Achron

Last updated
Achron
Achron Logo.png
Developer(s) Hazardous Software, Inc.
Publisher(s) Hazardous Software, Inc.
Designer(s) Chris Hazard and Mike Resnick
Engine Resequence
Platform(s) Linux, Mac OS X, Microsoft Windows
ReleaseAugust 29, 2011
Genre(s) Real-time strategy
Mode(s) Single-player, Multi-player

Achron is a real-time strategy computer game. It is considered to be the first "meta-time strategy game" (Real-time strategy with time travel), [1] notable for being the first game with free-form multiplayer time travel [2] and its themes of concepts like the grandfather paradox. [3] Achron was released on August 29, 2011. [4]

Contents

Plot

Hundreds of years in the future, humans have begun colonizing other worlds, however they have been reliant on conventional propulsion systems that may take hundreds of years to reach their destination. This all changed when alien ruins were discovered in the Remnant system. Technology present in the ruins led to the development of instantaneous teleportation. Within a few decades, all colonies were linked by a network of gates, and new colonies could be constructed in significantly less time. However, humans never came across another intelligent race, until communications with a border colony suddenly stopped. Several other colonies followed, and an enormous alien fleet was found laying waste to one of the colonies. A huge fleet was called to the Remnant system to meet the invaders; however, they were outthought and outmaneuvered at every turn, despite the invader's inferior firepower. As discipline broke down, the data feed from the Remnant gate went dark. Being trapped on the other side of the gate and as one of the survivors, they must piece together what happened and unravel the mysteries of the alien invasion and the Remnant system itself. [5]

Gameplay

The main aspect in Achron is the use of "chronoporters" that allow the equipment or troops to be transported to certain instances of time. [6] Players can simultaneously play in the past, present, or future. [1] [7] [8] Only a certain distance can be traveled in the past. After a while, the time-waves will occur, bringing along every change from the past into the present. [9] Because the changes aren't instant, that gives the players a chance to react to the opponents' moves before they become irrevocable and directly linked to the present. [10]

For instance, if the player is attacked at an unexpected spot, they can travel to the past and move their army towards the spot where they now know the attack will occur. Or if the player waged a battle which ended in defeat, they can jump to the past and prevent the battle from ever happening. [7] That said, the opponent may alter the course of events as well in order to counter any changes in history the player made. Entire battles may take place in the speculative future as well, and players may take a look into the future to know what the results of their actions will be. Any opponent's unit can be "infected" with nanites, which allows the player to take control over it and see from its line of sight. [11]

Additionally, apart from the player being able to view and command his forces in the past and the future, individual units may travel through time as well, with a process called "chronoporting". [10] When it takes place, the player must be cautious to avoid "chronofragging" their units - that is, having units collide with previous or future instances of themselves (or other units) after traveling through time because they occupy the same physical space at the same time. Thus the player must move their units to deliberately free spaces in the time zone they want to send them to in order to avoid this; otherwise, the weaker of the two units ends up destroyed, with the stronger surviving but receiving certain damage. [10] However, if one of the instances of the unit that originally time-traveled no longer does so, all the instances after it will cease to exist.

The main resource of the game is chronoenergy. [10] It exists as a limitation to the interference with time. [12] Issuing commands in the past costs chronoenergy, [7] in order to prevent players from continually and endlessly countering the other's changes in the past and indiscriminately undoing all their mistakes. The deeper in the past modifications are and the more units being given the command, the more chronoenergy the orders will cost. It gets to regenerate faster the closer the player is to the present. [9]

Chronoporting may lead to the grandfather paradox. [9] In order to solve this, the game's engine automatically switches between the two possible outcomes until one of them falls out of the boundaries of the timeline and the other becomes the absolute outcome. [3]

There are three different races, each with different abilities: Vecgir, skilled in teleportation, Grekim, experts in time travel, and the humans, who have the firepower advantage. [13] Just as there is a mini-map to guide through, the game requires that there also be a timeline for orientation through time. All attacks occurring in the past or in the future are displayed on the timeline, as well as what point in time opponents are currently viewing and managing. [10]

Development

In 1999, Chris Hazard came up with a time travel video game concept during a conversation with his friend about Homeworld. It eventually led to the start of the development two years later. [14] During that time, it was concluded that the current technology wasn't strong enough to handle the planned content. [15] The project was restarted around 2006/2007, [14] and Hazard brought his friend Mike Resnick to work together on it. They split the production tasks while working full-time - Hazard coded the Resequence Engine which powered the game, while Resnick integrated the art assets and designed the units logic. [15] Achron was ready to be shown at the Game Developers Conference 2009. [16] Every game tester was able to use the time travel option right at the beginning, with a design choice to slowly introduce the players to the mechanics by facing them with increasingly more difficult situations. [17]

