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Thief Review

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Thief
Developer: Eidos Montreal
Publisher: Square Enix
Platforms: Xbox One (Reviewed), PS4, Xbox 360, PS3, PC
Release Date: Out Now
Install Size: 22GB
Price: $59.95 – Available Here

Overview

Many years ago the Thief franchise really kickstarted the whole stealth action genre. Now we have the latest iteration – a reboot of the franchise that tries to combine what was so loved about the originals with modern gameplay mechanics. The result is a game that is filled with good ideas but who’s overall execution just feels lacking. The highlight of the game are its impressive visuals, but the inconsequential system of choice means that the gameplay is just simple puzzle solving in a pretty setting.

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Story

Set hundreds of years after the events of the original Thief series, players will take on the role of Garret; a master thief who has returned to his home town after a significant amount of time abroad. As soon as he is back he is dragged into a mission with an ally (but seemingly not a friend). After berating her for what seems like an eternity, the two stumble across a mystical cult performing a magical chant. After watching his ally fall to her death, and almost collapsing himself, Garret wakes up a year later to find his home in The City completely different to how he remembered it.

The once bustling city is now rife with a strange new plague which causes civil and social unrest. While the elite still live in luxury, the common-folk are all struggling to survive the poverty and disease ridden city. Garret’s plan is simple; use the unrest to his advantage and steal as much as he can from the wealthy and privileged.

Garret comes off as self-righteous, condemning those around him for not living up to his lofty ideals (this coming from someone who steals from everybody he sees for a living). From the moment he is introduced through to the end of the game, he never comes across as an endearing character. The story itself is cumbersome and it isn’t hard to imagine the game being more beneficial without it – In fact, the game’s challenges which are unlocked after you beat each level feel like the more fun alternative.

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Gameplay

Like its predecessors, Thief’s gameplay is largely stealth based, but players are given a lot of choice in how they will handle each situation. They can either attempt to sneak by completely unseen – living up to Garret’s “master thief” moniker. Or they can go in arrows-a-blazing and take out every guard, soldier and target that they can get their hands on. Each level also gives you a variety of different pathways to take so that you really do feel like you have a lot of control over the situation. The problem is that there seems to never be any tangible reason to take one option over another aside from your own sense of difficulty. There are no benefits or bonuses bestowed for taking a more stealth-inspired route than to simply knock out everybody you see. It would have been good to have a bit more consequence to make the choices in each scenario feel more powerful.

Garret has a wealth of weapons at his disposal – from water-arrows that will put out fires, through to grappling arrows to help him climb to otherwise unreachable areas. It gives a lot of variability to gameplay when you can pick one of a dozen different ways to challenge a room. “Will I take out that enemy with my broadhead arrow, or just sneak past him in case I need it for the next room?” Is a very real question that players will ask themselves. Alongside his utility belt of weapons and gadgets, Garret also has a mystical “focus vision.” At the press of a button, All important things in the room will be highlighted in a vibrant blue, making them impossible to miss. It becomes way too easy to rely on this ability and it can considerably cheapen the experience,  limiting the challenge.

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As you increase your skills as a thief and unlock more weapons you will get more and more unrestricted access to the game’s hub map; The City. As you travel through The City you will get a sense of freedom and openness… Until you hit one of the many, many loading screens. You only get small sections of the map to play through at any time before you are hit with a loading screen that can take upwards of 10 seconds to load the next area. Not only that but you will often have to stop and break  your way into the game’s many houses by holding X, then pressing it rapidly to open a window or a steel grate. This slows down the game and can break you from the rich environment around you.

A lot of the game revolves around Garret swiping anything that isn’t nailed down. I personally found this to be a real detraction from the game. It is hard to picture Garret as this master thief when he is just stealing every knife, fork and ashtray that he can find. It breaks the illusion and makes him seem like nothing more than a common cat burglar, or dare I say it – a magpie.

