making sure that there would be a lot of variety, and that the game would offer many different types of tactical situations.</p> <p class="Standard"> In short, all Sanctus Reach mechanics revolve around those concepts: variety and depth.</p> <p class="Standard"> We humbly think that with Sanctus Reach we hit our target, and we&rsquo;re really happy with it</p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <span lang="EN-US">It&rsquo;s easy to get into but there&rsquo;s a lot going on underneath the surface. We produced two <a href="">tutorial videos</a> if you want to learn more of the gameplay &ndash; and pick up some really useful tactical tips.</span></p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <span lang="EN-US"><o:p></o:p></span></p> <p class="Standard"> <span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span></p> <p class="Standard" style="text-align: center;"> <span lang="EN-US"><a href=" Reach/article/2.jpg" target="_blank"><img alt="" src=" Reach/article/2.jpg" style="width: 600px; height: 337px;" /><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span></a></span></p> <p class="Standard" style="text-align: center;"> <i><span lang="EN-US">Gordon pondering if the Ogryn life would suit him.</span></i></p> <p class="Standard" style="text-align: center;"> <i><span lang="EN-US"><o:p></o:p></span></i></p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <b><span lang="EN-US">Immersion.<o:p></o:p></span></b></p> <p class="Standard"> <span lang="EN-US">&nbsp;</span></p> <p class="Standard"> <span lang="EN-US">Of course as Sanctus Reach is a Warhammer 40,000 game, ensuring that the atmosphere felt and looked right was extremely important.<o:p></o:p></span></p> <p class="Standard"> <span lang="EN-US">&nbsp;</span></p> <p class="Standard"> <b><span lang="EN-US">The battlefields.</span></b></p> <p class="Standard"> <span lang="EN-US">&nbsp;</span></p> <p class="Standard"> We wanted to head in the direction of the war-torn traditional Grimdark look. We designed our own basic terrain like rocks, trees and so on but took a lot of what already exists in the 40k universe to flesh it out like concrete blocks, barriers, wire traps. We wanted players to feel as if they were actually on the real Alaric Prime, fighting for the glory of the Emperor, and retain all the right aesthetics.</p> <p class="Standard"> It&rsquo;s actually harder than how it sounds. For instance, the Administratum building took a long time to put together because there&rsquo;s so many different sections which are covered in detail. Each section was carefully observed and replicated in the sculpt.</p> <p class="Standard"> On the plus side the modular design of the building fits perfectly on our tiles which saved us a lot of hassle trying to figure out how it would fit together. Telling it to use the right parts in the code when generating a random map was trickier&nbsp; but we&rsquo;re really happy with the result.</p> <p class="Standard"> We also knew that we&rsquo;d want players to be able to make their own battlefields and scenarios, so we made sure to include an editor. It&rsquo;s really easier to use&nbsp; than you might think - just watch Mark&rsquo;s <a href="">awesome tutorial</a> if you don&rsquo;t believe it&nbsp;</p> <p class="Standard"> &nbsp;</p> <p class="Standard" style="text-align: center;"> <a href=" Reach/article/3.jpg" target="_blank"><img alt="" src=" Reach/article/3.jpg" style="width: 600px; height: 337px;" /></a></p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <b><span lang="EN-US">The models.<o:p></o:p></span></b></p> <p class="Standard"> <b><span lang="EN-US">&nbsp;</span></b></p> <p class="Standard"> <b><span lang="EN-US">&nbsp;</span></b></p> <p class="Standard"> <span lang="EN-US">We were absolutely certain of two things. First, we wanted to make our models look like gorgeous hand-painted miniatures. Secondly, Space Wolves are incredibly detailed and have a lot of decals and ornamentation that make them really distinctive as an Army and as individuals. This is something we really wanted to get across in the game.