Even more artifacts from PAX East 2012 for you to enjoy, this time yet another from TERA. The May 1 release of The Exiled Realm of Arborea is looming, and the devs were of course showing off the upcoming MMORPG. Game Front was on the scene; they’ll have a deeper look into the game shortly. Until then, here are a few screens of the giant Ovolith fighters.
Game Frontis on-site at PAX East all weekend (April 6-8), bringing you daily news, hands-on previews, interviews and pictures. Stay tuned for more PC gaming-focused coverage!
CTA Digital proudly introduces the Carrying Case for XBOX 360 Slim and Kinect. This luxurious case is specifically designed to accommodate your XBOX 360 Slim (with the power brick), Kinect Camera, games and accessories with the extra padding they need to stay safe during transit. Made with a durable nylon fabric and protective foam padding, the carrying case is the perfect solution for the ‘on the go’ gamer. The case includes storage for 4 games inside the convenient CD slots, as well as contr
Reverge Labs and Scott Pilgrim artist Alex Ahad are aiming to hit 2D fighting with something completely fresh in Skullgirls. Sam Clay sits down with UK PR Ian Dickson to deliver over 25 minutes of exclusive gameplay.
Reverge Labs fighter Skullgirls is out next week on Live, and from the look of this it’s going to be an essential purchase for the experimental fight crowd. Here, Sam Clay and UK PR Ian Dickson give a broad overview of what to expect. We’re going to have more from the game in the next few days.
[In this weekly column, Gamasutra rounds up the most popular paid and free iPad gaming applications on the App Store as of today, with Angry Birds Space, Skylanders Cloud Patrol and Bike Race Free currently ranking among the platform's top downloads.] This week’s top paid titles are: 1. Angry Birds Space HD ($ 2.99) 2. Draw Something ($ 0.99) 3. Skylanders Cloud Patrol ($ 0.99) 4. Clear Vision (17+) ($ 0.99) 5. Infinity Blade ($ 0.99) 6. Where’s My Water? …
Wargaming finds a new home on the iPad. Shortly after purchasing my first generation iPad I began to ask if anyone knew of an honest to goodness wargame for the device. At the time, the answer from most strategy oriented gaming studios was that they had ‘big plans’ for iOS. Years have passed, and while [...]
Battle Academy iPad review is a post from: TouchGen
For more of this article, visit http://www.touchgen.com or click on the story headline
As can be seen above, Ubisoft had a very convincing-looking cannon in their Assassin’s Creed 3 demo theater. This propitious prop (not to mention Cliffy B and Mrs. B in the front row) set the scene for an exciting demo presentation, which expanded on what we already know about the game and its deadly half-Native American hero, Connor Ratohnhaké:ton.
The video opened with a bang, dropping the audience right into the middle of the Battle of Bunker Hill, which took place in what is now Charlestown, MA, roughly three miles from the site of PAX East. Thousands of soldiers milled about in formation — AC3 can render up to 2,500 characters on screen, up from 200 in AC2 — an entire order of magnitude, and no small feat.
As Connor walked forward, he entered history. A Revolutionary officer was in the process of delivering the famed “whites of their eyes,” speech, albeit with an unfortunate modern twist, courtesy of Ubisoft’s writing team. It’s not clear who exactly said those famous words during the battle of Bunker Hill, but he definitely did not use the word “ammo” while doing it, one of many awkward neologisms that cropped up in the video.
Thankfully, it got better from there. Via voice over, AC3 creative lead Alex Hutchinson went into more detail about Connor’s armament, which has recently been expanded to include a period-appropriate brace of flintlock pistols. He also took pains to point out that the hero will make extensive use of the series’ distinctive hidden blade.
The assassination target during the Bunker Hill mission is one Major Pitcairn — a British officer, though there will apparently be evil Templars on both sides of the Revolutionary War. Since Pitcairn was on the other side of the battlefield, Connor began to make his way over there, showing off an all-new set of movement animations that were intended to give players more choice and flexibility, as well as more complete control.
As Connor snuck through the outskirts of the battle, the video showed off an impressive array of graphical effects; explosions kicked up splatters of mud and gunsmoke puffed across the battlefield. Taking cover in a forest, the assassin climbed into some trees, which will have an important role to play in AC3. Ubisoft designers were frustrated by an ironic omission in previous titles — they could climb trees in real life, but Ezio and Altair couldn’t. Having set AC3 in the forested wilds of colonial America, the developers were determined to remedy that oversight. The series’ free-running system has been extensively modified to allow Connor to move effortlessly through the treetops, albeit in a believable fashion — Ubisoft’s team didn’t want it to feel like playing Tarzan.
Eventually, Conor came across a squad of redcoated soldiers, and deployed a new tool — the rope dart — to hang one of them from a tree branch. Taking another soldier hostage as a human shield, he weathered a volley of musket fire before dispatching the rest in a flurry of dual-wielding combos. Though the animations were impressive, the enemies suffered from a perennial series problem: they seemed to stand around waiting to be acrobatically killed, instead of attacking aggressively.
