Skip to main content
Loading video...

Degenesis: Clan Wars - Game Preview

Board Stupid May 30, 2024
Transcript 45:13

are you ready to take your place in the war for Humanity survival the Genesis Clan Wars is set in an apocalyptic vision of Europe in the year 2598 become the Hostile and lead your swarms of cannibals or maybe try to defend the protectorate as the hero or well you can try at least whatever it is you decide good luck hello and welcome to board stupid my name is Wayne and I'm Matt we have a very special V video video here for you today as we dive into the Genesis clan wars and oh my God what a game what a game we are super excited about this one this is the newest newest release from SE on games yeah and we previewed this on our last hype video so we were very hyped about this game that the guys seeon asked us if we want to have a chat with Liam that is one of the design and this the level designer of game and uh we say of course yes where do I sign and yes and that is what we're going to present to you today so you're going to stick around and see a great interview with Liam the level designer for the game and before that though in order to see that what should the people do well in order to not die in a futuristic Wasteland cannibals eating eating your flesh uh

you might want to hit the Subscribe button so all those things are not going to happen to you but if you don't he I'm not can't can't guarantee it well we'll need to see in the here 2,400 yeah 2598 or maybe we'll see maybe that will happen to you but yeah if you subscribe and you're trying to travel for the future let night it's just for yeah well if you click Peace of Mind exact to you why take the risk subscri and while you're traveling to the Future man yeah check out the um interm link for some nice geeky t-shirt that could be really good in your in your wardrobe in your wardrobe or your post-apocalyptic future either way yeah and don't forget that we got a a 10% discount on everything that you can buy in the shop on top of any other discounts you can find in the it's the best kind of discount exactly discount on top of everything else brilliant but seriously let's go have this look at what the Genesis clan war is directly from Liam from the man himself let's go so Liam thank you so much for joining us and welcome to board stupid as well very much welcome we super appreciate you being on the show to talk to us about the amazing looking the Genesis how are you doing I'm doing great thank you guys so much for having me um I'm back in definitely not Sunny Scotland after being in Berlin for all of last week wow um but uh yeah we're going into our second week of the

campaign um we're you know full steam ahead uh yesterday we revealed one of our big expansions so we dropped this huge uh Clan expansion that kind of expands a bunch of options for the base game so that that went out which I'm super it was killing me to not be able to talk about excited about when I saw it was yes that's amazing stuff it must be an absolute Whirlwind right now but for the people that home that do not know anything about de Genesis can you give us a quick overview of what the game is so de Genesis Clan Wars is an asymmetric campaign-based tactical scale Skirmish war game for two to five players um that set in a post-apocalyptic like vision of the future of Europe in the year 2598 um where uh uh something called the protectorate which is a Bastion of civilization that's managed to kind of claw itself back from from the ruins is finding itself faced with the consequences of its own actions as swarm upon swarm of kind of savage uh cannibals that they Ed from their territory are coming back to take revenge for their for uh some wrongs that were done to them in their history um I guess I I'll give it a little bit less of the marketing explanation so it's a asymmetric uh like Skirmish game um asymmetric in the sense of uh one

player takes on the role of the clanners who are these kind of massed savage cannibals they're um like an unending swarm of like weak units that they play on the field and then the rest of the players are the operatives who are these kind of iconic Heroes fighting on the side of civilization um who are individually much stronger um but are much lower in number um this is based on a existing IP right yeah it's a it's a great IP um early 2000 more or less uh it's a it's an IP that when he came out I really liked especially because the the graphic art that goes again that goes with the the RPG was absolutely phenomenal so when when I heard that that the cimo and six more Bas that now got the thep were collaborating to do something I was so excited Li you can't you can't believe how excited I was and and with that Liam can you give us an insight into how the game plays mechanically what's that kind of look like you said it was a maybe a one versus all right like with a a DM kind of player yeah it it's one versus many um it's less of a DM and more of like an Overlord in the sense of um I mean we we looked to a lot of games like heroquest andace that was but that was going to be my question Wayne knows that heroquest is my favorite game ever because I grew up playing playing that game and I really like to play the overlord CU he I like to play that kind

