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Arcen Games Interview – A Valley Without Wind 2, Shattered Haven Details

by on February 15, 2013   Twitter   Google+  

I had the chance to have a big discussion with Erik Johnson, Pablo Vega and Josh Knapp from Arcen Games! We discuss the intricacies of A Valley Without Wind 1 and 2, Shattered Haven, their backgrounds as developers and much more. Keep an eye out on The Koalition for our future coverage of their games and any other information. For more details on their games and everything else, check out their official website right here. Below you can find descriptions for their games, taken from their website. Listen to the interview for more details!

A Valley Without Wind 2: A Valley Without Wind 2 brings a vast platforming adventure together with a compelling turn-based strategy game -- all within a living, breathing world full of danger and surprises.

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A complete re-imagining that takes the best ideas from the first game and takes them to the next level.  This time around, you play as a mage who has infiltrated the inner circle of the evil overlord Demonaica in order to gain the power of immortality that he uses to terrorize the land.  Now that you too have this power, it's time to lead an uprising, and ultimately try to bring Demonaica and his henchmen back to mortality so that you can be rid of them forever.

Explore to steal power from the overlord and from other evil third parties scattered around the world.  Dispatch resistance members to handle various tasks including laying siege, scavenging, recruiting, and constructing.  Avoid Demonaica, who directly terrorizes your troops, until you are ready to take him down in single combat.  Your immortality came at great personal cost, but it makes you the one last hope of saving the world from the ultimate evil.

Shattered Haven: A Top-Down, 2D, Action-Adventure, Mildly-Roguelikeish Game. GRAYS roam the land, largely in the absence of human interference.  Animals spontaneously transform into twisted, violent beings.  The earth decays, collapsing into a network of abysses.  The wilderness thickens.

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It has been nine years since That Day when it all started.  Pockets of humanity still exist, but are ignorant of one another.  Within these isolated havens people try to live as best they can --  for even in a world so broken and dark, daily life must go on.

Darrell and Mary Williams were able to build such a life inside a five-acre fenced yard out in the country.  They were even secure enough in their isolated haven that they had a daughter five years after the zombie-like grays appeared. But another refugee is on the run with her six-year-old son, after the collapse of the compound in which she had lived.  She doesn't survive, but her son is taken in by the Williamses -- who do not realize that this kind action will destroy their home and threaten their entire family.

Let us know what you think of the interview and of their games in the comments below!

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