Kept you waiting, huh?! Well I’m glad to be able to finally share with you that after a period of over 6 months, renovations on my new apartment are about finished. All that is left now are some minor tasks, like putting up decorative pieces and give it some more character. Having said that, I’ve recently set up shop which means slowly but surely I should be able to generate new content here at PayneReactor. I have never abandoned PayneReactor during renovations as I’ve been maintaining and updating the website to function properly in the background. However, to put out new content during that time has proven to be a difficult ordeal. I’m grateful the interest from developers and publishers in the site has only increased in the last couple of months though, so there’s enough stuff to cover.
Today we’re kicking things off with a preview of Rise of Industry developed by Dapper Pinguin Studios and published by Kasedo Games, a strategic tycoon game that puts you in the shoes of an early 20th-century industrialist. As a budding entrepreneur, you will build factories, construct efficient transport lines, move raw materials, produce finished goods, and arrange trade with the world’s developing cities, providing them with the resources they need to flourish – for as they grow and prosper, so do you.
When I was reading the game’s pitch, its distinct visual style was something that immediately raised interest. If I had to describe it, I would say the visuals are inspired by the “smoothness” found in mobile titles like Hitman Go resulting in a cleaner, more modern take on SimCity. Now it would be an easy mistake to compare this indie title with the giant in the land of city sims, so let’s not go that route. Realizing I do have a reserved interest in Simulator styled videogames, I have been quite outspoken about the fact that story/character driven games are my forte. In order to provide you with an unbiased look of Rise of Industry I wanted to involve someone with way more experience in Strategic/Simulator games than me.
In early December 2017, I’ve met with Emily Krumlinde at Dreamhack Winter. She’s a Swede living in the United Kingdom, streaming mostly competitive or strategy games via Twitch for others to watch. She is better known in her community as QueenE, a nickname she was given because of her “coldhearted”, honest and outspoken opinions. With a history as a professional Starcraft 2 player (which led her to all corners of the world), her insights and skill might be much more suitable when it comes to previewing Rise of Industry.
Emily fired up Rise of Industry not knowing what to expect other than knowing; the game is currently in Early Access, it was a city sim and that it looked appealing. She has been streaming her entire session, so for those more into the visual aspect of things, hit the Twitch player below. The first hour or so consist of her trying to find out how the game and its mechanics work. Shortly after that, she asses more the value and fun factor the game offers right now. After her session was finished, I have asked her a few questions to get a more clear insight of her thoughts and opinion, to serve as a summary of sorts.
What exactly is it that draws you this much into isometric strategy/simulator videogames? How were you introduced to this genre of games?
Emily: “What got me interested in these type of games was the challenge of them and that it’s almost like a puzzle but with movable pieces where you can figure out an optimal way of doing things depending on your end goal. I was introduced to it for the very first time as a kid back when Age of Empires 2 came out by my Mom who absolutely loved that game.”
Regarding Rise of Industry, what was your first impression? Was it visually appealing or was there a mechanic that made the game stand out?
Emily: “Overall: I liked the game, I really like the kind of blocky, colorful cute graphics that they used, I also enjoyed how customizable production was. Reminded me a little of factories in the way you resources and production works! The thing that stood out the most to me personally was the fact that you were not locked in to one area, but you could “set up shop” in multiple locations instantly to try and maximize your production and income. Usually you get your home base and you work from that, so this was interesting.”
The game’s currently in Early Access, did that negatively or positively affect your play?
Emily: “I think they released it to early access a bit TOO early. It has a great foundation but there were many key features that I personally missed. (Like ANY objective in career mode, so you could get a sense of what career mode was going to be like). There were also a few things that were a bit poorly explained how exactly it worked, like the R&D points and the meter it came with, no indication on what you did to make the meter go up or down. This made it tricky to know how to optimize getting R&D points to evolve your production, which unfortunately made the experience a bit stale.”