The game was announced on March 9, 2009, [18] and a full release was planned for the first quarter of 2011. The release plan allowed pre-ordering customers to access alpha and beta versions of the game, [19] as well as later-developed features such as level editing. Multiplayer was added on February 15, 2010, and the first official tournament was held during March 2010.[ citation needed ] The game was released on August 29, 2011. [4]

Reception

Achron received generally mixed reviews from critics. It polarized many critics, receiving scores as high as 9/10 [26] and as low as 3/10. [21] On Metacritic it has a score of 54 out of 100 based on reviews from 11 critics. [20] It won Best Original Game Mechanic from GameSpot in 2011. [27]

The game received criticism for its graphics and poor pathfinding. [23]

See also

Related Research Articles

<i>Warcraft: Orcs & Humans</i> 1994 video game

Warcraft: Orcs & Humans is a real-time strategy game (RTS) developed and published by Blizzard Entertainment, and published by Interplay Productions in Europe. It was released for MS-DOS in North America on 15 November 1994, and for Mac OS in early 1996. The MS-DOS version was re-released by Sold-Out Software in 2002.

Real-time strategy (RTS) is a subgenre of strategy video games that does not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early 1990s.

Command & Conquer (C&C) is a real-time strategy (RTS) video game franchise, first developed by Westwood Studios. The first game was one of the earliest of the RTS genre, itself based on Westwood Studios' influential strategy game Dune II and introducing trademarks followed in the rest of the series. This includes full-motion video cutscenes with an ensemble cast to progress the story, as opposed to digitally in-game rendered cutscenes. Westwood Studios was taken over by Electronic Arts in 1998 and closed down in 2003. The studio and some of its members were absorbed into EA Los Angeles, which continued development on the series.

<i>Halo: Combat Evolved</i> 2001 video game

Halo: Combat Evolved is a 2001 first-person shooter video game developed by Bungie and published by Microsoft Game Studios for the Xbox. It was released as a launch game for Microsoft's Xbox video game console on November 15, 2001. The game was ported to Microsoft Windows and Mac OS X in 2003. It was later released as a downloadable Xbox Original for the Xbox 360. Halo is set in the twenty-sixth century, with the player assuming the role of the Master Chief, a cybernetically enhanced supersoldier. The Chief is accompanied by Cortana, an artificial intelligence. Players battle aliens as they attempt to uncover the secrets of the eponymous Halo, a ring-shaped artificial world.

<i>Civilization IV</i> 2005 video game

Civilization IV is a 4X turn-based strategy computer game and the fourth installment of the Civilization series, and developed by Firaxis Games. It was designed by Soren Johnson. It was released in North America, Europe, and Australia, between October 25 and November 4, 2005, and followed by Civilization V.

<i>Star Wars: Empire at War</i> 2006 real-time strategy video game

Star Wars: Empire at War is a 2006 real-time strategy video game developed by Petroglyph Games and published by LucasArts for Microsoft Windows and Mac OS X. Set between Episode III and Episode IV, it focuses on the fledgling struggle between the Empire and the Rebels. It uses Petroglyph's game engine Alamo. In October 2006, an expansion titled Star Wars: Empire at War: Forces of Corruption was released.

<i>0 A.D.</i> (video game) Free and open-source real-time strategy video game

0 A.D. is a free and open-source real-time strategy video game under development by Wildfire Games. It is a historical war and economy game focusing on the years between 500 BC and 1 BC, with the years between 1 AD and 500 AD planned to be developed in the future. The game is cross-platform, playable on Windows, macOS, Linux, FreeBSD, and OpenBSD. It is composed entirely of free software and free media, using the GNU GPLv2 license for the game engine source code, and the CC BY-SA license for the game art and music.

<i>Dungeons & Dragons: Dragonshard</i> 2005 video game

Dungeons & Dragons: Dragonshard is a real-time strategy role-playing video game, developed for Microsoft Windows by Liquid Entertainment, and published by Atari in September 2005. It takes place in Eberron, one of the official Dungeons & Dragons campaign settings. The game combines elements of traditional real-time strategy gameplay with role-playing elements such as hero units, and questing. Dragonshard includes two single-player campaigns, single-player skirmish maps, and multiplayer support. The single-player campaign follows the struggles of three competing factions to gain control of a magical artifact known as the Heart of Siberys.

