I know I said a few months back that I’d avoid the gaming articles, as they don’t attract too big of a crowd. Well you know what I just realized? I don’t care what you think, and you can go stick it. That’s right, go stick it.
SteamBrigade
by: Pedestrian Entertainment
Released: February 2006
Price: Free Demo, Full Version $19.95 CDN
Status: Not final, not beta (see below for details)
Description: Steam brigade is an indie game developed in Vancouver, BC (right next door to me!) that is currently released as a finished product, but there are several free updates in the works that add heavily to the functionality of the game (such as Internet Multiplayer modes).
It is most accurately described as a side-scrolling physics-based RTS, but the implications of such a description are quite difficult to comprehend without actually trying it. One purchases vehicles and troops, which march towards the enemy; you also directly control a steam-powered airship with a magnetic grappling hook.
Review: Well, I downloaded the demo and was immediately hooked. I was very impressed with the initial presentation - plot is presented in a rhyming storybook fashion, with superbly done artwork. The menu interface is very slick, intuitive, good looking, and easy to use. 10 out of 10 so far.
The game proper fires up, and I have to admit - I needed to do the tutorial. I was fumbling and couldn’t figure out how to play properly. The tutorial quickly cleared things up and gameplay was more intuitive than my meagre brain would accept. Controls are deadly simple and there’s not a whole lot you can do - yet the gameplay remains engaging and fun throughout.
The premise is that you have a factory on your end of the map - and your opponent has a factory on the far end. You have to get an unarmed engineer to the enemy factory so that he can blow it up. One would think you can just pick up the engineer with your magnetic grappling hook and haul him over there - but anti-aircraft emplacements, flak tanks, and enemy airships all conspire to stop your airborn raid. So you resort to troops to take out the AA guns, which are countered by enemy tanks and cannon batteries. It’s like a giant game of paper-rock-scissors, except instead of 3 choices there are 9 to play with.

All of this in a fictitional world where everything is steam-powered yet still fairly technologically advanced - makes for a great atmosphere! “SteamPunk” I think is what the genre is officially called.
Gameplay scores an initial 8/10 for the pure fun factor; as I upped the difficulty the second time through my score drops to 7/10 as it started to be too challenging. Not that I normally complain about that. The most recent patch adds “skirmish mode” where the replayability of the game is enhanced by quite a bit - randomly generated maps instead of having to replay the old ones. Good times!
Pros: Addictive, fun, and you get a warm fuzzy feeling playing indie games.
Cons: Addictive, could use a bit of tweaking, and no Multiplayer (yet).
And now for a DailyBlitz First: An Interview!
Q: Who are you and what are you doing at Pedestrian Entertainment?!?!
A: Hey man, I work here! My name is Ryan Thom. I spend half my time programming and the other half doing producer-type stuff (such as giving interviews).
Q: It appears that Steam Brigade is PE’s first work - was it a coming together of like minds, developing a labour of love right from the start, or was it more a mad scramble of “Quick! We gotta find a goddamn artist!!”?
A: Well, I suppose it was all those things at different stages. It’s a coming together of like minds in that Colin Fletcher and I graduated from Digipen together back in 1998 and we’ve been designing games in our spare time ever since. We both worked as game programmers for about 5 years before leaving our jobs to do our own thing. Pedestrian Entertainment was formed a year later. It’s been really great to be able to actually make a game with Colin rather than just think up new ideas.
Steam Brigade is actually the third project we started since striking out on our own. The first was too big, and the second fell through because we couldn’t get the art side of things going. Third time’s the charm it seems. We were extremely lucky that Joel Carlson was availible right when we were just thinking “Quick! We gotta find an artist!!” Joel and I were friends as kids and it was a crazy million-to-one coincidence that he a) had become a supremely talented artist, b) had just come back to Vancouver and was availible to work, and c) was really keen on Steam Brigade.
Q: What inspired the SteamPunk theme in Steam Brigade?
A: I wish I could make up a grand, romantic tale of dreams and visions for you. Really, we just thought it was a cool theme/art direction and went with it. It was just a theme for the game until the story came together and it became more of a universe. Or the start of one anyhow. Then we really fell in love with it.
Q: How is Steam Brigade faring, anyhow? Better than expected? Worse?
