hot  /  reviews  /  videos  /  cblogs  /  qposts

Gas Powered Games

Gas Powered Games photo
Gas Powered Games

Chris Taylor would love to work on Total Annihilation

But it's never that easy
Apr 12
// Jordan Devore
In the what-if scenario of the day, Gas Powered Games founder Chris Taylor has stated his desire to work on real-time strategy property Total Annihilation again. "I would love to yes, but the problem is you can’t j...
Wargaming photo

Gas Powered Games is now working on a free-to-play MMO

Studio tentatively renamed Wargaming Seattle
Apr 02
// Jordan Devore
Although Wildman went unfunded on Kickstarter, I was still interested to see if Gas Powered Games could (and would want to) continue working on the project following the studio's acquisition by free-to-play powerhouse Wargami...
 photo acquires Gas Powered Games

Gas Powered Games lives on
Feb 14
// Patrick Hancock
Gas Powered Games, the team behind the Dungeon Siege and Supreme Commander franchises, has been bought by World of Tanks creator Gas Powered Games has had recent trouble staying afloat, with a la...
Wildman KS canned photo
Wildman KS canned

Gas Powered Games shuts down Wildman Kickstarter

Decides it's best to focus 'on other ways' to keep studio open
Feb 11
// Jordan Devore
During Gas Powered Games' Kickstarter campaign for action-RTS/RPG game Wildman, "a substantial number of the team" was laid off to avoid a situation where employees wouldn't receive severance pay if things didn't work out. Ul...

Layoffs at Gas Powered photo
Layoffs at Gas Powered

Gas Powered Games sees layoffs, might close Kickstarter

Studio behind Dungeon Siege and Supreme Commander
Jan 18
// Jordan Devore
When thinking of what-if scenarios that you wouldn't want to happen while running a Kickstarter campaign, I feel like "layoffs" would be up there pretty high. Days after seeking crowdfunding support for its action-RPG/RTS Wil...
Wildman photo

Gas Powered Games turns to Kickstarter for Wildman

New project combines action-RPG and RTS gameplay
Jan 14
// Jordan Devore
Teased last month by Gas Powered Games as "Project W," the studio's next game has now been unveiled as Wildman. This PC-only title will draw from the team's prior experience working on Dungeon Siege, Supreme Commander, and De...

No more new content planned for Age of Empires Online

Creating more civilizations wouldn't be cost-effective
Jan 03
// Jordan Devore
Bit of disappointing news for those of you actively playing Age of Empires Online, but nothing can last forever. Excluding some finished content scheduled to hit in the next few weeks, Gas Powered Games won't be adding anythi...

Gas Powered Games website teases 'next big thing'

What is Project W?
Dec 19
// Jordan Devore
It's been a while since I've seen one of these teaser websites, and while I can't say I miss them, I'd be interested to hear what Gas Powered Games has been up to lately. The studio is teasing something over here with a count...

Gas Powered Games has 'a lot of interest in' Demigod 2

Aug 24
// Jordan Devore
Demigod was a good game. As such, a sequel to Demigod would be -- I have to imagine -- received well. In a Gamescom-flavored interview between and Gas Powered Games' leading man Chris Taylor, the notion of doing a f...

Supreme Commander 2 PC patch 1.11 is a big one

Apr 16
// Jordan Devore
Gas Powered Games hasn't been vacationing after the somewhat recent completion of Supreme Commander 2. And if they have, well, those cats know how to mix business with pleasure. Following last week's release of a hefty patch ...

A look at Supreme Commander 2's 'Colossus' unit

Feb 12 // Nick Chester

In the last day of our exclusive Supreme Commander 2 videos, Gas Powered's Chris Taylor takes a look at the "Universal Colossus" unit. The successor to Supreme Commander's "Galactic Colossus," Taylor calls this unit one of t...


A look at Supreme Commander 2's 'Pulinsmash' in action

Feb 11
// Nick Chester
In today's exclusive look we bring you another experimental unit from the upcoming Supreme Commander 2, the "Pulinsmash." The massive unit spins its arms to create a vortex, which in turn sucks up nearyby enemy units. The fi...

"Tons of fun at weddings, funerals, birthday parties, you name it," says Gas Powered's Chris Taylor of today's featured Supreme Commander 2 unit, the AC1000. Inspired by the real-life AC130 gunship (as flown by the United St...


Today we take to the sea, with an exclusive look at "The Krakek," an Cybran faction experimental submarine in Supreme Commander 2. "It has a very intimidating look," says Gas Powered Games Chris Taylor. "Its looks match its ...


