Kohan: Immortal Sovereigns is a ‘true-strategy’ RTS being developed by Texasbased TimeGate Studios. I was recently lucky enough to have a chat with AdelChaveleh.
Tim: Tell us a little about TimeGate Studios.
Adel: TimeGate Studios is a fresh face in theinteractive software development industry. We are located in the Galleria areain the heart of Houston, Texas. We have assembled a highly skilled developmentteam that is currently working on our pioneer title, "Kohan: ImmortalSovereigns." We are also very anxious and excited about the future ofTimeGate Studios and our plans for upcoming projects.
Tim: Kohan: Immortal Sovereigns is an ambitious project, what can we expect from it?
Adel: We are attempting to make the first true strategy RTS. Thecompetition right now should be called real-time ‘tactical’ games, because theirscale keeps zooming in further and further with each game. There is littlestrategy involved in those combats. In Kohan, players will have to think throughtheir fights and manage their armies on a more strategic scale than in other RTSgames. There will simply be more depth to this game.
Tim: What is Kohan’s basic storyline? Will this be animportant part of the title or just a sideline?
Adel: The story is very important. In fact, we can’t say much about thestory because the single player experience is very much an exploration andmystery where one of the main goals of the game is to uncover the history andstory behind the Kohan culture.
What the players start out knowing is that they are a Kohan, a race ofimmortals. They are immortal as in they don’t age, but they can be killed. Their whole civilization was wiped out due to mysterious cataclysms thatoccurred in the past. The player must learn what their culture was like, what happened during the cataclysms, and how he/she can restore them to theirformer glory.
Tim: Kohan’s graphics will have to be something specialto stand up and be counted, what kinds of graphical ploys can we expect?
Adel: We have gone with 16-bit graphics and anti-aliased units. We havealso worked very hard at making the sprite and particle systems very impressivein our spells and cataclysm effects. So far feedback is very positive onthe look and feel of our game.
Tim: Are there any features in Kohan that would make gamers say WOW!?
Adel: This is a strategy game, not a tactical RTS like most of thecompetition. We have included features unseen in this type of title before.Supply zones, rules of engagement between armies, and morale are just some ofthe features. We also have a company-based system for recruiting armies andorganizing battles. This gives players hundreds of avenues to build betterstrategies for success.
Tim: What are some of the latest features you have addedto Kohan?
Adel: Just recently, we finished the company creation feature whereplayers can build their companies from the ground up by mixing and matchingcaptains, front line units, and support units. Currently, rules for supply andrules for the questing system are being implemented and tested.
Tim: When can we expect to see the title released?
Adel: Quarter 4 2000.
Tim: Anything you’d like to add?
Adel: There are a lot of games out there that are zooming in further andfurther, making the games less strategic and more tactical. However, we feelthat the games in the near future will shift back toward their strategy roots,as the pretty, fast paced games of today blend with more complex, deeperturn-based games of yesterday. Units will become smarter and need lessmicro-management, combat will become more complex, and there will be moreemphasis on story and adventuring aspects. You can see bits and pieces of thesethings already in recent game offerings. Putting all of these things inone title – this is where and how Kohan: Immortal Sovereigns will enterthe marketplace with a strong following.
Related Links
• TimeGate Studios Homepage