A: Well, the response has been amazing. We’ve received so many helpful and encouraging comments in emails and on the forums and such. It’s really the community aspect that has been the most rewarding so far. Our customers and fans have really added a lot to the game with their suggestions and finding bugs here and there. We’ve been trying our best to return the favour with frequent updates.
As far as sales go, we’re definitely doing better than expected, given the amount of promotion we’ve done - which is very little. This was actually a deliberate choice. We wanted to let the news trickle out slowly, get some feedback, work the kinks out, get word out a little more, get more feedback, and so on. The result is a polished product that has the benefit of months of input from the people that actually bought it. We’re at a point now where we are ready to promote it more openly, so we’re hopeful that the sales will increase accordingly. Heh, we’d love to do this for a living. :)
Q: The physics implementation in Steam Brigade had a really profound effect on my enjoyment of the game, despite the fact that it isn’t particularly a major element in the game. Have you found it was a worthy investment of your development time?
A: Good question. That’s a pretty big item that we aim to discuss in our postmortem. The short answer is yes, though it took quite a bit longer to integrate than we first suspected. The difficulty stems from the fact that we’re trying to restrict a 3D physics engine to 2D - something it wasn’t originally designed to do. That said, the folks at Newton deserve a lot of praise for developing a superb physics engine and doing the industry a huge service by releasing it for free.
I agree that it isn’t a major element in the game play. The effect is subtle, but I suspect it is more important to one’s enjoyment of the game that we realize. There is a certain “feel” that the game has which is difficult to describe. Things feel right. Motion and trajectory are predictable. It’s tough to nail down, but I think it’s definitely a benefit.
Q: In today’s day and age of piracy, many online-release gaming companies are touting their “excessive sales despite copy protection.” How are you finding your approach fared? Do you wish you implemented it differently after seeing your sales?
A: That’s probably a good question for a follow-up interview. Right now we just don’t have the numbers to say one way or the other. Also, we’ve been approached by several portals and online publishers who have their own copy protection schemes, so that may muddy the waters some.
Q: I’m excited to see what PE has to offer in the future; any new games on the horizon, or are your expansion plans for SteamBrigade sucking up all your time?
A: Heh, I’m excited too! The answers are yes, and yes. Our plans for Steam Brigade are our primary focus right now. The level editor, online multiplayer, and a Mac version are the big priorities. But yeah, we’ve definitely got more on the horizon. I’m all giddy just thinking about it.
Q: And finally, is there anything you’d like to say to the masses that I may have glossed over? ;)
A: Sure. The more copies of Steam Brigade you buy, the more good-looking and popular you will be!
on May 31st, 2006 at 12:21 am #
btw - you only get 4 from me. Not 5.
And it looks like Weasel and I will be living in seperate homes. You can keep your dinosaur-sized spiders and crocs and messed up critters thanks! Or, alternatively, you can just keep the UK. Either way I’ll be in Greece.
on May 31st, 2006 at 6:45 am #
Well, since I tend to make the best out of anyplace Im at… I dont see how I can form a list if theres so man yplaces I’ve yet to visit to find out what it’d ACTUALLY be like to live there.
My brother is prezently living on Roatan, Honduras. He comes back in 10 days, after having been there 10 weeks. Im sure I’ll get a whole prospectus on why that place is a great place to be, despite its low economy etc…
I visitted there, and I think I’d like it, except that I dont know how long I can deal with people who arent my technological equals.
Besides that, and of course, besides my home of SoCal, which I’d never leave… for thousands of reasons… San Diego .. is SoCal, minus half the people, but twice as good weather… its a toss up..
The whole ireland and scotland thing is pretty typical, given my ancestry, and long term desire to be surrounded by things of meaning… historical and mythical things… but I think that’d grow tiring as well, and lose its sparkle just as easily.
Australia and NZ seem like nice places, but as I said before, I’ve never been.
It all seems like such speculation to me.
on May 31st, 2006 at 6:46 am #
They dont let you play Video games in Greece… It was outlawed nationally a few years back, and is still outlawed regionally, in many areas.
on May 31st, 2006 at 8:13 am #
You know they don’t have Harvest Moon or The Sims in Greece right?
on May 31st, 2006 at 11:45 am #
Oooh…I thought it was only YOUR smelly games that were’nt allowed in. :P
This may shock you, but I’d live.
on May 31st, 2006 at 12:05 pm #
8^O