They’ve ”looked for every opportunity” to bring the original into the sequel’s 3D space, like the grid-based wall building. At its core it’ll be the same, but there’s ”several big improvements.”
The Firefly team is looking to woo original Stronghold Crusader fans first, but it should appeal to newcomers what with ”smoother and more empowering” UI at the fingertips.
”Crusader has always been our favorite Stronghold and many of us have continued to play it on and off since launch. When we knew we were finally going to get to make its successor we went back and played the original game for a week solid. Mainly multiplayer matches with a bit of campaign thrown in for good measure,” Bradbury told us.
”We then looked for every opportunity to transition that fun factor and gameplay into the 3D engine being used for the sequel. The classic grid-based wall building system is a good example. It’s a mechanic we can translate from Crusader 1 into Crusader 2 that helps make the new game play and feel like the original.”
A lot has changed since those early Stronghold Crusader days of yore, so how does a new entry compete?
”I’m hoping our long-term fans will see that Crusader 2 is the game we’ve wanted to make for 10 years,” he said.
”The sequel is aimed first and foremost at players of the original. That said we’re also confident that in the process of making a game specifically for the fans, we will create a really high quality title that players new to the series will also find really exciting.” The studio is footing the bill entirely for Stronghold Crusader 2 so no publisher interference.
”…so we don’t have to worry about adding in unnecessary publisher-driven features and we can concentrate on the gameplay, which is something everyone can appreciate. The aim is to make this Stronghold more accessible than ever with more intuitive systems, polish and a refined learning curve. It really is fantastic having the time and freedom to concentrate on what really matters to our fans and the wider community of players.”
Check out our full interview with Firefly’s Simon Bradbury on the importance of ”skirmish, skirmish, skirmish!”