<o:p></o:p></span></p> <p class="Standard"> Before we started the process of making a Unit or Character, we&rsquo;d gather as much information and detailed imagery as we can and evaluate the model. If the Unit was part of a Squad, we would pick what variations (such as different helmets or shoulder pads) we wanted and made all the appropriate parts which the Engine would swap out randomly.</p> <p class="Standard"> We researched every single unit with extreme attention to detail.</p> <p class="Standard" style="text-align: center;"> <a href=" Reach/article/4.png" target="_blank"><img alt="" src=" Reach/article/4.png" style="width: 600px; height: 420px;" /></a></p> <p> Obtaining the right look wasn&rsquo;t an easy task. The following steps give a summary of the process:</p> <ul> <li> Evaluate Model</li> <li> Make High Poly model</li> <li> Retopologize Model + UV</li> <li> Bake High Poly onto Low Poly Model</li> <li> Add details on Height Map (vents, studs, decals) Rebake</li> <li> Texture Unit</li> <li> Animate Unit</li> </ul> <p> &nbsp;</p> <p> Some miniatures were more challenging than others. For example, Logan Grimnar needed some interpretation, wielding his Axe of Morkai with his luscious waving hair.</p> <p> &nbsp;</p> <p style="text-align: center;"> <a href=" Reach/article/5.png" target="_blank"><img alt="" src=" Reach/article/5.png" style="width: 600px; height: 432px;" /></a></p> <p style="text-align: center;"> &nbsp;</p> <p class="Standard"> <span lang="EN-US">Another was Ragnar Blackmane as his model is a bit dated now, so for him we used a lot of his recent Illustrations and took what we&rsquo;d learned from more recent Space Wolf miniatures to bring him up to date and in line with the others, while keeping true to his original miniature.</span></p> <p class="Standard"> <span lang="EN-US"><o:p></o:p></span></p> <p class="Standard" style="text-align: center;"> <span lang="EN-US"><a href=" Reach/article/6.png" target="_blank"><img alt="" src=" Reach/article/6.png" style="width: 600px; height: 410px;" /></a></span></p> <p class="Standard"> <span lang="EN-US">Units like The Gorkanaut and Deff Dread were challenging because they&rsquo;re big models and&nbsp; looking closely you can see they&rsquo;re oozing with detail in the form of decals, studs, wires, vents and cables etc. All of this was painstakingly replicated to the best of our ability.<o:p></o:p></span></p> <p class="Standard"> After evaluating the model carefully we&rsquo;d then go on to produce a high poly model. This is where most of the detail would come from, like the Weird Boy&rsquo;s brain and his wrinkles or Logan Grimnar&rsquo;s ornaments. We&rsquo;d then Retopologize that model, basically making it low poly so it can actually work in game. After UV Unwrapping the low poly model, the details would then be &ldquo;Baked&rdquo; onto it. Additional details that were too fiddly to go into the high poly were then added as the initial part of texturing, like vents, studs or details like the cracks in Logan&rsquo;s Axe, before finally we could apply colour.&nbsp;</p> <p class="Standard"> Special care was put in to recreate the materials and paint colours that you&rsquo;d find on the Miniatures. After watching a lot of Duncan Rhodes&rsquo; videos we did an initial texturing test at the start of the project based on his painting process and found that we really liked the end result so continued with it.</p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span></p> <p class="Standard" style="text-align: center;"> <a href=" Reach/article/7.jpg" target="_blank"><img alt="" src=" Reach/article/7.jpg" style="width: 600px; height: 338px;" /><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span></a></p> <p class="Standard" style="text-align: center;"> <i><span lang="EN-US">Kim said that her experience with the hobby helped her immensely in creating the models for Sanctus Reach. The moral of the story is clear here. If you want to get into videogame developing you&rsquo;d better get into the hobby!