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Visuals & Audio

Visually, Thief is a magnificent game to look at. The City is dark, decrepit and looks like a typical victorian-inspired city. Each single part of each structure looks real and tangible and like you could walk through it yourself. Although gameplay-wise it is an absolute clustered mess, it still looks fantastic. The characters that sparsely fill the streets all look unique and amazing and bring a lot to the overall presentation of the game.

If there is one thing that needs to be said about Thief it is that the way that have implemented hand and foot movements of the protagonist is incredible. Never before have I played a game where the hand movements were so lifelike and realistic. It actually feels like you are a person reaching out to grab an object when it is being swiped and it is very natural.

One problem with the visuals is that they can, and frequently do completely glitch out. The game’s cinematics and animated cut scenes are the worst for this. During my play through, Garret’s character model was on more than one occasion out of focus, and on top of objects and back drops that he should have been behind. This not only breaks the immersion, but absolutely ruins any flow that the game has built up until that point.

The audio is no where up to scratch with the visuals. The character performances especially are flat, lifeless and just hard to be interested in. They make an already lacklustre story into a cumbersome bore. Worst of all is the fact that the voices rarely sync up with the visuals, giving a slightly delayed lip-sync like quality to the game.

Then there is the guards themselves, who frequently spout the sane nonsensical dialogue. It is very haphazardous and sometimes it will sound like two guards are talking to one another even though there is only one left in the room. One massive problem with the game’s audio is that it doesn’t matter where a sound is coming from or how far away the source, it all sounds the same. It can be really hard to plan a stealth-based attack accordingly when you have no idea where a sound is.

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Overall

Thief tries to do everything that Dishonored did a few years back, but sadly doesn’t reach that game’s level of polish of complexity. The illusion of choice is very much present but unlike many other games, there are no consequences to making certain decisions. This gives Thief a very shallow feel, and combined with flat, lifeless characters and a cumbersome story, this results in a game that has a lot of good ideas but lacks the correct execution.

6-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Cubical Drift Launches Planets3 Kickstarter

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Cubical Drift is turning to Kickstarter to raise $250,000 to complete their voxel-based RPG/adventure game Planets3: Race to Space. In Planets3, players will need to craft buildings, weapons, vehicles, and more using a system that will give players a large degree of freedom. These tools will allow players to explore new hostile terrains that hold new and greater opportunities. The world is inhabited by Job Masters who will assist players in their journey by teaching and providing physical assistance in a variety of tasks like construction and recipe research.

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The team is seeking money to fund the development. A large majority of the funds will go towards R&D and artwork for the game. Cubical Drift has completed 10% of the development and are looking to release the alpha in Fall of 2014 with the full release a year later. If the team is able to raise at least a million in funding, they will be able to also complete the second, more ambitious portion of the game which includes entire universes for Fall 2017. Help fund development at the game’s official Kickstarter.

Plants vs Zombies: Garden Warfare Review

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Plants vs Zomies: Garden Warfare
Developer: PopCap Games
Publisher: EA
Platforms: Xbox One (Reviewed), Xbox 360
Release Date: Out Now
Install Size:
4GB
Price: $49.95 – Available Here

Overview

The Plants vs Zombies franchise has been dominating the markets for years. With its incredible tower-defense gameplay and colourful art style it has been impossible for players everywhere to resist. Now, in a massive deviation from the norm, the Plants and their Zombie foes have come back with a vengeance – in a third person, squad-based shooter. Now the Plants are mobile and are taking the fight to the Zombies. With a brilliantly coloured backdrop, Garden Warfare makes the shooter genre fun, friendly and approachable for players of all ages.

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Gameplay

Garden Warfare is a pretty big deviation from what we have come to expect from the Plants vs Zombies franchise. Instead of a colourful and creative tower defense game, we have a colourful and creative squad based shooter. The game itself plays rather similarly to Team Fortress 2, where each player picks a particular class of plant or zombie and uses that class’ unique skills and weapons to their advantage.

