iGR Feature - Holdfast: A Gamebook of Dwarven Vengeance

When I hear the phrase “Gamebook” or CYOA (choose your own adventure) it incites a strong nostalgic feeling within me. I recall long summer days engorging myself with the likes of Daredevil Park and Time Machine 5 until I ran out of options to choose. The gamebook genre is what first introduced me to the RPG. The navigation of an adventure on my own terms is what draws me to fantastic action RPG’s like Fallout, Mass Effect and Skyrim.

The team at Black Chicken Studios has been creating unique experiences since 2007. Their roots run deep in gaming and now they’ve taken up penning and illustrating Holdfast: A Gamebook of Dwarven Vengeance. The print and digital gamebook has taken to Kickstarter for crowdfunding support. Black Chicken cites Lone Wolf, Tolkien Quest and Fabled Lands as their inspiration for Holdfast. 50 illustrations and 600 sections will stuff Holdfast from cover to cover.

In Holdfast you’ll take up your ancestral weapons, you’ll choose your path to reclaim your homeland through orc-legions, hidden grudges, and nameless horrors from the Deeps. You will delve, expand your fortress and confront a mighty army, if you have the mettle it takes to hold the realms of old.

The gamebook will release in print (soft and hard cover), Android, MAC and PC via Tin Man Games. Make sure to check out Black Chicken’s Kickstarter page and choose your own adventure!


Kickstarter Projects You Should Pay Attention To #9

kickstarter-projects

Happy Wednesday everyone! Depending on how long you’ve been with us - you may, or may not know that it’s Kickstarter Spotlight time! We’ll offer up some exposure to any crowdfunding project that deserves it. From hulking $2 Million to modest $6k goals, if it’s here, it deserves your attention. That being said we have a good variety of genres and funding goals for your consideration this week. Some have been featured in the spotlight previously and some are new offerings.

O R I G I N Series - Ninjabot - Las Vegas, Nevada

ORIGINS-Kickstarter

The O R I G I N Series is dangerously close to meeting it’s third stretch goal. If this goal is met new character prints will unlock (Mutant Era). The X-Men remain one of the largest properties in comic books due to it’s diverse roster of characters. If we push Ninjabot over the ledge, Wolverine and Gambit will be made available for our displaying pleasure. Arnel and Estefania have graciously given time out of their busy schedule to answer some questions I had about their project, check out our interview if you want to know more about the pair behind the O R I G I N Series.

origin-kickstarter-preview


If you want to get in on some sweet super hero action, click the nicely designed banner ad at the top of our page!


O R I G I N  Series - Art Prints by Ninjabot -- Kicktraq Mini


Jagged Alliance: Flashback - Full Control - Copenhagen, Denmark


The experienced team at Full Control has landed one of the most recognized IP’s in the Turn Based Strategy community. The roguelike tactical affair by the name of Jagged Alliance has seen it’s ups and downs over the years, but the Danish studio plans to bring the popular series back to it’s roots. Full Control boasts a portfolio of TBS titles, including their latest Warhammer 40K adaptation - SpaceHulk. The team aims to fund their reset of the Jagged Alliance series with Kickstarter crowdfunding, and potential backers should know that the series is in good hands. My interview with Full Control CEO Thomas Lund more than secured my belief that he and his veteran studio would succeed in their efforts with Jagged Alliance: Flashback.


NEWBeachAttack_1920x1080PressLR4


Make sure to check out their Kickstarter page for more information.


Jagged Alliance: Flashback -- Kicktraq Mini


Tinykeep - Phi Dinh - Newbury, UK

fb_big
We’ve been tagging along with Tinykeep since it launched on Kickstarter. Phi Dinh is a random dungeon generating, sophisticated AI programming guru that has put all of his experience into his crowdfunding effort on Kickstarter. His clever inclusion of the AI and Dungeon Generation tools on his campaign page help backers test the most important aspects of Tinykeep. Providing proof of concept and allowing potential backers to “try for themselves” should have this project across the finish line prior to ending (if there’s any hope for mankind). If you want to learn more about the man behind Tinykeep, check out our recent chat.


2012-12-25_3d_lighting_test


If all is right in the world you’ll be heading over to Phi’s Kickstarter page to pledge your support!



Welcome to Boon Hill - Matthew Ritter - Orange, California

Boon-Hill-Kickstarter
There isn’t much more that we can say about Matthew Ritter’s graveyard simulator. We’ve covered why we think it’s such an original concept and what makes the inferred stories of Welcome to Boon Hill so unique. We’ve also spoken to the project creator Matthew Ritter at length. What we really want you to realize with Welcome to Boon Hill is this - It’s a game concept that you’ve never experienced before. If that’s worth $5 to you, we implore you to pledge.


sleeping


Check out Welcome to Boon Hill’s Kickstarter page while it lasts!



Another week in the crowdfunding world is just beginning (our week at least) be sure to check out our highlighted projects. If you want an example of poorly handled crowdfunding efforts, take a look at our Shadow of the Eternals article that’s getting some attention. Check back with us next Wednesday for another spotlight, and make sure to frequent us for the constant features and coverage that help create awareness of the crowdfunding platform. See ya’ll on the flippidy flop!

iGR Exclusive - Full Control CEO Talks Jagged Alliance: Flashback

KS_cover_new650

LogoJaggedAlliance

Full Control is in a precarious position with the “reset” of the Jagged Alliance series, but who better to reel the series back to it’s TBS roots? Thomas Lund leads the team at Full Control once more unto the breach with the studios most ambitious project to date. The Danish developer is no stranger to the TBS genre. In fact, the bulk of their portfolio rests in roguelike territory. Thomas was kind enough to grant us clearance to gather more information about Jagged Alliance: Flashback.


