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Exclusive: Savage Q&A Feature
Derek dela Fuente
11/02/2004

TVG gets the lowdown on this intriguing mix of RTS & FPS from the co-founder of S2...
Multiplayer online games in both the UK and Europe have always been low profile. A recent report suggested that European gamers over the next 12 months will flock to online gaming like never before. Part of the reason is due to recent availability of broadband but more to the fact that a number of the bigger publishers are now placing more emphasis on this genre. In Korea, where online gaming rules, it is said that 40% of the population play online games and a massive 10% play at least 2 house every day! With literally hundreds of titles to choose from Koreans are spoilt for choice. Due for release shortly from new Britsoft publisher Digital Jesters comes Savage: The Battle for Newerth a fusion of FPS and RTS ā“ almost a genre creator. SC the developer is a mere team of 5 but has achieved a noteworthy game. Derek our online follower spoke with Tim Innes, Business Development Director, and Jesse Hayes, S2, Co-Founder, Designer, Artist about the exclusive European edition release, which has already been a Stateside success!
TVG: What has the development team created before and what has inspired the game?
Savage: The Battle for Newerth is S2 Gamesā first and only published title. Some of the team has previous experience in making other games for other companies, but that wasnāt a critical factor in the development of Savage. Being experienced gamers and wanting better game play inspired the game design more than anything. We wanted to do something we would all enjoy, and that added to the genre of FPS and RTS games. We wanted to make something unique, and create something that was compelling as a strategy and action game.
TVG: Savage is a bit of a genre breaker - a multi-player team-based game with fighting and strategy. Firstly, can you explain the game objectives for the readers and secondly, how you perceive Savage?
Savage uses a combination of two types of players on each team. A Commander controls the RTS function of the game for each team, while the rest of his/her team fight in Action Player mode (like an FPS) with units, weapons, and equipment researched by the Commander. The Commander communicates with waypoints he can give to his Action players, and has a superior view of the map and his team. The Commander must research new technologies for his players (or in the case of the Beastās the Commander must research new Magic). The Commander is primarily responsible for researching new units, items and weapons. The Commander also manages AI workers who do boring things like mine and build structures (which players can help with if they choose). The Commander and his Officers (who he can promote up from his player team) help to organize offences and defences. The Commander is very busy, as he has to do all this while expanding his base, building defences and structures, and keeping an eye on resources that will eventually run out.
The teamās Action mode players have their hands full as well, with a full on action FPS that uses melee combat, and many different weapons and items. The action players have to fight off the enemy forces and prevent them from destroying new structures created by their Commander, and at the same time organize assaults on the enemy base. There are a number of threats to action players, as well as NPC prey that can be trouble if youāre unaware of how to deal with them. Hunting NPC prey is useful in gathering gold and some experience points. Gathering enough experience points entitles you to skill benefits, and the gold helps you purchase better units and equipment.
You can play by killing every enemy in sight, but if you donāt prevent the enemy from developing better magic or technology, you will soon be out-classed no matter how many levels you have attained. The end goal is to strike fatal blows at the enemy base they have constructed, and destroy their Stronghold or Lair.
So, the objectives for Savage are actually very simple: Eliminate the enemy forces, advance your own technology or magic, reduce the enemies technology or magical structures to rubble, and destroy their main Stronghold or Lair. The game is a classic example of a game that is easy to learn, but difficult to master.
TVG: Have you made any changes for the UK ā“ European market and how successful has it been in the US?
The UK ā“ European builds will incorporate the latest version of Savage 2.0. This is a very significant update to the game Savage. With Savage 2.0 you will have an improved game engine, two new units (the Chaplin and Shaman), and hundreds of other enhancements to the game including new maps and weapon effects.
This is our first game, and no one ever heard of us before. Considering that, I think this has been very successful. We have earned a lot of recognition in the US for this game being an innovative design and having addictive game play. Of course we love to hear that.
Savage is different from other games seen before because it is a very strategic and tactical game that relies on teamwork, a good Commander, and the usual FPS/RTS skills. People love playing it. We have a fantastic fan base, and people who play our game remind us daily that this game is one of the best multiplayer games they have ever played. Frankly, it is very flattering and satisfying to get awards from magazines and various industry standards, but hearing fanās say they love the game more than anything else they have ever played⦠is a huge compliment. We take our players enjoyment of the game as our measure of success.
TVG: What weapons will be on offer and what are the various factions or sides/races and what qualities do they have?
There are two races (Humans versus Beasts) with each side having unique equipment, weapons, structures and units. The Humans use technology, while the Beasts use magic. Units range from free combat units that are fairly weak, up to expensive siege weapons that can destroy entire sections of an enemyās base in a matter of seconds.
