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Weird Worlds is basically the space game we always wanted to make ever since we first began playing games with computers. Like many of you who are reading this, we grew up watching space adventure movies and shows on TV, reading as much science fiction as we could get our grubby little hands on and, of course, playing lots of science fiction paper games, so by the time we all met, we had a pretty good idea of we wanted to do.

In 2002 we unleashed Strange Adventures in Infinite Space on unsuspecting gamers. It was the distillation of our saved up ideas, most of them anyway but I'll get to that, with features here and there, differences from other space adventure games, that we've always wanted to implement in a game. The main idea at the time was to make a very quick-playing game that still felt sort of like watching a couple of seasons of your favorite space adventure series (except that you'd actually fight the space battles). No mean feat but there was a precedent that was inspiring; John Butterfield's single player microgame, Voyage of the BSM Pandora (1981), so we knew it could be done.

We also wanted the game to be easy to play, that was (and is) very important to us, and we wanted to eliminate numbers and all of the charts and stat sheets usually found in these sorts of games. All of the game system functions such numbers represent would exist under the hood but only be discoverable by careful visual and aural observation, intuition, trial and error and repeated play. The beauty part is that replayability is what Weird Worlds and Strange Adventures are all about.

Now, Weird Worlds is the continuation of a certain way of looking at space adventure games. It is also much closer to the game we originally wanted to make. There are many features in Weird Worlds that we intended to implement the first time around but later dropped because of various limitations we were dealing with at the time. There are also features and goodies we've thought of since then that begged to be added, and important upgrades to include like Open GL graphics and better sound, so we had no choice. We had to go ahead and make it!

One of the things we are most excited about is Weird Worlds' extendibility. Strange Adventures modders have done some amazing things with the original game (which is extendable too but not so completely), so Iikka has made sure that modders will be able to customize the game. This really opens things up, and we're hoping to see all kinds of add-ons and alternate games happening with it, even games based on other settings and genres!

Weird Worlds has been a blast to make. We hope that comes through because the bottom line is that we want gamers to have a blast playing it! You know, we don't do trendy. We don't do generic. We're trying for something kind of unique, and Weird Worlds is the latest and best version of this experiment, because we think that's what gamers want too!

Rich Carlson  
Designer: Weird Worlds: Return to Infinite Space  

 

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