Dark Realm Studios on Scapefall for iOS (sponsored feature)

A military themed action strategy title might set off warning bells – after all, it’s a set up that’s been done many times before. But Dark Realm Studios believe that its upcoming title, Scapefall, manages to escape from the clichéd clutches of the genre.

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A military themed action strategy title might set off warning bells – after all, it’s a set up that’s been done many times before. But Dark Realm Studios believe that its upcoming title, Scapefall, manages to escape from the clichéd clutches of the genre.

Dan Arc, CEO at Dark Realm Studios, explains exactly why that is, the work that has gone into the game to make it work for everyone, and the joys of a well timed nuke.

The set-up for Scapefall is fairly simple. It requires players to build a city, manage an economy, train an army and design ballistic weapons; all while trying to conquer the neighbouring enemy cities.

What Arc emphasizes though, is the speed and style in which the game delivers this seemingly routine gameplay.

“The unique side scrolling presentation and real-time combat definitely set the game apart from all other strategy games currently available – especially after taking into account the city building and weapon designing opportunities,” he explains.

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When asked the exact things which make Scapefall exciting to play, Arc provided an immediate response:

“We provide players with a unique perspective and a greater degree of control over their armies. Countering a battalion of enemy tanks with helicopters is very satisfying, in part due to how the actual battlefield is presented. There is no abstraction going on unlike the many other strategy games that style themselves like board games.”

Arc also believes the difficulty level in Scapefall ensures that beginners will have room to breathe, “while those seeking a more significant challenge will be pushed to their limits.”

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There were some significant issues to overcome when designing Scapefall though, as you might expect.

“The biggest challenge was interface related,” Arc says, “finding a way to provide players with control over their armies, city construction and existing buildings without swamping them in a convoluted UI. Overcoming this hurdle was simply a question of iteration and seeing which methods worked best.”

Arc says the hard work that went into perfecting this paid off, and he and his team are very happy with how Scapefall turned out.

“It’s hard to say which aspect of the game I’m most proud of, but I am quite happy with how the building destruction and construction system turned out,” he reveals. “Buildings are built and destroyed piece by piece – while it may not be too fun watching your own buildings burn and collapse, it never gets old watching enemy cities crumble after a well timed nuke.”

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As you might expect, Arc wishes to expand upon the first version of the game that comes out too – in the form of updates.

“Once the game is released I’d love to provide additional achievements and perhaps game modes, along with the standard patches to address player feedback,” he says.

Scapefall is out on iPhone and iPad soon, and will cost 99c / 69p to download. Arc also says that he’d be happy to bring Scapefall to Android devices, but has no plans for doing so at this time.

Simon has been playing portable games since his Game Boy Pocket and a very worn out copy of Donkey Kong Land 2, and he has no intention of stopping anytime soon. Playing Donkey Kong Land 2 that is. And games in general we suppose.