TVG: Is there a sequence to the game and how do you gauge your success as you progress?
Well, itās a war game. If you can take resources from the enemy, destroy their structures in their base, prevent their expansion, and kill their units in the process, you are likely to be doing well. If your base is filled with smoke and fire, the enemy have destroyed many of your structures, and youāre running out of advanced technology or magic, then your probably losing.
TVG: Please give us the story to the game and what unique qualities the world you are placed in offers?
The story is epic, so I will give you the short version. (The full version can be read here: www.s2games.com/savage/myth.html).
Millions of years after the human race has destroyed civilization, and rebuilt their world many times, they live as nomads wandering the lands. The human race has not regained the dominance they once enjoyed in technology and science, and live a primitive existence. The beasts and creatures of the world have evolved, learned to mimic the ways of humans, and have realized that the humanās are a real threat to their own existence. The humanās eventually create an army to beat back the highly evolved beasts who threaten their dominance at the top of the food chain. The commander of this army is named Jaraziah, and he creates the Legion of Man to unite all mankind under his banner. His sister, Ophelia, disgusted with her brothers actions against the beasts, leaves the Legion to teach the beasts the ways of war. With Ophelia as their leader, the Beasts create an army of their own using magic, instead of technology. Both armies seek dominance by the destruction of the other.
Itās a backdrop for the game play, which is essentially beasts versus humans, magic versus technology, brother against sister, and a struggle against extinction. The story helps people understand the setting, which is fairly unique.
TVG: Please explain how the combat system works?
The game uses FPS style game play, and uses weapons that range from simple Hunting Bows, to Coil Rifles that shoot magnetically propelled darts. Each team has 12 weapons, plus other unit specific abilities, equipment, and powers. The Beasts use magic, but their weapons have a similar FPS feel, and range from a simple Ember of burning fire that ignites targets in flame, to much more powerful Fireballs, and Lightning Bolts.
When you run out of ammo players can still attack using melee combat. This is a significant part of the skill and challenge of the game Savage, as melee is very powerful. You might have a better unit (e.g., instead of a Nomad you purchased a Legionnaire), and have a rocket Launcher, or some other interesting weapons, but in melee you can dominate the field of battle as a Legionnaire when inevitably everyone has used up their ammo and you wade through them with your Great Axe.
Keep in mind that all this happens while the Commander for each team observes the battle. He can use a power to enhance a unit in combat. So you may suddenly see yourself selected by the Commander and (assuming youāre the beasts) become enshrouded in a Shield of Fire as you wade through enemies in melee combat.
Combat often revolves around players who purchase the best units, weapons, and equipment to defeat the enemy while coordinating attacks with the Commander. The Commander often gives out Officer promotions and gold to the best team players. It is a team-based game that rewards coordination, heroism, self-sacrifice, and above all else ⦠teamwork.
TVG: How big is the play area?
Maps vary in size. Some are small enough to run across in a minute. Others could take several minutes. Most of the time these maps have varied terrain, multiple locations for resources, and local native creatures that players can fight for gold. As the game progresses it is important that the Commander builds Garrisonās (or Lairs) to bridge the gap between either sides of the map so players donāt have to run as far (and can spawn near the enemy battle fields).
TVG: How does the game start and can you give the readers a small insight into one of the events ā“ incidents - within the game that captures the spirit of Savage?
The pre-game starts with players organizing teams in the chat room, and picking team members, officers, and Commanders. Once the game is started the Commander begins harvesting resources, building structures, and sends his other team players out to scout for enemies, perhaps rush the enemy base, or maybe assist in the construction of the base defences. Players can fight enemies attempting to build Lairs or Garrisons, or get into the base to kill the enemy teamās AI workers. Meanwhile spawn flags may be taken or lost, resources are invested, and new units, weapons, equipment, and structures are created. The game usually evolves until the Siege Weapons appear fielded by one team, and start hammering the other teamās base. Regardless of defences, a coordinated attack with players and siege weapons, can often do enough damage that the target team will be set back significantly, or razed.
Savage is like a sport with epic battles. Each game is diverse, and thoughtful, and you can see where the strategies have worked or not. The games change often enough, based on Commander style and placement of structures, that new tactics are always being tried. You can often replay any of the maps over and over again, and feel you have not played the same game twice.
In Savage, surprise comebacks are possible, and have been seen in the most dramatic battles. At times it may appear a Commander has made a blunder, or that his team players simply are not as skilled as the other team. Yet, often through a strategic or tactical surprise, ambush, or a coordinated push against enemy defences, a team has made a dramatic and epic turnaround against amazing odds. Savage is fun to play, not just for the easy battles that always go your way, but for the hard earned struggles that leave you with a virtual war story just as epic as the greatest battles ever imagined.
Thank you.






