Solium Infernum was a turn-based strategy phenomenon back in the early 2010s. Instead of taking the fight to the usual strategy arenas—historical battlefields, high fantasy landscapes, intergalactic colonies—it had a gaggle of archfiends vying for supremacy in a John Milton/Dante-inspired Hell. It was developed in Adobe Director by Vic Davis, a legend of the tabletop scene whose primary work is with board games, and who has since retired from game development. In an interview with Game Developer(opens in new tab) in 2010, Davis bravely announced that he wanted to «make games that drive away 90 percent of the player base out there.»
An extremely noble undertaking, and one that has seen his legend grow among fans of richly complicated political strategy sims. Now, 12 years later, Armello studio League of Geeks has announced a ground-up «re-imagining» of Solium Infernum. In addition to throwing off the shackles of Adobe Director graphical austerity, the League of Geeks project will «take some liberties» while also adding much more modern multiplayer functionality.
Here's how it used to look:
...and here's how it looks now:
The original was a play-by-email affair, and while the modern version will also be turn-based, it'll be much easier to dive in for five minutes every day to chip away at campaigns that can famously take up to six hours to complete. These weeks-long, simultaneous-move multiplayer campaigns are still in, but there will also be shorter, more snackable 2-4 hour singleplayer campaigns built around the stories of each archfiend. There are eight playable archfiends, up from the original's five.
The most striking thing about LoG's reimagining is surely the graphics, and especially the representations of each
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