Each side has four different character classes, and each play wildly differently to one another. Plants get their infamous frontline soldier Pea Shooter, the healing Sun Flower, melee-based Chomper, and the sniper-class Cactus. Zombies get a completely different set of classes; their frontline Soldier Zombie is equipped with a machine gun, the Sngineer can build teleporters and turrets, the Scientist can teleport and wield his dolphin shotgun with great skill, and the All-Star Athlete can charge down even the tightest pack of Plants.

The fact that both teams have largely incompatible teams means that each side plays totally different to the other. The plants seem to have the slightly more powerful units, especially the Cactus who can put up walls and mines before sniping enemy zombies from quite a considerable distance. The lack of balance between the teams and classes is somewhat disappointing, but the fact that you don’t choose if you are on the Plants or the Zombies team and instead have to rotate helps to round this out.

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The gameplay itself is pretty standard fare for a shooter and contains a Team Deathmatch style game where the opposing teams are each trying to get to 50 kills. You can resurrect your fallen teammates which takes a kill off of the opposing team’s score. These matches tend to go by relatively quickly, especially once players have started unlocking upgrades for their weapons and characters.

Alongside Team Deathmatch is Gardens and Graveyards mode. Here, the Zombies are tasked with claiming certain plots of land in a Domination-style scenario. They have four minutes to successfully take the Plant’s base. If they fail the game is over and the Plants win, but if they succeed then the Plants retreat a short distance and have to cover a new base. Each map has 6 defendable locations and once the Zombies have taken them all, there is a unique challenge that has to be fullfiled before they claim their ultimate victory. These can range from getting 5 zombies successfully into a garden mansion, or by blowing up strategically placed pillars around a building. This is definitely the most fun of the competitive game-modes, and requires a lot of team work and strategy to pull off.

Garden Warfare isn’t all competitive however, and there is one game mode that is all about cooperative gameplay. Garden Ops is a Horde Mode inspired gameplay that pits you and three other team mates against increasing waves of AI-controlled zombie forces. The aim is to stop the Zombies from getting to your garden and devouring it. This mode more closely resembles the tower defense origins of the franchise, and also allows you to plant some of the series’ most famous plants around the map to stop the zombies’ progress.

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The plants that can be placed around the map are limited uses. You will start the game with a handful, but once they are gone they are gone forever. The way to get more is by opening Booster Packs in the game’s Sticker Shop. Booster Packs each provide a random assortment of items, either consumable (like plants for Garden Ops), or weapon upgrades and character customisation options.

The multitude of customisation options mean that you can tailor your Plants and Zombies to your liking. Each of the game’s four classes has six different alternate characters that look and act slightly different. For example, the Pea Shooter has the Frozen Pea Shooter and the Chomper has the Hot Rod Chomper. These let you change up your gameplay style and find the character that suits you.

There are no micro-transactions in the game as it currently stands, but EA have said they will likely add them in later. At the moment you earn coins by playing matches which can then be used to buy the booster packs from the Sticker Shop. While you can earn coins pretty consistently (especially in Gardens and Graveyards), this may change when the ability to purchase coins  with real-world money becomes available. However, I am not one to speculate and at the moment you wont find yourself struggling to get coins to open new packs.

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Visuals & Audio

Garden Warfare is an absolutely beautiful game that manages to not only capture the look and spirit of the game, but also feel like something new. The plants and their zombie foes have all made the jump from 2d to 3d really well, and the new models have captured their look and feel while taking advantage of the Xbox One’s impressive hardware. The fact that you can customise your characters mean there is a great deal of visual difference even between two Pea Pods. So with the game’s 8 different classes, and six variations on this plus all of the customisation options there is a good chance that you will never see the same character twice in a row.

The game’s maps are all wild, varied and a whole lot of fun to play in. Whether it is the pirate cove or the suburban streets, everything is brightly coloured and incredibly detailed. Each of the maps are surprisingly big, and although you will spend a lot of your time battling over the middle, there are enough secret passageways and vantage points for you to twist into in order to surprise your enemies.