</span></i></p> <p class="Standard" style="text-align: center;"> <i><span lang="EN-US"><o:p></o:p></span></i></p> <p class="Standard"> &nbsp;</p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <span lang="EN-US">The Units would then go off to be Animated, which brought it&rsquo;s own set of challenges.<o:p></o:p></span></p> <p class="Standard"> Quite a lot of the models were never made with animation in mind, they were designed to look good standing still on the tabletop. Some chains or cables would have to be left out due to animation limitations. Animating two units together like Grukk Face Rippa and his Squig presented additional difficulties and was one of the main reasons we chose to have Logan Grimnar on his own and not on his Stormrider with his two Wolves (that and that Stormrider with Wolves wouldn&rsquo;t quite fit on a tile).</p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span></p> <div class="sketchfab-embed-wrapper"> <span style="display: none;">&nbsp;</span><span style="display: none;">&nbsp;</span><iframe allowfullscreen="" allowvr="" frameborder="0" height="480" mozallowfullscreen="true" onmousewheel="" src="" webkitallowfullscreen="true" width="640"></iframe> <p style="font-size: 13px; font-weight: normal; margin: 5px; color: #4A4A4A;"> <a href=";utm_source=website&amp;utm_campain=share-popup" style="font-weight: bold; color: #1CAAD9;" target="_blank">Logan Grimnar</a> by <a href=";utm_source=website&amp;utm_campain=share-popup" style="font-weight: bold; color: #1CAAD9;" target="_blank">elec2ron</a> on <a href=";utm_source=website&amp;utm_campain=share-popup" style="font-weight: bold; color: #1CAAD9;" target="_blank">Sketchfab</a></p> <p style="font-size: 13px; font-weight: normal; margin: 5px; color: #4A4A4A;"> &nbsp;</p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <b><span lang="EN-US">The sound.<o:p></o:p></span></b></p> <p class="Standard"> <b><span lang="EN-US">&nbsp;</span></b></p> <p class="Standard"> Getting the right sound was vital. We wanted a bolter gun to sound like we imagined a real bolter gun would sound like, and we wanted our Space Wolves and Orks to sound like proper Space Wolves and Orks.</p> <p class="Standard"> For this, we enlisted the help of Dan Bewick. Dan and his extremely professional team took care of everything. They did the voiceover, they produced all sound effects, and the extremely talented Alexandre Scir&eacute; composed the soundtrack.</p> <p class="Standard"> We are really really happy by how the Space Wolves and the Orks sound like in game. They are pretty funny, in our opinion. We love the sort of tongue in cheek mood Warhammer 40,000 always had, and after listening to all (and we mean ALL) Black Library audiobooks available we basically asked Dan and his guys to make our Space Wolves sound like really angry vikings.</p> <p class="Standard"> We think Steven Critchlow (Space Wolves) and Bradley Rogers (Orks) did an excellent job.</p> <p class="Standard"> &nbsp;</p> <p class="Standard"> <iframe frameborder="no" height="200" scrolling="no" src=";auto_play=false&amp;hide_related=false&amp;show_comments=true&amp;show_user=true&amp;show_reposts=false&amp;visual=true" width="100%"></iframe></p> <p class="Standard"> &nbsp;</p> <p> &nbsp;</p> <p> <strong>The future.</strong></p> <p> &nbsp;</p> <p> We were overwhelmed by the reception Sanctus Reach had, but we got back to work immediately.</p> <p> We released several patches shortly after release, polishing the game further as well as introducing new features. We&rsquo;ll keep improving the game, but now we are also working on new content. We have many plans for the future...</p> <p> Unfortunately we cannot announce anything yet, but we will soon and we are sure you&#39;ll really appreciate what&rsquo;s coming next!</p> </div> Tue, 20 Mar 2017 GMT St. Patrick's Day Special - The Battle of the Boyne News; <IMG SRC="" align="left" ><p> Hi everyone, and happy St. Patrick&#39;s Day!</p> <p> We have a nice surprise for you today: we played the <strong>Battle of the Boyne</strong>, a turning point in Irish and British history. It is a very nice <a href="/products/product.asp?gid=583" target="_blank"><strong>Pike &amp; Shot: Campaigns</strong></a> scenario made by Paul59 and available for download for free in game, among many others.