Darkwind: War on Wheels
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| Darkwind: War on Wheels | |
|---|---|
| Developer(s) | Sam Redfern |
| Publisher(s) | Psychic Software |
| Designer(s) | Sam Redfern |
| Engine | Torque Game Engine |
| Platform(s) | Mac OS X, Microsoft Windows |
| Release date | May 4, 2007 |
| Genre(s) | Post apocalyptic, Turn-based, Racing, Turn-based tactics |
| Mode(s) | MMO |
| Media | Download |
| System requirements | Windows or Mac OS X
64MB+ Graphics Card Supporting OpenGL Internet Connection |
Darkwind: War on Wheels is an independently developed 3D turn based racing and Vehicle Combat MMO for Windows and Mac OS X (a Linux client is also planned). It is inspired by the tabletop game Car Wars and the Mad Max movies, but set in its own original universe.
Darkwind was opened to the public on May 4, 2007 after two years of development and has since then been constantly updated with new features and content.
Contents |
[edit] Story
A disastrous solar event in 2019 and 2020 leaves the world devastated, with only small pockets of human survivors scratching out a living in a bleak, irradiated world. Largely fuelled by the stockpiles of hardware left behind by a dead civilization combined with the desperation of a new world order, the gladiatorial deathsports begin, around 2035. The vast expanses of wilderness between the towns are menaced by gangs of road pirates armed with heavily armed cars and trucks, and travelled by equally well armed trade groups, making a living by carrying food, fuel, and other specialist equipment between the towns.
[edit] Gameplay
The focus of the game is on vehicular combat - cars with guns - both in the wilderness and in manmade arenas and racing circuits. Gameplay is split between a web interface (for strategic management) and a 3D interface which supports Windows and Mac OS X (for control of your characters and vehicles during a combat or race).
[edit] Web interface
Through the web-interface the players can manage the recruiting, finances and the gangs vehicle garage.
Characters can be trained in a combat and non-combat skills such as driving, gunnery, mechanic, or scouting, which adds RPG elements to the game.
It is also worth mentioning that character death in Darkwind is permanent. In addition to perma-death Darkwind has a complex injury system with long-term (broken bones) and permanent (limb-loss). However replacing dead gang members is easy making is usually just a minor setback.
Many of the aspects of Darkwind run to a realworld timescale. It takes days or weeks for the players characters to heal from their injuries; it takes hours or days to repair/upgrade vehicles, and it takes hours to travel between towns. This makes strategic decisions carry real importance, and gameplay aspects such as trading take real time and effort, which allows them to work properly as part of the dynamic economy. The availability of hardware in the markets is a carefully balanced gameplay factor - if wilderness pirates are not kept under control, for example, then rare chassis types and weapons will not be easy to find.
A carefully developed economic model based on systems dynamic simulation ensures that the control and distribution of key resources unperpins a realistic, dynamic economy, providing real opportunities for trade to be used as a gameplay strategy, and control of key resources to be used as part of long term feuds and warfare. The actions of the player gangs and the victories and defeats of the computer-controlled pirate and trader gangs directly impacts the availability and cost of resources and vehicle hardware at each of the towns in the game. Lucrative trade routes are therefore not static but must be continually devised and modified.
[edit] Game client
The main turn based tactical gameplay which is the core of the game done though a freely downloadable game client.
Darkwind features several different event types - races, deathraces, arena combats, it is possible to compete in each in either leagues or ladders.
In Darkwind, turn-based gameplay racing becomes purely about the tactics of entering and exiting corners, passing opponents, and generally breaking down the nuances of driving that normally become automated in a traditional driving game. As real world professional racing has much more to do with tactics than reactions (for example F1 or Nascar races), the turn-based nature of Darkwind allows players to race more professionally by letting them battle it out tactically rather just waiting to see who's first to make a mistake. Darkwind's turn-based system also allows for highly detailed rules and strategy, as players have more time to assign orders to characters and vehicles.
As of October 2007, Darkwind has 46 unique vehicle chassis including subcompacts,sedans,muscle cars,SUVs and larger vans and trucks. 14 different engines and 37 weapons ranging from rams and flamethrowers for close combat to rocket launchers and mortars for long-range mayhem. Each of the chassis and weapons offeres different advantages which allows players to create a range of unique and interesting vehicle designs. The weapons have detailed statistics underlying them: recoil, close range and ranged accuracy, damage factors, psychological 'fear factors', ammunition, and so on.
Four towns are currently open to players, each offering distinct race tracks and wilderness combat maps around it. Darkwind currently has 15 racetracks in total with more under development.
One of the main gameplay elements revolves around travel and combat in the wilderness between the towns. Players can gain fame and accumulate looted hardware from their defeated adversaries (who may be either computer-controlled or player-controlled), but risk suffering horrible defeats and the lives of their gang members. Wilderness actions are frequently performed by multi-player squads: by joining together, players can greatly increase their chance of survival.
[edit] Future updates
Features planned for the future include: psionic abilities, performance-enhancing drugs, characters on foot and player-owned camps and alliances and more.
[edit] Subscription
Darkwind is free download and play, but players are restricted to using pre-built vehicles in league and ladder events as well as wilderness combats (restricted to the area around the main in-game town) while subscribers are free to buy and customize their own vehicles which they can use to enter special pro-events and participate in wilderness combats.
[edit] Soundtrack
The soundtrack to Darkwind: War on Wheels uses tracks written by Dean Garcia of the band Curve.