<i>Company of Heroes</i> (video game) 2006 video game

Company of Heroes is a 2006 real-time strategy video game developed by Relic Entertainment and published by THQ for Windows and Mac OS X operating systems. It is the first installment of the Company of Heroes series, and was the first title to make use of the Games for Windows label.

<span class="mw-page-title-main">Spring Engine</span> Real-time strategy game engine

The Spring Engine is a game engine for real-time strategy (RTS) video games. The game engine is free and open-source software, subject to the terms of the GNU General Public License v2.0 or later.

Real-time tactics (RTT) is a subgenre of tactical wargames played in real-time, simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics.

<i>Army Men: RTS</i> 2002 video game

Army Men: RTS is a real-time strategy video game developed by Pandemic Studios and published by The 3DO Company for PlayStation 2, and Microsoft Windows. The GameCube version was published by Global Star Software, and developed by Coyote Developments. The game follows Sarge and his Heroes in the Green Army as they fight the Tan Army across a variety of battlefields, over the course of 15 Campaign missions, 8 Special Operations missions and, 8 Great Battles. The Special Operations missions are absent from the PC release. The game was the final Army Men game from The 3DO Company. The player controls the Green Army across common household settings to collect plastic and electricity in order to build units to defeat the Tan opponent. The plot is inspired by the movie Apocalypse Now and contains many pop culture references as the team of Green commandos must hunt down a rogue and apparently insane colonel, Colonel Blintz.

<i>Brütal Legend</i> 2009 video game

Brütal Legend is an action-adventure video game with real-time strategy game elements created by Double Fine and published by Electronic Arts for the PlayStation 3 and Xbox 360. The game was released during October 2009 in North America, Europe, and Australia. Though Brütal Legend was originally to be published by Vivendi Games prior to its merger with Activision, Activision dropped the game from its portfolio after the merger. It was later picked up by Electronic Arts, though Activision and Double Fine brought counter-lawsuits against each other over publishing issues. The issues were settled out of court. Later, Double Fine announced a port of the game for Microsoft Windows via Steam, which was released in February 2013. Mac OS X and Linux versions of the game were made available as part of the Humble Bundle in May 2013. A physical collector's edition for Windows, Mac OS X, and Linux was released by IndieBox in October 2014.

Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management. They are also usually divided into two main sub-categories: turn-based and real-time, but there are also many strategy cross/sub-genres that feature additional elements such as tactics, diplomacy, economics and exploration.

<i>Halo Wars</i> 2009 real-time strategy video game

Halo Wars is a real-time strategy (RTS) video game developed by Ensemble Studios and published by Microsoft Game Studios for the Xbox 360 video game console. It was released in Australia on February 26, 2009; in Europe on February 27; and in North America on March 3. The game is set in the science fiction universe of the Halo series in the year 2531, 21 years before the events of Halo: Combat Evolved. The player leads human soldiers aboard the warship Spirit of Fire in an effort to stop an ancient fleet of ships from falling into the hands of the genocidal alien Covenant.

<i>AI War: Fleet Command</i> 2009 video game

AI War: Fleet Command is a real time strategy video game created by independent developer Arcen Games. The game was first released on the Arcen Games website and Impulse on June 2, 2009, before getting a Steam release on October 16, 2009 that coincided with the release of version 2.0. AI War blends the 4X, tower defense, and traditional RTS genre to create something that was hailed as unique but with a steep learning curve. Players go up against two artificial intelligence (AI) opponents that are superior to the player. The objective is to destroy the home planets of both AI opponents.

<i>Warcraft II: Tides of Darkness</i> 1995 video game

Warcraft II: Tides of Darkness is a fantasy real-time strategy computer game developed by Blizzard Entertainment and released for MS-DOS and Microsoft Windows in 1995 and Mac OS in 1996 by Blizzard's parent, Davidson & Associates. A sequel to Warcraft: Orcs & Humans, the game was met with positive reviews and won most of the major PC gaming awards in 1996. In 1996, Blizzard released an expansion pack, Warcraft II: Beyond the Dark Portal, for DOS and Mac OS, and a compilation, Warcraft II: The Dark Saga, for the PlayStation and Sega Saturn. The Battle.net edition, released in 1999, included Warcraft II: Beyond the Dark Portal, provided Blizzard's online gaming service, and replaced the MS-DOS version with a Windows one.

<i>Supreme Commander</i> (video game) 2007 video game

Supreme Commander is a 2007 real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games. The game is considered to be a spiritual successor, not a direct sequel, to Taylor's 1997 game Total Annihilation, and also the Spring remake. First announced in the August 2005 edition of PC Gamer magazine, the game was released in Europe on February 16, 2007, and in North America on February 20.

