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Actions and Strategy

Getting close to launch is both an exciting and terrifying time. We’re thrilled to finally get Feud out there. As hard as we’ve been working on it, it’s still fun to play every day which is a good sign and we think everyone will find as much enjoyment in it as we do. Over the years it has been a labor of love bringing each map, character and storyline to life.

As much as Feud sticks to what we all love in the strategy genre it also bends and breaks many of the rules.

One of the biggest elements of Feud which is hard to perceive until you are playing is how dramatically the fights can shift due to the choices you make and the opportunities you are given. Early on we decided to design the game around allowing the player to use their action points however they liked and built upon it with things like inspired mode that add to your choices and combinations of abilities you can use.

It fuels perfect storms where a single character can take out three enemies and flip a losing battle into a thunderous rally. At the same time there is a strategy to treating your entire team like a single complex character to setup combinations that allow you to be more effective. A simple example would be using Randall’s shotgun special to knock an enemy out of cover and then following it up with your other posse members abilities that can capitalize on it. There are dozens of combos, some of them utilizing chains of well used abilities, showdowns and more to allow your strategies to grow and develop as you get better at the game. This type of thinking extends to the research in Saga and even the world map.

We’ll be back streaming this Friday at 7:00pm PST on our Twitch channel. Come over and join in on the fun, see which lowly hired gun rises to the level of hero!

As a sneak peek here is one of the new marketing images for Feud, enjoy.

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