</p> <p> Did Agrippa manage to change the course of history and triumph as the Jacobites? Watch the video and find out!</p> <p style="text-align: center;"> &nbsp;</p> <p style="text-align: center;"> <iframe allowfullscreen="" frameborder="0" height="315" src="" width="560"></iframe></p>'s.Day.Special.-.The.Battle.of.the.Boyne Sat, 17 Mar 2017 GMT The English Civil War Main Art Revealed! News; <IMG SRC="" align="left" ><p> The civil conflict that erupted in the British Isles in 1641 and lasted almost ten years, is, undoubtedly, one of the major turning points of British history.</p> <p> Religious and political struggles are dividing the country, and the stakes are high! To whom will you swear your loyalty? To the King or to the Parliament? &nbsp; &nbsp;</p> <p> Developers from HQ are proud to reveal the Main Art for <strong>The English Civil War</strong>, an upcoming wargame using the Ageod engine depicting this underrated conflict!</p> <p align="center"> <a href="" target="_blank"><img alt="" src="" style="width: 565px; height: 800px;" /></a></p> <p> Get more information from its official <a href="" target="_blank">Product Page</a></p>! Thu, 15 Mar 2017 GMT Panzer Corps - Follow the Twitch! News; <IMG SRC="" align="left" ><p> Are you still excited over the <a href="/news/2178/!" target="_blank">recent announcement of Panzer Corps 2</a>? I can understand why. I was thrilled myself when I first heard of it.</p> <p> &nbsp;</p> <p> But in the meanwhile, there&#39;s no better way to fill the time than good old <strong>Panzer Corps!</strong> Join us tomorrow on our <a href="" target="_blank">Twitch channel</a>&nbsp;at 5 pm CET / 4 pm GMT / 11 am EST. Agrippa will lead the Soviets in the defense of Stalingrad!</p>! Wed, 14 Mar 2017 GMT Afghanistan '11 - A look at the Skirmish mode and achievements News; <IMG SRC="" align="left" ><p> <a href="/products/product.asp?gid=641" target="_blank"><strong>Afghanistan &rsquo;11</strong></a> features a long campaign: players can experience the whole length of the war through 18 unique scenarios. Each scenario puts you in very different situations, and you&rsquo;ll have to employ different strategies to beat the scenario and advance in the campaign.</p> <p> But there&rsquo;s more outside of the campaign: Afghanistan &rsquo;11 offers a very detailed Skirmish mode.</p> <p> You can play on randomly generated maps and set several parameters, completely customizing your game to your liking. You can set geographical parameters, starting conditions, victory conditions, as well as disable or enable additional modules such as Political events and Elections.</p> <p> You can even disable any kind of turn limit, making your game unlimited and you&rsquo;ll be able to play as long as you want!</p> <p> You also have the option to start a new game on the same map, if you wish: everytime you start a new game with the Skirmish mode, you&rsquo;ll be given a specific Mission Key code. By entering that code when starting a new Skirmish game, you&rsquo;ll be able to play on the same map as before!</p> <p> &nbsp;</p> <p> <a href=" Beta 14-03-2017 12-03-02-313.jpg" target="_blank"><img alt="" src=" Beta 14-03-2017 12-03-02-313.jpg" style="width: 600px; height: 338px;" /></a></p> <p> &nbsp;</p> <p> Other than the campaign, when playing Afghanistan &rsquo;11 you&rsquo;ll have many different objectives in the form of Achievements. There are 59 different achievements in Afghanistan &rsquo;11, fiftynine! Completing them all will be quite the task.</p> <p> As you unlock them, you&rsquo;ll see that the uniform in the main screen will gain new medals and you&rsquo;ll also rise in rank! You can click on it and have a closer look at your medals, as well as the achievements you have unlocked.