 The audio feels right at home and straight from the Plants vs Zombies universe. The background music is the same as you would hear from the classic tower defense games, and makes you feel right at home. Of course the tracks have been cleaned up for a higher quality of sound, and it really shows. The sound effects are also taken straight from Garden Warfare’s predecessors, leading to an incredibly authentic sounding Plants vs Zombies game.

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Overall

Despite the massive deviation from the formula, Plants vs Zombies: Garden Warfare has done an amazing job of staying true to the source material and providing a shooter experience that is approachable, and enjoyable for people of all ages. The plethora of game modes make it so that you will always find your niche. The requirement of being an online-only game can cause some problems, especially during server issues, but all in all it is a great shooter and a great entry into the PvZ franchise.

8-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

American Release Date Revealed For “JoJo’s Bizarre Adventure: All-Star Battle”

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Heads up, JJBA fans living in North America! It seems as though Namco Bandai games have some news for you regarding the localisation of the action/brawler title “JoJo’s Bizarre Adventure: All-Star Battle” and it comes in the form of a release date. Now is the time to start getting out and dusting off your old, useless calenders because this one’s a “biggie”.

After last weeks reveal of the games release date for Europeans and Australians, Namco Bandai has decided to finally follow up with the announcement of a North American release date: The 29th of April, which is great seeing as it is barely a week after it gets its release here in Australia! North American players can expect everything that the European/Australian players will be getting with their copy of the game, this includes the “Part IV: Diamond Is Unbreakable” DLC characters you get as a pre-order bonus (Yoshikage Kira and Shigekiyo Yangu).

There you have it! Even though Japan got its release of the game a few months ago (and we were all pretty jealous), we’re getting it now and that is all that matters! The game is set to release on the PlayStation 3 so make sure you hold onto your consoles for just a little bit longer before upgrading. Get ready to go head to head with “ZA WARUDO!” with “JoJo’s Bizarre Adventure: All-Star Battle”.

TinyKeep To be Released in September for PC

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Digital Tribe Games and Phigames announced their new game TinyKeep will be released on PC in September 2014. PhiGames was able to fund the development of TinyKeep with the help of Kickstarter.

Players will break free from a procedurally generated dungeon all while fighting against an intelligent AI looking to send the player back to their cell. The AI has been programmed to behave like unique creatures, each with their own behaviour, motivations, and needs. Players will need to improve their character’s stats and arm them with the best weapons as they take on harder and harder dungeons.

TinyKeep will be available for Windows PCs in September 2014. Mac and Linux support will be released soon after release. Learn more about TinyKeep at the official website.

LEGO The Hobbit Buddy-Up Trailer Released

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Friendship can be exhausting

Warner Bros has released another trailer for the latest instalment in the TT Games‘ LEGO franchise: The Hobbit. This time around, the focus lies on the new buddy-up system set to bring the characters closer together.

As the trailer so humorously notes, players will rely on teamwork to progress through levels. These buddy skills will range from forming a totem to climb high ledges, creating handy bridges out of ladders or even picking up your buddy and using them to slay your foes.

LEGO The Hobbit is set for a Spring release on PS3, PS4, PS Vita, Xbox 360, Xbox One, Wii U, 3DS and PC. So there’s no shortage of opportunities for you to trek through Middle Earth. Check out the trailer below and enjoy the misadventures of Oakenshield’s 13. It’s going to be a wild ride.

“Discover The Dragon Age” With The New “Dragon Age Inquisition” Trailer

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Video game developer “BioWare“, alongside their publishing partners over at “Electronic Arts“, have just released a brand-new trailer for their upcoming action role-playing title; “Dragon Age Inquisition“. The trailer is labelled “Discover The Dragon Age” and basically takes audiences on a short sight-seeing adventure through some of the many terrains you’ll be trekking through whilst playing the game. Set to be released on the PlayStation 3, PlayStation 4, Xbox 360, Xbox One and the PC – this game serves as a continuation of the older game titles “Dragon Age: Origins” and “Dragon Age II” also developed by BioWare.

