Review Fix Exclusive: Inside ‘Auto Warriors’

Review Fix chats with Nick Baynes, Studio Head, Gunjin Games who lets us know why the recently released “Auto Warriors” is a customization-crazy love letter to his childhood and why you must play it.

For more on the game, click here.

Review Fix: What was the inspiration for Auto Warriors?

Nick Baynes: Where do I start? There are quite a few! Firstly and most obviously, we were inspired by the tabletop car combat games of yesteryear such as Car Wars, Battlecars, Dark Future and Autoduel. These were turn-based strategy games with RPG elements set in dystopian or post-apocalyptic futures. What we’ve tried to do is to take some of the best elements of this type of game and either strip out or hide the more cumbersome and unwieldy elements. So we’ve retained the gritty post-apocalyptic theme, extensive car customisation, and core strategic combat mechanisms — and made the more complex rule sets that for example governed car movement, momentum, and performance that’s invisible to the player. This makes for a much faster, satisfying, and visually rich experience for those who played the tabletop games. We were also inspired by turn-based PC and console strategy games such as XCOM and Advance Wars — series that we all love. Finally, some of the Gunjin team grew up in the ’80s during a time when post-apocalyptic media thrived off the cold war angst with movies such as Mad Max, pulp fiction such as The Survivalist, and all their many lookalikes.

Review Fix: What games did you play as a kid? How did it influence this one?

Baynes: Once I’d finally convinced my parents to upgrade my Commodore 16, I became a big C64 player as a kid and played a huge range of games — from high profile coin-op conversions to the quirkier British titles, from shoot-em-ups to isometric platformers, fighting games to lawnmower sims (Hover Bovver, of course)! I started developing games professionally back in 1992 and over the years found myself increasingly making games featuring cars and explosions (which became something of a speciality)! So for me, Auto Warriors influences have been varied — but in general, I think the focus and purity of those mid-’80s titles can be found in our core game mechanic. A love of the British comic 2000AD and dystopian action movies have probably influenced the mood and feel of the game as well.

Review Fix: What do you think makes Auto Warriors special?

Baynes: We keep being told by players that Auto Warriors is a unique game on the App Store, thanks in large part to its core turn-based gameplay — and who are we to disagree! We opted to go down this route because we wanted success to be based on the tactical decisions players make in the workshop, building and upgrading their cars and on the battlefield, and choosing their movement and combat options. We didn’t want this to be a twitch game as most iOS car combat games are — where success is based primarily on dexterity — although the three-minute tournament timer and our time limit-based 1-3 star win rating system mean that there are definitely elements of urgency to the gameplay. We’re also very proud of our video replay system, which stitches together all the two-second turns and presents the players’ actions via cinematic camera angles. These videos can then be shared socially — and we have already seen some awesome and sometime hilarious feats that players have captured and posted.

Review Fix: How is the ’80s style evident in the game and in the cars?

Baynes: The game is set 30 years after the world starts its descent into post-apocalyptic mayhem, so all of the cars are based on the sort of chassis types found in the 1980s. The same is true of all the weapons, which are broadly based on actual ’80s designs. Finally, our salvage system (a form of crafting for special weapon and car upgrades) is based on ’80s consumer products — and somewhat tongue-in-cheek with items like cassette tapes and aviator sunglasses.

Review Fix: How much time went into developing the story?

Baynes: The Auto Warriors backstory is told both in the game via the tutorial and campaign mode and outside of it via the Auto Warriors site (www.autowarriorsgame.com) and web comic (http://bit.ly/1UdDT2K). We intend to continue to expand upon the story in future updates — in particular when we add new campaign levels.

Review Fix: What are you most proud of when it comes to Auto Warriors?

Baynes: We’re proud of many aspects of Auto Warriors: quality of the graphics; depth of car customisation and upgrade options available to the player; number of different game modes, including what is already a hugely competitive PvP system; and the cinematic replay system. However, overall, I’d say that we’re most proud of the fact that we’ve developed a genuinely different, if not unique, mobile strategy game — one that stands apart within a market crowded with me-too base builders and CCGs.

Review Fix: What’s next for Gunjin Games?

Baynes: Much of our future plans will be based on what our players want. We have had a huge amount of feedback from our soft launch players — and we’ve already implemented several of the ideas and features that they’ve requested. We’re always open to ideas and suggestions, so please do continue to provide us with feedback!

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About Patrick Hickey Jr. 13870 Articles
Patrick Hickey Jr. is a full-time Assistant Professor of Communication & Performing Arts and Director of the Journalism program at Kingsborough Community College and is the chairman of the City University of New York Journalism Council. He is the Founder and Editor-In-Chief of ReviewFix.com. He's also a former News Editor at NBC Local Integrated Media and National Video Games Writer at Examiner.com where his work was mentioned in National Ad campaigns by Disney, Nintendo and EA Sports. Hickey was also the Editor-In-Chief of two College Newspapers before he received his BA in Journalism from Brooklyn College. Hickey's work has been published in The New York Daily News, The New York Times, Complex, The Hockey Writers, Yahoo!, Broadway World, Examiner, NYSportScene Magazine, ProHockeyNews.com, GothamBaseball.com, The Syracuse Post-Standard, Scout.com and the official sites of the Brooklyn Aces and New York Islanders. His first book, The Minds Behind the Games: Interviews With Cult And Classic Video Game Developers was released in April 2018 and is chock full of interviews with legendary developers. His second book in the series, The Minds Behind Adventures Games, was released in December 2019. His third book, The Minds Behind Sports Games, was released in September 2020. His fourth book, The Minds Behind Shooter Games, was released in March 2021. The Minds Behind Sega Genesis Games and The Minds Behind PlayStation Games were released in 2022 and The Minds Behind PlayStation 2 was published in January 2023. Hickey is also a contracted comic book writer, currently penning his original series, "Condrey," as well as "The Job," "Brooklyn Bleeds" "Dem Gulls" and "KROOM" for Legacy Comix, where he serves as founder, owner and Editor-in-Chief. Hickey Jr. is also a voice actor, having starred in the 2018 indie hit and 2019 Switch, PS4 and Xbox One release, The Padre (also serving as English language Story Editor), from Shotgun With Glitters. The sequel, The Padre: One Shell Straight to Hell was released in February 2021- Hickey also served as a Story Editor and Lead Voiceover performer. He has also done narration and trailers for several other titles including The Kaiju Offensive, Relentless Rex and Roniu’s Tale. Hickey is also the lead voiceover performer on Mega Cat Studios’ upcoming title WrestleQuest, responsible for nearly 90 characters in the game, as well as Skybound's Renfield: Bring Your Own Blood, where he voices both Dracula and Renfield, as well as several other characters. He also stars in Ziggurat Interactive’s World Championship Boxing Manager 2, where he performs the VO of nearly every male character in the game. He also worked on the Atari VCS’s BPM Boy.

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