With the soldiers dispatched, Connor scrambled up a cliff, one of the last obstacles between him and his target. Hutchinson described the care lavished on making the environments look “natural.” This was apparent in the design of the trees, but particularly impressive when it came to the cliff face. Instead of obvious, designer-deployed handholds, Connor was able to use natural-looking cracks and crevasses in the rock, and the climbing sequence was one of the video’s best.
With the cliff behind him, the assassin was on the outskirts of the British camp. To avoid the redcoat troops, now in close proximity, Connor used a new stalking feature to move undetected through the surrounding shrubbery. Then, in a burst of gloriously animated homicide, he stormed through the camp and leapt towards Pitcairn. Just as his tomahawk was about the connect, the lights came up.
Dialogue missteps and cowardly enemies aside, Assassin’s Creed 3 is looking great. Ubisoft’s changes combine the sensible and the spectacular, which is certainly ideal. Check out the screenshots below (which overlap with the events of the demo), and stayed tuned for more Game Front coverage in the very near future.
Game Frontis on-site at PAX East all weekend (April 6-8), bringing you daily news, hands-on previews, interviews and pictures. Stay tuned for more PC gaming-focused coverage!
PlayGround States logo, as it appears on Facebook.
“It’s been an amazing experience,” Double Fine founder Tim Schafer told fans via a live stream that celebrated the closing moments of Double Fine Adventure‘s success on Kickstarter. The project generated over three million dollars worth of donations in a month. Double Fine had asked for $ 400,000. It wasn’t just amazing. It was magical.
Not every studio sees this kind of outcome. Lead artist and the brains behind Playground State, Barry Collins, is walking us through what his studio looks like, and what has happened to his game, after his project failed to receive funding.
Playground State was founded two years ago by Barry and his brother Brad to explore and express the ideas that Barry has had floating around in his head since childhood. If you look closely at its web site, you’ll notice that there’s no physical address. It’s just a collective “willing people” across the globe coming together to build a series of sci-fi titles called Knights. A PC title called Knights: Spiral Islands was to be the first.
Spiral Island became a known project thanks to Kickstarter and a warm reception by PC enthusiast web site Rock, Paper, Shotgun, which featured it in an editorial in February 2011. Spiral Island is described as an episodic online action-adventure game in which you, as a knight in the game’s sci-fi universe, battle evil across the cosmos. Its hook, outside of its UDK visuals, is its lack of boundaries: in one mission, you’ll be hacking and shooting Vikings, in others space bees, mushroom zombies, robots, and large crabs.
Concept art of a playable Knight. You'll see other Knights in the upcoming preview game.
It has the look and feel of something incredible, especially if it were to be expanded as planned. Spiral Island was pitched to potential donors as game design in motion, as it would have seamlessly integrated new scenarios and enemies in a constant steam.
For whatever reason, it didn’t receive sufficient support. The Kickstarter effort ended with a thud later that April. Playground was looking for $ 10,000. A hair over $ 1,500 was pledged across 36 serial donators. One pledger, for example, has backed 48 other projects.
It’s easy to see this as a knockout shot, but to Barry, it’s just a glancing blow, and now the team is looking to iOS and its vast audience to continue.
“The lack of funds was frustrating, but it didn’t really kill our ambitions or desire to make this work,” Barry tells TouchArcade. In the ultimate show of confidence, the studio grew. It picked up an artist, a musician, a sound designer, and a couple of programmers following the failed attempt at funding.
That Playground is reacting in the exact opposite way you’d expect isn’t lost on Barry, and he explains that the reason is tied into how deeply his core team believes in what the studio is trying to accomplish.
“It’s our baby,” Barry tell us. “Amazingly, after maybe an hour or two of rambling with the various team members, they all irrevocably become hooked on the concept and what it has to offer, and slowly but surely begin to own it. Right now we have a team of guys all on the same page and all excited about the small steps as much as the bigger one that will come later — Knights as a whole.”
The crab monster we originally fell in love with, but now fewer polygons for mobile.
While the team grew, so did Knights. It’s now more than a game: it’s a series of mobile titles based in the same universe that spans multiple platforms and genres. Barry has an idea for several projects, some of which are in early stages of development. The most important is an Epic Citadel-like preview title, built specifically for iOS to show off what his team can do.
But even though the team is growing and excited about the games Barry wants to make, it has a horrible issue: it’s hemorrhaging programmers. It can’t keep one on staff, and this is putting a kink in the size and scope of the Knights games Barry wants to make. Barry says they’re in a spiral of simplification, as no one has the expertise to implement complex content into builds. The lack of a revenue stream is undoubtedly one of the culprits here. It’s also the reason why it’s bothering with a showcase project in the first place, and opening its doors for outsourcing work.
