Solium Infernum - Analysis @ Gamasutra
Gamasutra takes a look at the design of Cryptic Comet's indie strategy title set in Hell, Solium Infernum, and examines the nuts and bolts of what makes it work in this op-ed that reads like a review:
Despite the hex map, Solium Infernum isn't quite a war game. It's all about prestige. The story of any game of Solium goes like this: Satan's missing, and the Infernal Conclave are meeting to appoint a new ruler of Hell in, oh, some 40 turns. It's an unknown number that changes every game. Each player (AI or human) controls an Archfiend of some reknown, and the Archfiend with the most Prestige points when the conclave meets at the end of the game is appointed the new ruler of Hell.
Reputation is everything, making it a game of personality and public relations, back-room deals and threats. So, having to fight a war is useless and to be avoided. But winning a war, or being the Fiend with the balls to start one? Yeah, that might be worth your time....
...But then, of course it's tricky. This is Hell. Nothing is simple, everything is skewed and maddening and all of it requires not just attention but thought. As a strategy game Solium Infernum's demand for actual brains shouldn't feel like a breath of fresh air, but it does. Hellish, choking, scalding hot, ash-filled fresh air.
Information aboutSolium Infernum
SP/MP: Single + MP