<i>Men of War: Assault Squad</i> 2011 video game

Men of War: Assault Squad is a game of real-time tactics strategy game set in World War II.

References

  1. 1 2 Rossignol, Jim (March 27, 2009). "Epochal: Achron, Meta-Time Strategy". Rock, Paper, Shotgun. Archived from the original on 1 September 2009. Retrieved 15 July 2009.
  2. Boyer, Brandon (March 31, 2009). "The unreal-time strategy of experimental gameplay darling Achron". Boing Bong: Offworld. Archived from the original on 30 March 2012. Retrieved 15 July 2009.
  3. 1 2 "Achron's official page: paradoxes". Archived from the original on 2010-04-29. Retrieved 2010-05-04.
  4. 1 2 "Achron News". AchronGame.com. 2011-08-29. Archived from the original on 2011-09-01. Retrieved 2011-08-29.
  5. "Achron's official page: backstory". Archived from the original on 2010-05-29. Retrieved 2010-05-05.
  6. Smith, Zack. "Time Traveler". North Carolina State University . Retrieved December 21, 2019.
  7. 1 2 3 "Hazardous Software Unveils Achron". Gamer's daily news. Archived from the original on 1 June 2009. Retrieved 15 July 2009.
  8. Faylor, Chris (March 27, 2009). "Time travel RTS Achron revealed". Shack News. Archived from the original on 22 June 2009. Retrieved 15 July 2009.
  9. 1 2 3 Jackson, Craig (November 22, 2010). "Your Turn: Time is on your side". The Sydney Morning Herald . Retrieved December 22, 2019.
  10. 1 2 3 4 5 "Achron: Gameplay". AchronGame.com. Archived from the original on 2011-09-02. Retrieved 2011-08-30.
  11. Chick, Tom (September 1, 2011). "Review: Achron (PC)". GamePro . Archived from the original on December 2, 2011. Retrieved December 21, 2019.
  12. Walker, Alex (May 27, 2011). "Frag Reel Friday: Multiplayer time travel in Achron". Australian Broadcasting Corporation . Archived from the original on November 4, 2011. Retrieved December 22, 2019.
  13. Thompson, Michael (May 10, 2010). "Achron: indie RTS where time is your plaything, and enemy". Ars Technica . Archived from the original on February 23, 2017. Retrieved December 22, 2019.
  14. 1 2 Totilo, Stephen (July 11, 2011). "A Game Called Achron and the Theory That Games Would be Better With Time Travel". Kotaku . Retrieved December 21, 2019.
  15. 1 2 Lepore, Rich (July 11, 2011). "A tale of two indies - Time-traveling with Hazardous Software". Technician . Retrieved April 29, 2019.
  16. Lang, Derrick (March 27, 2009). "Experimental games get play at conference". NBC News . Archived from the original on February 25, 2020. Retrieved December 21, 2019.
  17. Martin, Joe (April 14, 2009). "Achron Interview: Your Head Will Explode". bit-tech . Archived from the original on 20 August 2009. Retrieved 10 July 2009.
  18. "Game first announced by developers". Archived from the original on 2013-09-21. Retrieved 2009-07-10.
  19. Schramm, Mike (May 1, 2010). "Time-traveling RTS Achron now playable, available for pre-order". Engadget . Retrieved December 21, 2019.
  20. 1 2 "Achron for PC". Metacritic . Archived from the original on February 11, 2019. Retrieved December 21, 2019.
  21. 1 2 Pinsof, Allistair (August 29, 2011). "Review: Achron". Destructoid . Archived from the original on February 11, 2019. Retrieved December 21, 2019.
  22. VanOrd, Kevin (August 31, 2011). "Achron Review". GameSpot . Archived from the original on October 26, 2016. Retrieved December 21, 2019.
  23. 1 2 Meunier, Nathan (September 16, 2011). "Achron Review". IGN . Archived from the original on February 11, 2019. Retrieved December 21, 2019.
  24. "Test: Achron". Jeuxvideo.com . October 12, 2011. Archived from the original on January 13, 2013. Retrieved December 22, 2019.
  25. Clouse, Justin (September 2, 2011). "Achron Review". The Escapist . Archived from the original on January 30, 2019. Retrieved December 21, 2019.
  26. "Achron Review : Achron Feature at RTSguru.com". Archived from the original on 2011-10-27. Retrieved 2012-12-27.
  27. "Best Original Game Mechanic - GameSpot's Best of 2011 Special Achievements". Archived from the original on 2012-11-10. Retrieved 2012-12-27.