of stuff so yeah amazing great stuff it was I mean Marco Marco is a huge fan of that like he adores that sort of game so when when it came to like looking for inspiration we were like okay here's the sort of like classic one versus many games we looked at some of the sort of more modern takes on like similar things so we played a descent the desent 3.0 with the with the app I I'd really like descent as well second second and third editions very good stuff though so I guess um yeah so one player takes on the role we've called them the Hostile they are trying to you know I'll get more into it but they're they're sort of implicit objective is kill the operatives and try and destroy the protectorate um so and then against them are the operatives who are individual Heroes that are you know fighting on the the side of civilization and so on in terms of like the the actual gam Play It's like a like a like a skirmish game um not quite as granular when it comes to like measurements and stuff so the board is divided up into tiles ranges are based on uh these irregular tiles um and on like a round by round basis the operatives get to move shoot attack and the Hostile gets to do the same in return um one of the funky things that I find very interesting about the game in terms of just mentioning like the the rounds and stuff uh we wanted to make sure that the game could Scale based on like okay maybe you don't have five

players but you have like three um you can either you know each player just picks two to two operatives or something and just controls multiple but there's also a kind of inbuilt scaling mechanism so if you want to just play like two operatives the game will work completely fine okay um because the way that the actions are traded around um it's a very like it is like trading between you so at the beginning of each round the Hostile gives out these little tokens called edges that you use to take your actions whenever you take your actions you have to hand it back to the Hostile and then they can use it to use their own units um and so if there are fewer operatives then there are fewer tokens being traded around fa and there there's like a Natural Balance that kind of evens out and Mak sure that there's no um if you have like two two people on the field even if the mission is set up for the same number of enemies they're not swarming you quite as much as before now the other question that I got for you about the the the overall setup that is a question that I see a lot of people asking especially Wayne because I'm very much about campaign game I will put the the hours in it Wayne a little bit less so I always need to try to convince him um so the game is a is a campaign game based on different Mission with um um arching narrative story so depending I guess who wins each each ones will the

story will go one one side of the other now how easy is for the people to drop in and drop out from the group is it uh is it a campaign that four people start four people needs to finish or there is a mechanisms that people can drop in and out so I totally I totally get it like uh I think you know trying to I used to run RPGs I know how hard it is to get consistent groups together for things um definitely in terms of like Drop in drop out I think you totally are not going to like have trouble with it so one of the mechanisms that we've made for the game is that each operative comes in their own sleeve we call it it's kind of like a little envelope that you can put the operatives all of their items and stuff in um and you just fold up and that's that operative saved and you can pull that out whenever you want to use that operative again um and it means that whenever you go between missions or something it's like super trivial to just sort of put it all away bring it back out um in terms of the narrative I think that the one of the big things that we wanted to bring with Clan Wars The Genesis was hard to get into um there was a lot of content and to kind of catch up to where the story was at any given point you kind of had to like start at the beginning and then you go through one adventure and then the next then you go through the big Source book and stuff so with Clan Wars one of the things that we really wanted to do was like ease that narrative requirement um so like jumping into the

story The the sort of the core plot is very simple and I think it would be very easy to be like hey here's what happened when you weren't here here's the situation now we're about to fight like a giant swarm let's go um and the the sort of the stakes are very clear the stakes are like very Stark it's a case of like if you fail then the protector dies and so does civilization um so jumping in and out I think you're totally going to be fine um and that's great so I can convince Wayne to play more good that's there's the sort of nuance of like for the people who are maybe like a little bit more invested into Genesis or interested there's like little bits of hints of like where things are going to go so scattered throughout the book there there's like little low hints and when you run into like terrain elements you get a little bit of like little like flavor text read out to you that gives you a little hint of what this is and for the people who are like super Keen I think they're going to find a lot of things that they're interested in but it's completely optional stuff you know like the the core experience works even with without that extra context that's great yeah fantastic stuff um you mentioned about the great interactivity between the Hostile player and then um sort of the clanners as well and I just kind of want to know is it is there like a big incentive for the Hostile player to win or are they more like a trying to be an interactive kind of you know make