</p> <p> &nbsp;</p> <p> <a href=" 14-03-2017 14-14-42-4.jpg" target="_blank"><img alt="" src=" 14-03-2017 14-14-42-4.jpg" style="width: 600px; height: 338px;" /></a></p>' Wed, 14 Mar 2017 GMT A new story begins... Panzer Corps 2 has been announced! News; <IMG SRC="" align="left" ><p> When we released <strong>Panzer Corps</strong> six years ago, our goal was to revive a genre by going back to its roots. We worked with <strong>Flashback Games</strong> and <strong>The Lordz Games Studio</strong> and with the help of a vibrant community to create a new classic that would start a new era in wargaming. We had goals, hopes and objectives, but we couldn&rsquo;t possibly imagine the impact this game would have had in the wargaming and strategy gaming communities.</p> <p> The release of <strong>Panzer Corps</strong> marked the return of a long-neglected gaming formula, which we knew still had a large and loyal following. Its spectacular success brought an almost forgotten genre back into fashion, it inspired multiple clones and literally gave new life to an entire market.</p> <p> After over five years of expansions, mods, challenges and tournaments, a brand-new instalment of the franchise is ready to take the strategy gaming segment by storm again. This time, with even bigger ambitions.</p> <p style="text-align: center;"> &nbsp;</p> <p style="text-align: center;"> <iframe allowfullscreen="" frameborder="0" height="315" src="" width="560"></iframe></p> <p> &nbsp;</p> <p> <a href="/products/product.asp?gid=684" target="_blank"><strong>Panzer Corps 2</strong></a> is currently in development using Unreal Engine 4, to allow an impressive leap forward in both technological capabilities and visual impact. Hundreds of World War 2 units will be shown with a level of quality and detail never seen before in awargame.</p> <p> The move to a fully 3D engine is a natural evolution of the game, but the core gameplay will always remain true to its roots: pay tribute to the classic gameplay of a distant golden age of strategy gaming, refine it, perfect it and use the most recent technologies to enhance these experiences and bring them to a new generation of gamers. In other words, strike the perfect balance between tradition and innovation, both in visuals and gameplay.</p> <p> We will disclose more details about the game as we move through the development process, so make sure you follow us on the <a href="" target="_blank">forum</a> and on the <a href="" target="_blank">Flashback Games site</a>.</p>! Thu, 8 Mar 2017 GMT Sanctus Reach - Watch the Online Battle News; <IMG SRC="" align="left" ><p> A while back we announced that two famous YouTubers would face each other in <strong>Sanctus Reach.&nbsp;</strong></p> <p> Unfortunately due to some private life commitments Chapter Master Valrak wasn&#39;t able to play, but don&#39;t worry, we found a substitute! Agrippa Maxentius faced Lionheart - Space Wolves vs Orks, facing each other on a brand new map.</p> <p> That&#39;s right! <strong>Straylight</strong> produced a new map for the occasion: <strong>Borderlands</strong>, which will be available soon as part of a free update.</p> <p> &nbsp;</p> <p> Are you curious to see who won? Then watch the battle!</p> <p> &nbsp;</p> <p> <iframe allowfullscreen="" frameborder="0" height="315" src="" width="560"></iframe></p> Mon, 5 Mar 2017 GMT This Week in Matrix #14 News; <IMG SRC="" align="left" ><p> Happy Friday, fellow wargamers! Have you missed the amazing interview to the <em>Afghanistan &rsquo;11</em>&nbsp;developers and their <em>video about logistics?</em> The release of the <em>Command LIVE</em> latest episode? An incredible series of videos set during <em>Operation Rolling Thunder </em>during the Vietnam War?</p> <p> <strong>Fear no more!&nbsp;</strong></p> <p> <strong><span style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;">Monday, February 27th-&nbsp;</span><a href="!">Afghanistan &#39;11 - Interview with the developer!</a></strong></p> <p> <strong><span style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;">Tuesday, February 28th -&nbsp;</span><a href="!">Command LIVE: Korean Missile Crisis is Released!</a></strong></p> <p> <strong><span style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;">Thursday, March 2nd -&nbsp;</span><a href="">Command: Modern Air/Naval Operations - Operation &#39;Rolling Thunder&#39; Playlist</a></strong></p> <p> <strong><span style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;">Thursday, March 2nd -&nbsp;</span><a href="!">A look at features in Afghanistan &#39;11 - Logistics!