![]() ![]() And although their resistance turned out to be worthless, and darkness and suffering prevailed over the kingdom in question, a secret prophecy proclaimed that after 100 years the forces of good would again fight to restore the Empire to its former splendor and glory. There was a great battle in which the forces of good together with the mythical guardian of light – the title Majin – had to face the darkspawn. It was unfortunate, however, that at some point the Darkness wanted to take power over him. It was called, very simply and unpretentiously, the Empire. Once upon a time, beyond seven mountains, seven forests and miles of sea waves, there was a beautiful kingdom. Unfortunately, I have to get rid of sentiments, because we are here to answer the question of whether it is worth it Majina spend your hard earned money. You just know, I mean this old school type of fairy tale in which a really fantastically created world and atmosphere clash with outdated mechanisms and total predictability. It is rather a fairy tale told by the game’s creators before our eyes. Majin and the Forsaken Kingdom it’s not a videogame, or at least I didn’t treat it like that after 15 minutes with the sweet and adorable little Majin and the rogue accompanying him. It merged whodunit threads with a lovely aesthetic and smart dialog.Ī Case of Distrust by solo developer Ben Wander (aka The Wandering Ben) was one of Polygon’s best 50 games from last year.Review: Majin and the Forsaken Kingdom (PS3) Today, Wander announced a new game called Airborne Kingdom, which involves a flying city and a search for desert migrants. This time, Wander is working with a reunited team of old friends. Prior to making A Case of Distrust, he worked at Visceral Games, part of a unit of four people who designed multiplayer modes for shooter Battlefield Hardline. After Wander’s departure, and the later shutdown of Visceral, the rest of the team went their own ways. But now they’re reuniting to make Airborne Kingdom. Collectively, they call themselves The Wandering Band.Īirborne Kingdom is a city management game with a twist: The city is mobile. It floats above a desert country, making contact with civilizations on the ground. By interacting with these societies and attracting new citizens, the city grows and improves. The game’s first images, released today, show a distinctive look, created by art director Chee Fong, who cites inspirations such as British artist Augustus Lamplough’s landscapes and Daniel Agdag’s magical realism. Production and marketing is headed by Zach Mumbach. Since the closure of Visceral, the team members have variously worked at Crystal Dynamics, Motive Studios, and on projects outside gaming.Īfter the release of A Case of Distrust on Nintendo Switch and Windows PC, Wander knew he needed help on his next idea. He was still in contact with his old pals. “We started spitballing about games that we liked and games that we wanted to make,” says Wander. “It got to a point where we thought we were onto something and so it became more serious. These are some of the best people that I know that make video games.” “If you’d told me five years ago that I’d be working with this group of people again, I would have probably signed that contract in blood with the devil, in order to make this happen. The player leads a flying city that explores a great desert He adds that there’s no hierarchy at The Wandering Band. He says his inspiration for Airborne Kingdom includes the Anno series, Frostpunk, Sunless Skies, FTL, and 80 Days. You’re exploring the landscape with these punctuated points of interest, all over the map.” “These are really good examples of nodal storytelling that we want to do, not in terms of the amount of story, but just the idea that there are these points that you can go to at any point. The game’s mechanic of interacting with other people is an underlying message that’s relevant to the wider world. “You’re getting new people to migrate to your city and understanding that these migrants bring new ways to do things,” Wander says. That’s a pretty important theme that comes through purely in the mechanic. We don’t have to hit people over the head with it. It’s just kind of obvious when you play it.”īut the theme is also relevant to Wander’s particular experience of making games. He says it’s “wonderful” to be part of a team again, after spending almost three years working alone. “Something that I’ve learned about myself is that I work best as part of a team. ![]() It’s great having other people to bounce ideas off of.
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