the game nice for everybody um is it kind of balance between the two sides if I'm playing the overlord should I be going out all guns to to to kill everyone else I think the first of all I would say yes you want to be kind of going in for the kill um great the the way that the game is kind of balanced I tend to think of it as the operatives are kind of fighting for their life in every moment the Hostile is kind of playing a longer game in a sense so as the Hostile you might kind of be like okay look you know what I didn't manage to kill any of them this this this Mission but I managed to deal trauma to two of them and now in the next mission they're going to have fewer options um and I'll have more Buffs to to go at them with um I think like the the Hostile is probably unlikely to sort of completely stomp um but like over time they're going to build up this big roster of their units and if the operatives aren't also keeping up with like their own upgrades and stuff then they're not going to have a good time um one of Flor one of the things that I kind of looked at when I was making the campaign was like what's the minimum number of missions that you could theoretically do the game in and the answer's 10 um but to do that it is a proper like speedrun you know um and I think the the operatives would probably be having a pretty poor time at the end

because um I don't want to give too much of like the later bits of the campaign away but what I will say is that when I showed um Marco the layout for the final mission all he did was just laugh well we are very curious to see it now Absolut my curios one of the the kind of the way that I wanted to build up the campaign was like uh I wanted both sides to be growing throughout the campaign so um the operatives are getting stronger because they're unlocking new operatives they're getting more allies they're getting new items so they're getting these like powerful weap they're upgrading their kit um and they're also getting more potential so that's more more health and more like bonuses through gameplay um and then the Hostile by counterpart is unlocking more of their own units so they start by getting access to just like their basic muks and then slowly they be like okay this is like an Archer this is like a Spearman this is like a you know a beast master that has a bunch of hounds that I can spawn in um and then they start getting their champions who are like their their own like iconic unique okay like the mini boss or some something like that exactly so so the G I think of the the Champions as the like the hostiles equivalent of the operatives oh okay okay so they they can like take some damage they can really

like dish out some punishment they have their own like a lot more skills and stuff to them I did talk over you there so please go on no no no that that's what I will say like the the games keeps a balance between the two sides at all time so it's not like one side is going to lose the first two games and the other one gets too powerful because they're getting all the benefits because I did played games in the in the past when the overlords wins the first two three Mission and then it just become too too much yeah so no that that's great to to see that you guys thought about this kind of Stu as well at theend the Hope yeah yeah that's what makes it difference between a um a great game and a game absolutely you talked a lot about there uh about the conflict between the two sides and there's obviously going to be a lot of combat in the game right so let's lean into that a little bit and let's talk about the combat system because from what I've seen it looks looks pretty interesting about um using multiple different types of dice right Li there there are three kinds of dice in the game um so there there's white black and fatal um and the kind of interesting Nuance of the game is that you have you you have your regular number of successes so um the white dice are very weak they have like one and two and then blank faces the black dice have no blank faces um and slightly higher numbers and then the faal dice are like the big boys they have up to like five which is like one of those is enough to do a lot like to hit most enemies um but the sort of counterpart to that is that

we have a system called botches so um if you any of the dice in your role display a botch and you don't have a a way to counteract that the role automatically fails and you could have like a more severe penalty so if you're using an item then the item becomes inoperable for a while um and that's sort of like those sort of severe consequences it's a push your luck or risk reward type it do you get to select the dice in any combination then LI or is it set by your load out so your load out gives you kind of what I would say is like the maximum pool that you can use and then what you can do is that you can choose to play it safe which is you you take some of the dice in your pool and you just say look this is too risky if I leave with all of them and I think I'm going to succeed with only a few of these dice so I'm going to go for that um and then the other thing that you can do which is the more like the the push your luck mechanic is you can overcommit um and you have two options whenever you overcommit so one option is that you can add any Dy of your type of any Dy of your choice of any type so it might be that you're like oh wow this is like I'm going up against some sort of huge boss and I don't think I have the dice to do it I'm going to add a red one I'm going to accept that it's very risky but I have a chance to get some really high numbers um and the other thing that you can do is that you can secure Your Role

so you can add uh one of our bonuses which is secure one and that means that you can ignore one of those botch faces okay um so it will still it will still be zero like it won't count towards the value but if the rest of yeah so there some kind of like yeah a dice mitigation a ro mitigation all that stuff um that's great and another things about the the fighting phase is that the things that I really like that the the player boards are basically two-sided so you got your the Primal one and this and the focus version of the same character um uh but my understanding is that the um the Primal version of your character is uh it's a bers Melly rage Fury with a maniac with a with foam coming out of your mouth um and while the focus one is more for um like a sniper kind of like like a shooting more like relaxed and uh how do you how do you decide which one is it like um can you jump between the two stances or what's the what's the so um on on your turn you can take one of your two actions to flip between the two states so okay um as you said like the FOC the the focus and primal thing was one of the things that we took from the Genesis originally so um each character would sort of decide at character creation and I focus or my Primal and it

