We’re back! EGX was a blast, both for developers, critics, gamers and the like. It’s always fun and enjoyable listening to a developer go into detail about their game; there’s something nice knowing how much passion they put into creating games for us. Vanguard was an example of one of these titles where the game’s creator had a ton of passion, and wanted to see the game take off with style.
Developers: Dev Clever
Based in Tamworth, England, they are working hard to create and deliver their IP straight to the gamers and beyond. At EGX we spoke to Lead Designer Dave Bonner who gave us an insight more into what Vanguard is all about.
Dave’s vision, along with the rest of Dev Clever, Vanguard is set in an alternate future which the Roman Empire never fell. This carried their traditions which not only conquered the world, but spread to outer space and the galaxy. There traditions continue to enslave those across countless worlds, called Vanguards, and force them to battle for their honour in ships and arenas in space. It’s a little sketchy plot line, but essentially, Vanguard: Fight for Rudiarius is a spaceship arena battle game.
The inspiration for the game did come from games such as Elite Dangerous, but really wanted to capture the thrill and excitement of being in a dogfight. Dave didn’t want this to be just another spaceship battle game; he wanted it to be “THE best f**ing space arena game EVER!”. Got to say I am loving the enthusiasm.
Gameplay and Features
As mentioned before, Vanguard pits multiple players against one another in a variety of spaceship types and classes. The game is currently in Alpha stage, and only features the one ship class, but Dave mentioned there will be many more classes to choose from, such as heavier but stronger ships, so the class system provides more strategy for team-based game modes. Other features include picking up power ups, being able to fire and utilise a variety of weapons on your ship, such as rockets and canons.
It was a little tricky at first, but once you get used to the controls, it was easy enough to get the hang of. When you begin to understand throttle control, being able to perform tight turns and evasive manoeuvres, you can outwit and outsmart your opponent with ease. For the purpose the controls and handling of the ships were a little slow and sluggish, but this was so it was easy for those around the EGX stall, to allow gamers get to grips quickly with the game, as normally gameplay and ship speed is a lot quicker. Dave also mentioned that tweaks, such as sensitivity and controls, are adjustable and within the ship’s parameters.
Other features that are to be created for the game include a huge galaxy map, where your able to compete and fight in multiple arenas across several star systems, creating new arenas, game modes, and potentially a single player campaign. Another feature to be included into the main game is customisation; not just of your ship and its stats or looks, but also of your Vanguard itself, how they act, fight, look, they want players to be able to be as personal to them as possible.
One of the biggest features Dave and the team are hoping to achieve though is Cross Compatibility, enabling Vanguard to be played across all devices; not only on PC and Consoles, but also on Mobile and VR as well. This is a great opportunity for the game to be played anywhere and anyway gamers want, as well as provides flexible playability.
For a game in early Alpha stages, they are not too bad. Playing the game on the PC, Gameplay was smooth and graceful to play. Textures were a little blocky in places but that is made up for with the surrounding atmosphere. It’s easy to get lost in your surroundings as Dev’s can literally go to town with the design of surrounding space.
The other issue that sometimes interfere with the graphics is the cross-play compatibility feature. Graphics either differ or suffer to be compatible with specific devices, so the game could either have slightly worse graphics when playing on mobile, for example, which in turn could also affect performance, it all depends on how balanced the graphics and gameplay will be across multiple devices. This may also have an impact on gameplay too, as the Dev’s will have to get the balance right between and across all devices and platforms, to ensure fair gameplay for all. Otherwise, one device or platform may be preferred to play from than another, and would make the cross compatibility feature obsolete.
I personally really enjoyed this game, as much as Dave’s enthusiasm to see where the game can head into the future. As long as they manage the balance of graphics and gameplay right across multiple platforms, as well as provide plenty of content, then Vanguard: Fight for Rudiarius will be out of this world.
Links: http://www.vanguard.game – Vanguard Website