

With DEFCON we've tried really hard to create a mood - a feeling of being deep underground in a bunker, slowly bringing the world to an end. This always has been the main dictator of the kind of games we produce, I guess IGF has just bought it to the fore a little more and strengthened our resolve!Ĭan you tell us a little about how the game actually works? What's the interface? Does it have traditional war game elements - e.g., moving units around a map - or is this a new reading of the strategy genre? We're not doing anything crazy with the interface - it's a mouse driven strategy game and players will be immediately familiar with it. I guess we have become quite well-known since IGF for our rather outspoken commitment to steering clear of cashing in to franchises and sequels whilst continuing to produce games that are both wholly unique and often contrary to the rest of the game industry trends. When we started out with Uplink nobody knew of us and there was no pressure, except from ourselves, so it was a real boost to get such positive feedback. Winning the IGF awards this year was the best and proudest day of our lives! All of the days and nights living, dreaming, sleeping Darwinia suddenly became so much more worthwhile but of course with recognition and appraisal comes a certain amount of pressure to live up to these suddenly heightened expectations.

The only plan we've ever had, and stuck to, is a passionate commitment to making addictive and original games for as long as is feasibly and financially possible!Īfter your victory at IGF do you feel there's more pressure on Defcon than on your previous titles? Has any element of the game been shaped by your experiences during or following the event? Certainly you can't help but feel some pressure. To be honest we don't have a conscious gameplan when it comes to themes or future game ideas, inspiration can come from anything and anywhere. Meanwhile, Darwinia stands out on a limb in some ways with its references to the gems of halcyon gaming, such as Cannon Fodder and Tron.
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Uplink takes its inspiration from the hacking elements of Wargames - the war-dialing, password breaking, school record changing etc., whilst DEFCON takes its inspiration from the cold war Armageddon theme and the scenes in the NORAD bunker with the US Generals watching the world end in wireframe. is this a conscious development or an accident? I guess it's true that many of the things that inspire us have remained constant over the past five years and it's certainly fair to say that DEFCON's look and feel is not dissimilar to Uplink both games take huge inspiration from Wargames but in different ways.

With its War Games influence, Defcon seems to follow the themes of your previous games - hacking, computing systems, global domination.
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Defcon is due out on PC in September and I managed to get some questions over to Introversion's Tom Arundel about the game, the difficulties of small-scale development and the chances of an Xbox Live conversion. W ith cult hacking adventure, Uplink, and award-winning strategy hit, Darwinia, already under its belt, UK indie studio Introversion is now finishing off its third title, a chilling and quite beautiful nuclear war sim inspired by everyone's favourite teen-causes-armageddon movie, Wargames.