represents like what what's their like core personality lean um and for the for Clan Wars we kind of were like okay we really love this idea um and we played a couple of game so we played descent and we adored the the double-sided boards and we're like okay this is like a really interesting angle and it's a really cool tactile feeling but we feel like we could use this more um so we turned that into like a core system um and as you said so Focus uh sort of cold logic and using like Tech ology and ranged weapons and Primal is like emotion passion uh it's melee it's getting up in someone's face and punching them um so like depending on the situation your character's in you might be like okay I'm like going to be taking some pop shots at enemies that are coming in from far away maybe they get a bit close and you're like okay it's time to go Primal to yeah that's super thematic I love that yeah and it's very linked to the to the original RPG games are the people love the original Ip will will definitely be happy about this cool it's got some nice mechanical integration as well right so I'm assuming each side has its own Buffs or debuffs or benefits and exactly um in fact the the way that it works is that each side the there's one trait that's like a constant that's shared between both sides and then

there's all there's like each side has an active trait that's like an action that they can do and it has a passive trait that's kind of like a a passive buff that they get so we were we were very like I mean it was a really great angle of like you have these two different modes that a character can be in um so like setting up combos like even between the sides of a character and giving them these opportunities of like okay I can do this and then I can flip and then I can make this happen um it was it was a really exciting like opportunity of gameplay and and sort of theme coming together I I love that when you can blend sort of theme gameplay uh that that's that's that's the dream that's that's that's perfect you mentioned like you would have typically two actions on your turn right and one of them might be to flip Primal um what might uh a player do on their turn that that's not flipping Prim what else can you do on your turn sure so um I mean there's the the sort of the classic so they can move they can attack um attacking uses typically a weapon of some kind so um um you know they'll have their firearms they'll have their their you know swords and that sort of thing we have we have a few of the more sort of esoteric like we the game is kind of mentioned the like Primal Punk aspect earlier um and part of that is like a lot of the weapons and stuff are like these sort of Primal things that you could get developed like you there's Hammers and Bows and stuff and then

occasionally you'll just sort of throw in like a laser like a laser rifle that burned people away um that's been like dug up from centuries of neglect and so on um so they can attack they can move um they can flip their dashboard um one of the sort of the the other things that can be done so when they're in Focus they can scout so the Cockroaches are much better at using the terrain than the operatives are so that means that whenever they're spawned they are uh basically they're called threat you can imagine them like blips or something you know like they're they're they're somewhere on a tile but not defined enough for anyone to Target so the operatives need to take the time to scout them like pinpoint them reveal them and discover like what kind of unit this is and at that point they can then Target the uh Target the units um and of course go on I say and on the table these bleeps and stuff that are represented by the token that the overlords put on the on the map so um and and can the can this token be not unit can they be like traps or something like that as well yeah exactly exactly a lot of the a lot of the Cockroaches can place down like traps or decoys and stuff like that and kind of like play m games um the the the Hostile kind of one of their units can attack without revealing themselves so at that point

it's like one of these threats has just attacked you which one one good luck finding out you know like a like a blow dart has just blown past your head and you can't work out like where it came from um so that like information this the Scout is a very um corol mechanic that the player are are kind of like pushed to use as much as they can and I guess the overlord used the fact that well you waste your turn scouting stuff while I do all my my things yeah amazing that's exactly it it's a case of like you know in the in the early game you'll probably have enough time to like reveal everything and stuff like that but later on it's going to turn into a case of like okay cool you've revealed two of these guys but 10 more of them are coming your way um and that turns into then um you kind of have to start making these decisions about like do I wait to scout them out or do I kind of accept like um so when an operative goes into a tile where a threat is they are ambushed which means that the the Hostile unit gets a free attack on them um and it might be a case of like you just kind of are like look I think this is a decoy I'm just going in um and if if that works out you're like golden you know you you've you've called The Bluff You've Won if it doesn't then maybe you're having a bit of a bad time yeah um so this sort of like information game playing back and forth is something that I find really really interesting yeah awesome so um we see that there's