In the first of five exclusive videos, Gas Powered Game's CEO Chris Taylor gives us a look at the "Bomb Bouncer" unit from Supreme Commander 2, the upcoming real-time strategy title for PC and Xbox 360. The "Bomb Bouncer" is...


Gas Powered to show off 'next big thing' on February 15

Feb 04
// Nick Chester
Wondering what comes after Gas Powered Games ships Supreme Commander 2 in March? The "next big thing," obviously. "Can't wait to announce our next big thing on the 15th," Gas Powered's Chris Taylor wrote on his personal Faceb...

If there is one thing I learned about Supreme Commander while at Gas Powered Games for my preview of it it's that the universe the game takes place in is huge, and with Squares Enix's new push for more story focused games in ...


All hail Supreme Commander 2's glorious spider mech

Jan 21
// Jordan Devore
As this new trailer for Gas Powered Games' Supreme Commander 2 reminds us, the real-time strategy title has a story. Consider me simple-minded if you like, but when my thoughts come into contact with this game, humans are no...

Preview: Supreme Commander 2

Jan 19 // Matthew Razak
Supreme Commander 2 (PC, Xbox 360)Developer: Gas Powered GamesPublisher: Square EnixTo be released: March 2 (PC), March 16 (Xbox 360) To begin with, SC2 is not going to be the computer destroying monster that the original Supreme Commander was. Gas Powered heard the issues people were having, and decided that needing everyone to upgrade their computer in order to play the game probably wasn’t the best sales strategy. Instead they dug their heels in and figured out ways to do more, but with using far less power. According to them they’ve succeeded, and SC2 will run on even some of the lowliest computers out there. To demonstrate this they had some not-so-nice computers running the game next to their all powerful computers. The differences I saw were negligible, so unless they were lying it looks like a far bigger audience will be able to actually play SC2. One of the ways that the team at Gas Powered Games has made the game run faster is by revamping the path control of how units move. Previously in RTS games you gave a group of units a command to move and they all got individual routes to get there and if they ran into anything they’d bump and rotate and bump again and rotate, ad nauseum. However, in a game like SC where you can literally have hundreds upon hundreds of units on the screen at the same time it became a very big task for the computer to process every move, and on top of that you literally had hundreds of units running into each other constantly. So Gas Powered found some really smart guy and he figured out what they’re calling a flow field. A flow field is kind of like how people move on a crowded sidewalk. No one bumps into each and then turns; we all just sort of move through each other. In SC2 this is exactly how units will move. When you tell a group of units to move they’ll form up and then move to their location. If they run into something or someone they’ll flow around it like people do instead of stopping and redoing their route or bumping and turning until they’ve figured it out. It cuts down on processor needs because the units are working as a group and it cuts down on gamer aggravation because your units don’t get stuck or muddled. It wasn’t something that truly awed me when they demoed it, but once I got some time with the game on my own it was clear how much better it could make an RTS. Throw in the fact that the new AI actually does whatever you can do instead of simply building and throwing enemies at you and you’ve got two changes to how the RTS works. Whether these fundamental changes are actually major changes is yet to be seen, but it could offer a more challenging and responsive gaming experience that runs far smoother than previous RTS. Smoother is pretty much exactly what SC2 looks like compared to SC. The UI has been streamlined and slimmed down so that it takes up as little of the screen as possible, but it’s still easy to use and navigate. Meanwhile, the strategic view, a major bullet point for the original game has actually become strategic. One of the cool things about SC is that you can pull your camera out to see the entire map or zoom in on just one unit. This was great in the first game, but pulling out was simply that and nothing more. It gave you a great overall view, but actually wasn’t that strategic. In SC2 pulling all the way out gives you a truly strategic view. The map becomes a grid and your troops get marked as squads. There are also new commands in the strategic view that make it easier to control your troops all the way zoomed out. The game also has plenty of stuff returning from the original. All three factions in the game (Cybran, UED and Aeon) are back though the Aeon are now called the Illuminate. The experimental vehicles that were such a hit in the original are back, but now there are a whopping 27. Plus, thanks to a new style of research tree functionality, in which players can pick and choose where their research points go, players won’t have to wait until the last few levels to get all the best weapons. You can have a giant walking dinosaur covered in guns by the end of the first level, and no, I’m not making that up. It kind of made me wish for a Dino-Riders RTS. Not just the number of experimental vehicles has been improved, though. Chris Taylor, the creator of SC and the lead designer on the game, flat out insulted the original game’s maps when comparing them to the ones in SC2. The maps in SC2 have three dimensional terrain and can go from ridiculously small to massively huge. Some of the maps can take your troops a solid chunk of time just to walk across, making strategy on an immensely key element. The maps aren’t just bigger in size; they’re bigger in scope as well. Unlike in the original game where a map had boundaries that you could clearly see by the fact that the world just ended, SC2’s maps go on forever. No matter where you spin the camera you can see the world going on, not simply ending because the map is over. Ocean’s have floors, ships cast shadows and if your unit falls off a cliff (one level is literally in the clouds) he’ll fall of a cliff and you’ll see him falling. The maps appear to be actual worlds, not just maps.  The fullness of the stages is one of the major ways that Gas Powered wanted to actually immerse the player in the world of SC2, which brings me back to the game actually having a story. When Square Enix stepped in as the series' publisher they game to Gas Powered and said they’d love to have them do SC2, but they didn’t just want a bunch of military heads directing you what to do. They wanted a story, with characters you actually care about and a premise that makes the war matter. We got to see very little of this story, but there will be three separate story arcs (one for each faction) that eventually collide at the end of the game. The one we saw the opening cinematic to was the UED, which follows a commander who must choose between duty and love. Each story will have six operations that will give you 18 in all. Unlike the last game, SC2 will not have multiple endings. This is thanks to the extra focus on story, which is easier to create with only one outcome. It was also noted it’s easier to make sequels when there is only one ending. The game also features a massive multiplayer component. Up to 8 players can take each other on or cooperate to defeat an enemy on a wide variety of maps from the game. The multiplayer functioned smoothly and was deceptively easy to dive into when I played it (as was the single player). Even more amazing was the fact that I didn’t totally suck at it right off the bat, which means they have to be doing something right. However, unless you’re an RTS fan it remains to be seen if the game’s multiplayer could hold your interest any longer than any other RTS could. Finally, we come to the elephant in the room. The game is also landing on the 360. Anyone who played the port of the original game on the 360 knows that it had a few issues, most of which involved it not being that good. However, this time the 360 version is being developed in house at the same time as the PC version and will have everything the PC version has except for eight player multiplayer as the 360 is capped at four. Of course things have been rearranged a bit for the 360 version. The UI is condensed down to radial selection, much like we saw in Halo Wars and movement and selection have been simplified a bit. To tell the truth, moving into the 360 version of the game straight from the PC version was like hitting a brick wall made out of glorious PC user interfaces. However, once you get use to the interface it does seem to work well enough, with only a few minor problems here or there that could be easily worked out by launch date. Of course, as much as they’d like us to believe that playing on a console is just as good as on a PC, it doesn’t look like Gas Powered has found the secret to making an RTS a truly equal experience on consoles. It will be a few months before we find out for sure as the game launches on March 2 for the PC and March 16 for the 360.