Audiences could already tell from past footage of the new game that it is looking to be an incredible title both gameplay-wise and visually but this trailer really does show audiences just how truly beautiful the world of “Dragon Age Inquisition” will be. Head down to our featured video section below where you’ll be able to watch the new “Discover The Dragon Age” trailer in full. “Dragon Age Inquisition” doesn’t have a specific release date as of yet and has just been noted as having a release sometime in Q3 of this year so, until then, just enjoy all the footage of the game that you possibly can.

Shaq Fu Sequel Revealed With Trailer

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If anyone has ever seen a worst games ever list, then you may have seen the title Shaq Fu before. The game originally launched for the Super Nintendo and Sega Mega Drive in 1994 and geatured NBA Superstar, Shaquille O’Neal practicing Kung Fu in a Street Fighter esque fighting game. while the graphics were good for the time, the gameplay was very lacking and players often resorted to spamming their one useful attack.

Well now Shaq Attack is back! And he has used that 20 year hiatus to triple his body mass to unleash more fury on his enemies. Shaq Fu: A Legend Reborn is being crowdfunded through indiegogo, with Shaq himself spearheading the funding pleas (Shouldn’t he have enough money to fund this himself ?). The developers of the game this time around are Big Deez Productions and are promising this time “They won’t FU it up!”, showing they are probably aware of what the people thought of the first game. They are promising the only two similarities between the two games will be the name and the starring character. The game is taking inspiration from Streets of Rage, Street Fighter and Devil May Cry and mixing it all together for a beat-em-up sidescrolling fighter.

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For more information on the game and to help support it, head on over to the indiegogo page. There are some pretty sweet backer perks, with one even allowing you to go to Shaq’s house for lunch and some ball! Check out the awesome poster and trailer below for your first look at the game which seems to be nailing that old school vibe. The game will be coming to PC and many other consoles if it reaches its stretch goals.

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INDIECADE NOW ACCEPTING GAME SUBMISSIONS FOR INDIECADE FESTIVAL 2014

INDIECADE NOW ACCEPTING GAME SUBMISSIONS FOR INDIECADE FESTIVAL 2014

“The Sundance of the Game Industry” Will Return to
Culver City, CA October 9-12, 2014


LOS ANGELES—March 6, 2014—IndieCade, the premier international festival of independent games, has opened game submissions for this year’s IndieCade Festival, which will return to downtown Culver City, CA October 9-12. Independent creators can now submit their interactive media projects for inclusion in the event as well as for consideration to become one of 35 nominees for recognition at the festival’s “Red Carpet” Awards.

Submissions for games can be made, whether the games are finished or still in development, by visiting the IndieCade site at http://www.indiecade.com/Submissions/. Submissions will close on May 15.

The IndieCade Festival has proven itself as the spotlight location for the best, the brightest, and the most inspired independent games in the world, and annually welcomes some of the most innovative and artistic developers in the industry. Past festivals have included premiered games and award winners that have gone on to change the industry, including Braid, Flower, Alien Hominid, Johann Sebastian’s Joust, Skulls of the Shogun, and Towerfall among others.

IndieCade encourages submissions of all types of works, from video games to tabletop board and card games to experiential inventions. A diverse jury of more than 100 leaders from the video game industry, academia, fine arts, and the indie development scene will select the finalists and assign the top awards. Additionally, some of the best-of-the-best projects will be curated and showcased for the duration of IndieCade Festival for industry luminaries, publishers, investors, media, and the public in attendance.

In addition, every developer who submits a game will be granted access to the all-business “IndieXchange Summit” on October 9, where developers and game companies can network, talk business, and discuss innovations for the future.

“Our mission is focused on promoting indie projects while supporting and fostering the overall independent development community.” said Stephanie Barish, chief executive officer and founder, IndieCade. “The IndieXchange Summit is a great example of how we foster growth for independent game-makers. Through the summit, we invite creators and other industry leaders to challenge conventional and operational thinking, to educate and introduce new methodologies, and to encourage provocative and often controversial discussions through workshops, clinics and panels, technology boot camps and networking opportunities.”