some great Variety in uh sort of the map setups that you can have because it's a sort of a modular map type board right and then also comes with some maybe some terrain sets as well William yeah so um again this is a this is a rear design um so I can gosh about it a bunch the way that the each map so each Mission has its own unique map and it's assembled from what are what we've called sectors which are these big you know big tiles of uh with the the landscape drawn on them um the kind of the the Nuance with these is the modularity of them so um they're very easy to connect together the basically they're there are kind of um shared like connection points that are like the same terrain is on each one on a border and then the middle is where the sort of the the differences and that makes it like really easy to put a whole bunch of different options together um on our campaign page I did a very very quick set of maths and I estimated that there are maybe about 10,000 combinations of maps but that that's like a huge huge asteris because statistics is my deepest foe I am not good at statistics well even if you're off by a significant factor that's that's more than because and each site has 14 um sectors that can be all put together um

and then all of the sectors could be put together in a bunch of different ways we limited ourselves for the corebox so um each map must fit inside a 90 by 60 cm area now yeah part partly because that's like a fairly reasonable table space to run a game on partly because Marco really likes that aspect ratio and when I tried to present all of the maps that weren't on like a black background with that ratio didn't like them um so I I put I put the background on and then I made the ratio of fit and it all worked out the man likes his ratio yeah yeah well well and the the actual terrains work on on the on the maps so as we can see from the from the gay found page you got physical terrain like terrain minis should we call them that you can place on top and that what really gives me the Skirmish Skirmish feel yeah but how how do they work so um the way that we approach these uh terrain pieces is kind of like this is going to be like the standard thing on the map right like you have the the kind of the flat um the flat map sectors where it's like they they represent their elevation and stuff through like the the drawing and the the diagram and stuff and you get a feel of like yeah this is like a mountain here um that sort of thing but then we were like okay no we really want to have these kind of like you know 3D minis

well 3D minis model sculps whatever you want to call them where it's like this is some sort of like standout feature so the way that they're used in game is that each Mission like defines a gameplay effect for them so some of them are some of them are very obvious you know there's a machine gun on the map I wonder what the operators are going to do with that who knows um but then it was kind of a case of like we want every one of to do something so um for one there's uh one of the kind of iconic ones that I really love is that there's this like very brutalist sculpture of a head that's kind of placed down on the map facing outwards into enemy territory and in the lore of the game um the protectorate places these all along their border as kind of like a almost like a threat to everyone who's not already part of the protector of like you know we're watching you we're coming for you uh and you will be part of the protector eventually so um for the operatives it's uh it's kind of like a symbol of everything they're fighting for right so they get a very strong buff whenever they're fighting around it for the Hostile it is not it is exactly the representation of everything they want to destroy so they have a side objective in the mission to destroy the sculpture that's cool and if they do then operatives lose their buff and the Hostile gets a buff for the rest of nice

so the terrain aspects can also have some gameplay interaction as well which is excellent that's nice he's so so it's not just a a wall a column or something something part of the game that's in in fact every terrain piece has some sort of of gameplay effect and I was very much like if this appears on the map I want it to be like a core part of the of the mission fantastic so you talk about how the terrain can actually somehow feed into the me into the mechanisms and also can be part of the The Narrative as well Li so you've got a narrative reason to go to some of these things right as part of the overarching story so um let's talk about that as well then and lean into it a little bit what makes the Genesis clown wars um stand out from other narrative games that are out there so I think we have a couple of interesting things I mean there is an angle where I can kind of just fall back on I think Genesis is a really unique and interesting setting and having Nar game want to underline that it is super cool yeah like placed placed into that framework I think is really unique and interesting I think um one of the things I really enjoyed like throughout The Narrative of it is the the kind of roster management that the operatives get to do so they start with their kind of like core Squad and the core Squad is they're kind of this like slap Dash last ditch effort that's like slapped together and isn't really expected do super well and as they kind of go through they start to accumulate things so they can go on these recruitment