“This constant tug of war is what pushed us to our current goals of producing a very basic, free to download visual demo — a means of walking around a crazy environment full of eye candy and talking to basic scripted actors within the world. This will lay the ground work for follow-up episodes to come afterwords,” Barry tells us.
That Knights is blowing up, too, isn’t lost on Barry. He says this game has two goals: to nab exposure and be a launching board. Barry believes it’ll generate new ideas for future Knights games, and argues that the scope in this game is much more manageable than the one he put out there with Spiral Island.
This is how Playground wants to tackle on-screen FPS controls.
Another game is another iPhone and iPad-specific title called Knights: Arena. This is also a victim of the rotunda of programmers cycling through the studio. It’s an FPS that revolves solely around online play: team deathmatch, capture the flag, and so on. Barry, with a lengthy Internet sigh capping off what he tells us about Arena, says the studio’s goal is to establish a revenue stream as quickly as possible. It needs to hire at least one, dedicated programmer. “But that in itself is a Catch 22,” he says. “Need a programmer to make revenue, need revenue to get a programmer.”
Playground State’s ability to keep its legs churning in the mud seems unreal, but it’s a human reaction. With a teeth-gnashing kind of pride, Barry plans to continue marching on beyond his studio’s funding failure. He doesn’t just want to make games — he wants to see his dreams realized.
“I don’t quite know how we managed to grow in quality, strength, and numbers. Faith in Knights among the team is stronger than ever today, despite everything,” he tells us.
“Knights is one of many projects I dream of making. So this is the blood, sweat, tears part of paving the way to eventually being able to produce these with a real budget and fully paid team. This is it. This is what I love. It’s what I want to do for the rest of my life.”
That’s why Barry is up for using Kickstarter again. He has at least two in the works right now. One is for an extensive indie bundle that features developers in the Vancouver area. The other is for Knights: Arena or a single-player variant of that idea, which he wants to launch “at the same time that we launch the free demo, so people can see or play it and discover it that way.”
Barry talks about Knights: Spiral Island in his Kickstarter promo.
Spiral Island‘s crowd-funding failure didn’t come without costs in terms of people and revenue. There were lessons learned, though. The first was scalability. “No need to come out of the gate with a massive universe to embark on hundreds of small stories in other universes. A single story is good enough, or if finances and or programming get in the way, as we are discovering, there are still options,” he tells us.
“We did not go into this expecting it to be quick and easy, and it has not been quick or easy either,” he says.
And let’s say these Kickstarters don’t pan out? Barry isn’t worried. “We will keep pushing along until we are earning revenue on our own, find the right investment deal or get the attention of a publisher that wants to work with us.”
“But no matter what, this project will see the light of day, and as a series of mobile games to start.”
Towards the end of our Barry conversation, we pressed “pause” so we could ask what makes him so idealistic. His vision for these Knights games still seems almost too ambitious considering the lack of funding. The risk of what will happen if these ideas die could be monumental to the studio’s future and Barry. These games are the realization of his dreams, after all.
Honu are a species you'll be able to talk to in a preview. Here's one in a warrior outfit.
“Knights in general is an extremely ambitious concept,” he says. “It started big and the scope of the games we want to tell based in this setting have been cut back for the sake of getting something to market sooner. “
“The concept of Knights being so grand just means we always have room to grow. We realize that we may only ever produce the Knights preview or only ever get as far as Knights: Arena because there’s a real possibility that Knights is lame and we are all crazy people working away on an idea nobody else likes. “
“For me this would just be a continuation of exactly what I have done for 11 years, which is to just hire myself out to whatever studio wants to pay me, and doing so in mass with others is old hat. The grind of tracking down clients and deadlines, milestones, massive delays in payment and so on… it’s all a part of the job. But, Knights, to me, is a way out of this, to finally get all the ideas my brother and I have been brewing up for decades. It’s time we produce things we want rather than the things that pay the bills.”
Barry says that he likes to focus on what could happen with some success. He could hire programmers, no more lost time on contract projects, and the people he’s surrounded by could be supported.
“I just really hope people want to play a game about the Knights — the ultimate saviors of all things, the definition of heroic. Not a bad bone in their bodies, watching them take on any bad guy we can dream up and throw at them, across all history in any universe and time. I really want to play that game.”
When a Kickstarter fails, it’s not necessarily a catalyst for disaster. Barry is idealistic, and maybe too ambitious, but he’s not a quitter. He’ll keep creating. The success of Double Fine was magical, but the intensity of at least one man who didn’t win big is special, too.
While Barry’s story stands on its own, we are covering something larger here. This is part one of a two-part series of articles. In the next, we’ll introduce you to three more studios who haven’t had the greatest experience on Kickstarter. We’ll also discuss why we don’t normally cover games on the service and why we’re not certain of the long-term viability of crowd-funding sources like Kickstarter.