IndieCade has recently added a series of development and technology boot camps to the annual IndieXchange Summit. Game designers are welcome to participate in the summit that includes a day of talks, panels, and networking opportunities. Publishers and institutions eager to find projects to fund, publish or collaborate on are also in attendance, and include companies like PlayStation, Nintendo, and Microsoft, or institutions like the National Endowment of the Arts. For more information about IndieXchange, please visit: http://www.indiecade.com/indiexchange/

IndieCade Festival 2014 passes will be on sale soon to the general public. To stay up-to-date on the latest information about IndieCade, IndieCade Festival and the newly formed non-profit organization, IndieCade Foundation:

Visit our Website: IndieCade.com
Follow us on Twitter: @IndieCade
Like us on Facebook: https://www.facebook.com/IndieCade
Information on IndieCade Foundation: indiecade.org

About IndieCade
Applauded as the “Sundance of the videogame industry,” IndieCade supports independent game development globally through a series of international events highlighting the rich, diverse, artistic and culturally significant contributions of indie game developers. IndieCade’s programs are designed to bring visibility to and facilitate the production of new works within the emerging independent game community. Annual events include IndieCade East, IndieCade’s Showcase @ E3, and IndieCade Festival, the largest gathering of independent game creators in the nation. For more information, visit IndieCade.com.

Fourth Age Update Introduces Gunpowder to Stronghold Kingdoms

Fourth Age Update Introduces Gunpowder to Stronghold Kingdoms

London, UK – 6th March 2014 – Firefly Studios has just released a new ‘Fourth Age’ gameplay update for Stronghold Kingdoms, introducing gunpowder and a new defensive weapon in the form of the mighty Bombard. The update, which is now available to download, also adds new a building and several changes to the core gameplay rule set. Full details can be found in the developer’s Fourth Age news post at www.strongholdkingdoms.com:

“With the Age system it has always been our intent to provide each game world with a sense of progression. In previous Ages this meant changing the gameplay rule set to keep Kingdoms fresh for players and evolve the design according to their feedback. With the Fourth Age we have once again introduced new gameplay rules, but for the first time ever the game has also taken a step forward in time.

Today’s update adds the Fourth Age, introducing the MilitarySchool as well as several changes to the core gameplay rule set. Gunpowder has been introduced with Bombards, a new defensive castle structure unlocked through the MilitarySchool. This new weapon fires randomly and therefore lack a certain degree of accuracy, however it makes up for this with the ability to deal splash damage! We’re very excited about this new addition to players’ defensive armoury and are keen to hear feedback on how it can be best used to obliterate their foolish attackers.”

Other changes include an increase in the total number of castles that can be owned by players, faster army speeds, the disbanding of all in-game Factions and more. A full list of gameplay changes can be found in the developer’s Fourth Age post in the official Stronghold Kingdoms forum: http://bit.ly/age4rule

About Stronghold Kingdoms
Stronghold Kingdoms is the medieval online castle game. Join hundreds of thousands of players in a rich world of Lords, Ladies, Bumpkins and Barons as you build your village, research new technology and strive to be the greatest in the land. Construct mighty castles to defend your lands against insolent intruders, develop your economy and trade your way to victory, lead your fellow noblemen to war and control of the Kingdom. Build, besiege, pillage, farm, explore, research, vote, trade and banquet your way to the throne! For more information please visit www.strongholdkingdoms.com or follow @SHKingdoms on Twitter.

About Firefly Studios

Firefly Studios is an independent PC game developer specialising in real-time strategy and MMO titles. Formed in 1999 by Simon Bradbury and Eric Ouellette, the company has brought to market a number of high profile and commercially successful strategy games, including the Stronghold series with lifetime sales of over six million. Firefly has offices in the UK and US. For more information please visit their website at www.fireflyworlds.com or follow @fireflyworlds on Twitter.