missions which are like side side missions off the main path um where they can Rescue an ally or do some sort of favor that gets someone on their side um one of the the earliest one um we've shown off I think in one of our uh gameplay videos is the operatives divert from their path to rescue a soldier who's being ambushed by a huge swarm of of enemies and they have to help him hold out and if they make sure that he survives through it then he joins their squad and they get access to like a really powerful Soldier right off the bat um so by this sort of like managing who's on your roster and then similarly managing who do you bring into each Mission so I really like this Li that um to choose your roster at the start of the So you you're going to have like I don't know five six seven eight eight different character at the start of like all right let's take this this this and that I really like it it sounds super cool cuz that I think that's one of the things that is new as well as a mechanics is normally this kind of game more the campaign style you got these are your four Heroes and you you start with them and you're going to end with that um this is this is super cool and make it like that skirmish element really into the game I just love it really like one of the uh I I just wanted to say one of The Inspirations

that we took for this and one of the ways that we describe it is that this is like axcom on a board yeah which is which is I don't know it's kind of it's kind of funny because XOM already has a board game but we really wanted this angle of like you know you're you're building up your squad you're going into the missions maybe some of them don't come back it sounds I want to play today sounds like fa right now yeah yeah it sounds fantastic um can we lean into a little bit of the sort of General complexity Lim in your experience how how complex would you say to Genesis Clan Wars is but and for who and for who yeah what sort of audience is it for I think one of the big tenants that is like very much you know everyone have heard it every like thousands of times is like easy to learn hard to master right um the way that we wanted to represent that is that we wanted the game to be like super elegant to play so a lot of the systems kind of flow into each other a lot of the systems have the same sort of like skeleton so a lot of the in fact pretty much every single element of the game can be like flipped in some way and there's some mechanic base around flipping over um the the system in terms of complexity I find is very easy to pick up but the sort of the the sort of other side of that that we really wanted to also push is that once you've got this very simple system that is very like coherent and everything close together the options that you have within that system are manifold like the

the all of the traits and actions and stuff are all built on like very simple Concepts but the way that you can combine them together and with the operatives you can kind of like start putting together your little like teamed strategies where you know one uh one of the operatives has like a staff that can move enemies around um and you like start stacking enemies on a tile so that someone with a flamethrower can destroy them all um having all of those like options and stuff in the game is where I think a lot of the like options and complexity comes in um I've personally ran the first mission of the game probably like we're looking at like 30 or 40 times at the moment in terms of just number heart yeah oh my God you have no idea it's like genuinely I'm kind of like guys can we please just start mission two I can't handle this anymore but the reason the reason I bring it up is because I've played it that many times none of them have gone the same there's always like you know the the operatives choose that like maybe they split up and maybe they focus in maybe they go like super aggressive and then they got hit by Counterattack maybe they try and go for the optional objective and give the Hostile time to set up um so you've got a a framework which is relatively straightforward and then within the framework You' got lots of component actions and Combos and strategy and tactical decisions yeah the interaction between different operators and and the load outs and and the mind games that the overlords going to play

with you CU yeah it makes you believe something trying to move the troops in one way absolutely that that is great I um yeah I can't wait to play it I say say it again all righty um I've got one final question for you Lim and thank you so much again for spending so much time with us it's super super generous of you so um I just want to ask you what your favorite thing right now is about the Genesis Clan Wass and what would you say to people that are currently on the fence about backing it man you really have to pick the the most difficult question to last this point of course I actually okay I I actually I have a really fun like one of my favorite mechanics in the game that I got to come up with that I uh wasn't able to talk about until yesterday so fres in the phos the phosphites expansion so it adds like a new Clan to the game it's like an entire new faction for the Hostile to play and it's they've got their own campaign to go through um the phosphorites sort of Orient their entire lives around their like calendar so it's all about like the patterns of like zodiac signs and the sort of like setup of what different days are and so on and we were thinking about how do we represent this in game and in the core box there's these things called swarm cards that are kind of like special one-off bonuses that the Hostile gets and you know I knew that we were going