</a></strong></p> <p> <strong>Friday, March 3rd - <a href="" target="_blank">Order of Battle: Blitzkrieg Twitch Stream</a></strong></p> Sat, 3 Mar 2017 GMT A look at features in Afghanistan '11 - Logistics! News; <IMG SRC="" align="left" ><p> In this second Feature video we highlight an extremely important gameplay aspect of the upcoming counter-insurgency turn-based strategy game:&nbsp;<a href="/products/641/details/Afghanistan.'11" target="_blank">Afghanistan &#39;11</a>.</p> <div> &nbsp;</div> <div> Managing your logistics and building infrastructure will be vital. Keep your forces supplied and assist in stabilizing Afghanistan!</div> <p> &nbsp;</p> <p> &nbsp;</p> <p> <iframe allowfullscreen="" frameborder="0" height="315" src="" width="560"></iframe></p> <p> &nbsp;</p> <p> <strong>Afghanistan &#39;11&nbsp;</strong>is currently on beta and it&#39;ll be released on march 23rd! Stay tuned for more news.</p>'11.-.Logistics! Fri, 2 Mar 2017 GMT Command: Modern Air/Naval Operations - Operation 'Rolling Thunder' Playlist News; <IMG SRC="" align="left" ><p> <span style="color: rgb(51, 51, 51); font-family: Roboto, arial, sans-serif; font-size: 13px;">The <a href="" target="_blank">Command Modern Air/Naval Operations</a> playthrough of <strong>&#39;Yankee Team, 1966&#39; </strong>begins! </span></p> <p> <span style="color: rgb(51, 51, 51); font-family: Roboto, arial, sans-serif; font-size: 13px;"><em>DrZaius </em>takes command of three carrier air wings participating in <strong>Operation Rolling Thunder in 1966</strong> and hopes to win his day in the life of a US Navy Vietnam-era war commander!</span></p> <p> Watch the playlist <a href=";index=1&amp;list=PL2NGeE0l2kcpcl-SEsanB35xFtv3py06E" target="_blank">here</a>!</p> <p> Get more information about the game from its official <a href="" target="_blank">product page</a></p> <p> <em>The new Command LIVE episode has been just released! <a href="" target="_blank">Check it out!</a></em></p> <p style="text-align: center;"> <a href=";index=1&amp;list=PL2NGeE0l2kcpcl-SEsanB35xFtv3py06E" target="_blank"><img alt="" src="" style="width: 600px; height: 302px;" /></a></p>'Rolling.Thunder'.Playlist Fri, 2 Mar 2017 GMT Command LIVE: Korean Missile Crisis is Released! News; <IMG SRC="" align="left" ><p> For decades, North Korean elites have tried to make their Armed Forces strong enough to discourage any possible foreign intervention. The main strategy adopted so far has been to increase missile capabilities, both to threaten border nations and for self-defense.</p> <p> But recent news is confirming the fear that the Pyongyang&rsquo;s regime has made significant progresses in developing an intercontinental rocket, making its reprisals harder to predict and counter.</p> <p> This new menace has forced Washington and Moscow to put into action their own Contingency plans, and no one knows how this conflict will escalate.</p> <p style="text-align: center;"> <iframe allowfullscreen="" frameborder="0" height="315" src="" width="560"></iframe></p> <p style="text-align: center;"> &nbsp;</p> <p> <a href="" target="_blank"><strong>Korean Missile Crisis</strong></a>, the fifth installment in the Command LIVE series, has been released! This scenario explores what could happen if Russia and the United States decide to act independently to put an end to Pyongyang&rsquo;s ambitions.</p> <p> Grab the game <a href="" target="_blank">now</a>!</p> <p style="text-align: center;"> <a href=" Korea Spotlight/Command Live Issue 5.pdf" target="_blank"><img alt="" src=" Korea Spotlight/Command Live 5 Newspaper_stack.jpg" style="width: 600px; height: 600px;" /></a></p> <p> <strong>Do you want to see some action?</strong> Our friend &ndash; and CMANO expert &ndash; <em>Kushan Gaming</em> will stream <strong><em>Command LIVE: Korean Missile Crisis</em></strong> on his <a href="" target="_blank">Twitch Channel</a>&nbsp;<span style="background-color: rgb(225, 225, 225); color: rgb(0, 0, 0); font-family: Verdana;">today February 28th at</span><strong>6pm PST</strong> (March 1st, 2am GMT time)!