If there is a genre out there that has sat pretty stagnant, it’s probably the RTS. In most cases you’re put on a flat map, given a bunch of soldiers, told to build something and then told to defeat someone by some...


Chris Taylor: Innovation isn't always the answer for RTS

Jan 13
// Jordan Devore
Ever get the feeling that real-time strategy as a genre is going through a weird transitional phase right now? There are a few exceptions; studios like Blizzard and Gas Powered Games who are staying true to the classic formul...

Supreme Commander 2 box art reminds me of Transformers

Dec 23
// Jordan Devore
Unless videogame box art is something truly outrageous, artsy, or so bad it rolls into good territory, it can be hard to talk about. The cover artwork for Supreme Commander 2 is exactly none of those things, so you just know ...

Wait, what? Only 23% of Demigod buyers tried multiplayer?

Nov 19
// Josh Tolentino
Seriously? I mean, that game has little more than a skirmish mode as its solo component! For chrissakes, it's a Defense of the Ancients clone! Games like that don't roll well solo. But hey, people can do what they like with t...

Square Enix announced today a partnership with Gas Powered Games, marking the first time the Japanese company has struck up a deal with a firm outside Japan. We've heard that Square Enix planned to expand west lately, and thi...


Chris Taylor announces Dungeon Siege 3

Jun 08
// Justin Villasenor
Action RPG enthusiasts rejoice! Gas Powered Games founder Chris Taylor has mentioned in an interview with Eurogamer that there will be a Dungeon Siege 3. It looks like Uwe Boll’s terrible movie wasn’t enough to bu...

Auto-loading more stories ... un momento, corazón ...