to have some sort of analog to that system um but I wasn't quite sure what that sort of system would look like and it didn't feel right to just sort of copy paste it you know like the Cockroaches of the Swarm the phosphites don't really have that sort of like same aesthetic they should have something to themselves so what we came up with is what we called calendar cards where the Hostile at the start of every Mission gets to decide what day it is and based on that they can put into play a bonus that lasts for the entire Mission um but they can't use it ever again so oh they need to select of that's cool they they literally like select what day it is in terms of like the significance of the Stars and a lot of these are based around like sort of timed mechanics so for an example their units might get a bonus every Prime numbered round or they might be able to take like a timer that's in the mission booklet so the fos right campaign is like a sort of a like a Chase across the the landscape where they're trying to like Whittle the enemy down uh the example I use for it do you know the suicide mission for Mass Effect very well very well that's that's the f for campaign amazing I mean you sold me you sold me with that that sounds amazing mate that sounds tremendously I'm super sold on that that sounds

fantastic and for anyone that's kind of interested into Genesis what' you say to them I think you know I well first off I'd mentioned that the the entire universe of Genesis is free to look at online so all of the RP G books are all free to download on our website so if there's even like an inkling of curiosity and you want to dig a Little Deeper they're all completely available you can just go and skim them we have we have even like a little reading list if you want to really go in but what I'd say is that if you want a game where you and your friends can try and fight a rabbit horde of cannibals that are trying to destroy civilization with a system that is really easy to pick up really fluid and that leads to a lot of fun moments or you want to control a Rabbid hord of cannibals that's trying to destroy all of your friends um I really think this game is for you um I think there's I think you know if you like narrative in your games if you like cool flow mechanics it's it's all it's all there I really like the game and again it looks it looks amazing um say go check the uh six more vup website where you can find uh the downloadable book for the for the Genesis a little bit of the law cuz it's absolutely fantastic uh we are big fan of laws in in games like we're big 40K player as well so we like thew so it's that kind of stuff I find it that brings you into

the game and I that's one of my favorite things and one of your favorite things as well if you got one of the original book from the year 2000 please send a copy to me because I do not have my one contact the email address below let us know I probably do have it in my parents um shelter like my parents house well God knows if they're still there and yeah well they're quite quite rare to find these days so yeah they're they're a little bit hard to F in so um Liam we'll let you go but I just want to say again thank you so so much for me and Matt for joining us and spending time super nice of you we'll cut back to us again but in the future to talk the to talk yeah thank you very much Liam thank you so much for having me I hope you guys have a great time uh you know going to ukge and so on and uh yeah it been great to come on and chat about it so we'll definitely try to meet soon yeah 100% you know we're not probably not too far out of a distance for each other so it would be super cool exactly and we can play some The Genesis yeah let's do that that sounds amazing yeah that's it yeah look I have I have all of the Prototype materials in my you know going to ukg and dance straight Scot amazing track me down thank you very much awesome Take Care thank you so much for having me on um great to be here pleasure what an amazing conversation

with Liam what a nice guy and thanks once again to him for joining us yeah thanks to him thanks to the guy said Simon for uh for arranging this interview um I mean I was already sold on the game now I can't really wait to play it uh what a fantastic game um Skirmish futuristic a narrative scenario based looks absolutely tremendous I mean I was kind of like it looks really cool the IP is amazing and um I liked the vibe of it but after that discussion Liam I mean I mean you you can't not be interested at that point I think I it sounds so so cool some of the things I was like maybe a little bit worried about actually fine and it looks incredible so the game is out now on game found so go and check it right now link below so um the game is already been has already been founded so um as yeah as such a game is a good game so um we we knew that that was going to happen the game is already been founded uh check it out because the stretch goals are coming out every day there is a a new expansion that need been added just recently um from what you from Li there's going to be a little bit more surprises coming out within the next few days these expansion sound amazing by way play that uh so yeah that go on the game found page we'll leave the link down in description H check the game and yeah ever think about it cuz

well I'm already like it but he's yeah he's already just all in all die for always absolutely so once you've gone and check that out and you've probably gone it uh you should come back if you didn't do it the first time around and subscribe subscribe otherwise it's going to be in Apocalypse with candy balls yeah come on man don't make us blame you for the apocalypse just hit the Subscribe button make everybody it's not just an apocalypse apocalypse and can just like it's double it's double hit the Subscribe button Peace of Mind absolutely and then go and do some shopping via our into the am link which you can also find in the description for a 10% discount on top of any other discount check out the rest of the stuff like our video and we'll catch you again real soon ciao

Progress saved