</p> <p> &nbsp;</p> <p style="text-align: center;"> <a href="" target="_blank"><img alt="" src=" Korea Spotlight/C-LIVE_KMC_spotlight-e-thumb/CLIVE_Korea_Twitch.jpg" style="width: 600px; height: 302px;" /></a></p>! Wed, 28 Feb 2017 GMT Order of Battle - Live Stream announced and key giveaway! News; <IMG SRC="" align="left" ><p> Do you want to watch Agrippa Maxentius play <strong>Order of Battle: Blitzkrieg</strong> live and get a chance to <strong>win free keys for the Order of Battle DLCs?</strong></p> <p> Then look no further! Follow us on <a href="" target="_blank"></a>&nbsp;on <strong>Friday March 3rd at 5 pm CET / 4 pm GMT / 11 am EST!</strong></p> <p> We&#39;ll run a quiz on World War II knowledge: answer correctly and you&#39;ll get a chance to win free keys for the Order of Battle DLCs!</p> <p> &nbsp;</p> <p> <img alt="" src="" style="width: 600px; height: 302px;" /></p>! Wed, 28 Feb 2017 GMT Afghanistan '11 - Interview with the developer! News; <IMG SRC="" align="left" ><p> Today we have the pleasure to publish an interview with Mr, Johan Nagel, game designer and developer of the upcoming <a href="/products/product.asp?gid=641" target="_blank"><strong>Afghanistan &#39;11</strong></a> and head of <strong>Every Single Soldier studio</strong>.</p> <p> He&#39;ll talk in detail of Afghanistan &#39;11 - building and innovating on its predecessor Vietnam &#39;65 and set in Afghanistan.</p> <p> &nbsp;</p> <p> &nbsp;</p> <p> <strong>It&rsquo;s quite clear Afghanistan &rsquo;11 isn&rsquo;t your standard wargame or strategy game. Do you consider it to be unique and different from the other wargames out there? Why?</strong></p> <p> &nbsp;</p> <p> What makes v65 and A11 unique is that at the core of the game is the Hearts &amp; Minds mechanic coupled and interlinked with the political support system. You can&#39;t model modern day COIN wars using conventional wargaming methodology, it simply doesn&#39;t fit.</p> <p> In Afghanistan &#39;11 everything you do has a direct bearing on the local populations view of your efforts and the support your are receiving from the folks back home , which is the ultimate measure as the end game for COIN wars is political after all.</p> <p> &nbsp;</p> <p> &nbsp;</p> <p> <strong>What were the challenges you had to face when you started designing Afghanistan &rsquo;11?</strong></p> <p> &nbsp;</p> <p> As with Vietnam &#39;65, by far the biggest challenges was deciding what to leave out. The COIN model is evolving and there are so many more facets and nuances that we would like to include, for example &nbsp;deeper dialougue with local population, desertions, heat mapping for insurgent AI and more.</p> <p> Another challenge was to ensure it does the conflict justice and make it relevant and at the same time have cognisance that this is a current and ongoing conflict and needs to be respectful to all those involved in the fight against terror.</p> <p> &nbsp;</p> <p> &nbsp;</p> <p> <strong>The previous title, Vietnam &rsquo;65, was highly successful. How have you built upon it? What new features does Afghanistan &rsquo;11 introduce?</strong></p> <p> &nbsp;</p> <p> We leant so much from Vietnam &#39;65 and have not only put all that good learning into Afghanistan &#39;11 but also expanded the game to include elements that are essential to have in order to properly model COIN wars.</p> <p> Apart from visually enhancing A&#39;11 with full 3D terrain and the addition of a campign mode, we have added multiple new layers into the model. The most important of these are the eventual handover of security operations to the local army, the introduction of game changing elections and the underlying opium trade with its direct effects on the conflict.</p> <p> &nbsp;</p> <p> &nbsp;</p> <p> <strong>Afghanistan offers an entirely different geography compared to Vietnam. How is that reflected in game? What challenges does it offer?</strong></p> <p> &nbsp;</p> <p> Afghanistan is a country of mountains and deserts, with a little bit green, so contrasted to Vietnam it really is entirely different. We had to introduce 3D modelling into Afghanistan &#39;11 due to the mountains being such an iconic part of the region.