Published on November 7, 2008 By Island Dog In Demigod Journals

G4TV has a special hands on look at Demigod.  Brad Wardell walks through some elements of the game, and shows off the beautiful graphics as well.


Comments
on Nov 07, 2008

Very, very good job of press on this one.  Best video so far.  Maybe the best press so far.  I would have liked there to be more action in the video, but very good job guys.

on Nov 07, 2008

Direct control of units ftw

on Nov 07, 2008

on Nov 07, 2008

I'll say it, then.

You didn't mention DOTA once. The CEO even stuttered when he was explaining how resources and such work, because he never mentioned (or didn't want to) that units spawn automatically.

Does this mean that following in DOTAs footsteps is becoming more of a burden than a benefit? Does it mean changes in game design? If someone asked me to describe the game, I'd just flat out say "The idea is to have a game like DOTA, but vastly superior in every way - graphics, gameplay, playability".

It's good that you got in the engine stuff, even on my slow computers it still looks and runs amazingly well. As opposed to a game like Warhammer where state of the art is still really bad performance. I don't know how you did it, but the time you spent on polishing the graphics engine I am pretty damn sure will pay off. Just look at it! I can't stop myself from pressing pause and just oogling around.

 

 

on Nov 07, 2008

Heavenfall
You didn't mention DOTA once. The CEO even stuttered when he was explaining how resources and such work, because he never mentioned (or didn't want to) that units spawn automatically.
I think the way he explained resources was better: just saying "you get units for free" would still leave anyone who doesn't already know the game wondering how you get the upper hand. This way people know that advantages are gained by capturing territory rather than finding gold or just picking the right Demigod. (Granted, he probably should have mentioned automatic spawns somewhere in there, but given a choice between one or the other he chose the right mechanic to describe.)

It's also a good thing that he didn't mention DotA: first, any mention of it would be completely useless, as he would still have to explain how it is like DotA; second, it would alienate those who don't like or know about DotA, while doing little for those who do like it.

on Nov 07, 2008

I think he was just looking for the shortest way to explain it. Once I mention anything about creeps, the explaination of the game ends up being a LOT longer.

on Nov 08, 2008

since it hasn't yet been directly said; nice interview there Brad.

on Nov 08, 2008

Sorry if my post sounded negative by the way. I was just curious as to where this change in marketing strategy came from, and if it would mean a different game.

 

I think it was a great interview, a great preview of the game. This game - truly - deserves all the attention it can get.

on Nov 08, 2008

yup very nice interview
Loving the direct control of general units

And Heavenfall your looking into the fact he didnt mention DotA WAY too much..he was just trying to explain it quickly.

on Nov 08, 2008

BulletMagnet
since it hasn't yet been directly said; nice interview there Brad.

 

Pretty sure that is what I said in the first post.

on Nov 08, 2008

Nice interview, can't wait to see some of that stuff (like the Vampire Lord general) make its way into the beta.

on Nov 09, 2008

Heavenfall
Sorry if my post sounded negative by the way.
And I'm sorry if mine gave the impression that I thought that.

on Nov 09, 2008

I'm sorry if I somehow gave you the idea that I thought that you thought my post sounded negative.

on Nov 09, 2008

All right, this thread is getting entirely too civil. I'm putting a stop to this apology nonsense.

on Nov 09, 2008

hehehe, look at the chaos i've caused.

 

anyways, i'm still rather cut because the latest beta came out about 6 hours after my monthly quota (with pretty much 1.1GB spare) ticked over and zeroed. so, i can't yet play Atlantis.

 

great timing SD, ye' bastards! lol, JK.