</p> <p> In Afghanistan &#39;11 the mountains play a central role in the decision making especially as the focus from airmobile in Vietnam &#39;65 has shifted to ground vehicles in Afghanistan &#39;11. The player has to now navigate around these giant obstacles which not only limit their tactical deployment but also funnel them into narrow channels perfect for ambushes and IED placement.</p> <p> &nbsp;</p> <p> &nbsp;</p> <p> <strong>One of the new features is the Elections system. How does it work? Could you give us more details?</strong></p> <p> &nbsp;</p> <p> In Afghanistan &#39;11, elections are periodically announced (usually two to three times in a standard 60 turn game) and the player chooses a candidate to back, then clock starts to tick. Following the announcement, a base case is set with the current Hearts &amp; Minds score of the local population and every event for the following five turns is logged and fed into an algorythm that weighs the events and tallies them until the election point is reached. On the fifth turn following the announcement the result is calculated by adding the base case to the net output from the weighted calculations in the tally, thus determining the result. So, in essence, when an election is announced the player needs to ramp up infrastructure build whilst minimizing any losses and at the same time face a Taliban offensive which is aimed at negatively influencing the election result.&nbsp;</p> <p> The results of the election have far reching effects so the five turn run up to elections is particularly (and by design) tense.</p> <p> &nbsp;</p> <p> &nbsp;</p> <p> <strong>The war in Afghanistan is still ongoing and is, under many aspects, a controversial topic. What moved you to choose it as subject for a strategy game?</strong></p> <p> &nbsp;</p> <p> All war is controversial by nature, Afghanistan even more so as its a very current and ongoing conflict. I have always had a very deep interest in COIN wars, having served in the South African Bush war in the 80&#39;s, and after publishing Vietnam &#39;65 the move to Afghanistan was almost natural. I have followed the Afghanistan war closely and the model employed in Vietnam &#39;65 was a natural fit for the conflict and a perfect opportunity to evolve the COIN model. I fully understand the sensitivity of the subject and am seriously respectful in my interpretation, but I believe there is a story to be told here and that is what I am trying to capture and do justice to.</p>'11.-.Interview.with.the.developer! Tue, 27 Feb 2017 GMT This Week in Matrix #13 News; <IMG SRC="" align="left" ><p> <span style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;">Welcome back, fellow wargamers! We had a very busy week here at Matrix! </span></p> <p> <span style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;">We had a worrying reportage from North Korea, screenshots coming from the upcoming Ageod game, a Cold War wargame in developing and a &quot;Garand&quot; Update!&nbsp;</span></p> <p> <span style="color: rgb(51, 51, 51); font-family: Arial, Helvetica, sans-serif;">Waste no time!</span></p> <p> Monday, February 20- <strong><a href="!">Command LIVE News Report from North Korea!</a></strong></p> <p> Monday, February 20 - <strong><a href="!">Afghanistan &#39;11 Preview Stream LIVE on Twitch!</a></strong></p> <p> Tuesday, February 21 - <strong><a href="!">Commander: The Great War is on sale on iTunes!</a></strong></p> <p> Wednesday, February 22 - <strong><a href=",.featuring.the.Siege.of.Hull.and.the.Battle.of.Edgehill!">New screenshots for English Civil War, featuring the Siege of Hull and the Battle of Edgehill!</a></strong></p> <p> Wednesday, February 22<strong>- <a href="">Afghanistan &#39;11 - What are they saying?</a></strong></p> <p> Friday, February 24<strong>- <a href="!">Armored Brigade Is Officially Announced!</a></strong></p> <p> Friday, February 24<strong>- <a href="!">Strategic Command Garand Update available!</a></strong></p> Sat, 24 Feb 2017 GMT