Dylan: Tell us a bit about Full Control as a studio. We know that, as a team, you’ve created many TBS games including Frontline Tactics, Tactical Soldier - Undead Rising, and Space Hulk. How did those past experiences prepare you for taking on the task that is JAF?

We have tried hard with all our TBS games to test and try different aspects on turn-based gaming. We are not set on a single formula of how mechanics work, and I think thats a strength we can carry into a bigger title like JAF. For one we practically have a lot of code for different mechanics already in place, and at the same time we can bring fresh eyes to JAF that are not set in stone. And even with that experience, we decided to go for “JA2 with a new story”. It simply felt like the only real path to go for the game - especially with Back in Action having tried to fiddle with “the core”.

Dylan: One of the things about Full Control that I relate to in a very personal way is your mission statement - “Our mission is to deliver new strategy games for the ‘soccer dad’ group.” After all, we game responsibly around here. What do you think needs to be done differently when targeting this specific niche of the market?

FC-logoI think that the essence of our mission statement is “turn based”. No matter how small or how big, how easy or how hard - turn based is simply the perfect foundation for “soccer dads” of all ages. You can play the amount of time you have - and stop at a moments notice when real life calls upon you. And then continue your game later without having missed a heartbeat in your game experience.

Try that with endless runners or first person shooters - just not possible.


Dylan: Javier O’ Neill credits Spec Ops: The Line as one of his many previous projects. Will he aim to inject some of the gritty realism that is making Spec Ops a cult favorite among mature gamers?

Javier’s broad experience sets the theme not only for his art but the entire art department. Just take a look at the fantastic environment for Space Hulk that the team has made under his leadership. This will naturally carry over into JAF!

Dylan: Your concept artist, Jesper worked with Crytek on the first two installments of the Crysis series. How will his experience creating concepts for futuristic military technology factor into Jagged Alliance: Flashback?

Jesper is super talented and a great artist in general. Having been able to draw concepts on AAA level for many years gives us a huge quality lift on the concept production for JAF and a lot of great ideas on the art side.

Halo_Jump_1920x1080PressLR2

Dylan: I’d assume your feeling a bit like Christoper Nolan or Zack Snyder when approaching Jagged Alliance. It’s a tall task to take a known IP, modernize it and add real value to the reset. A successful outing requires additions and subtractions to the original formula. In what area of the game play are you treading carefully to ensure Jagged Alliance retains it’s identity?

Yeah - we have approached this IP as one of the holy grails, and that means we want to change as little as possible. Especially the combat system and tactical layer is what most fans love, and we have a “if its not broken, don’t fix it” approach to that part. To help us on this part, we have gotten Chris Camfield onto the team as advisor - to point us to places in JA2 that he felt broken or in need of fixes when he coded them.

For me personally JA has always been about the story and the mercs in addition to the tactical part. So we need cheesy humor, mercs with personality and through them an emergent behaviour of your squads as if they are actual characters. Perverted characters, but they have a life :-)

The place where we think we can bring something to the table in terms of additions is really on the strategic layer. More options, different factions, hints of politics, base building/fortification

Dylan: The team has an obvious passion for tactical TBS. What game from your childhood molded your love for the genre?

Jagged Alliance has been one of the 3 games I really admired and played a lot in the “old days”. XCom and Fallout being the others, as well as all the AD&D games by SSI. Warhammer 40k Chaos Gate as well. All games in the same genre with different aspects to bring to the table.

So being able to start creating games that pick up on these classics is just fantastic! I would not want to do any other job than this right now.

Dylan: In your opinion, what makes the TBS genre so appealing? Why do you think it’s making a mainstream comeback in the past few years? (example Xcom: Enemy Unknown)

TBS has always had lots of things going for it. You are first and foremost able to think before pressing buttons. Action games definitely are fun to play, but they dont really tell a story the way a good TBS RPG can do it.

At the same time they were ugly beasts mostly marred with horrible UI and 500 page manuals to read. And even then people have been playing them all the time, because they simply emerge you into the games on a different level.

The recent year has changed a lot - with XCOM:EU really only opening the eyes for a broader public (as well as publishers) that people have really wanted to play these games. But no one was making them anymore except few hardcore studios.

I really think Firaxis did a fantastic job on XCOM:EU. They didnt just copy the old game, but destilled it down to the essense for a more broad audience. They put TBS on the radar for regular gamers and showed them that these games can be pretty, have action and user interfaces that are not just ugly grey buttons.

We didnt go down that route with JAF for many reasons, but that doesnt mean that I could not see us or someone else do a similar game in the Jagged Alliance universe. But thats not JAF. Here we go with a Kickstarter to cater to the old school fans.

The last things I think has an influence is a combination of tablets being perfect for TBS as well and the entire digital distribution boom. This has lead to the resurgence of more niche audience titles and grown the awareness of old popular genres.

NEWBeachAttack_1920x1080PressLR4

Dylan: Full Control is fully supporting the PC modding community with JAF. Why is it so important in today’s PC gaming climate to offer mod kits to the community?

We think that modding extends the lifetime of a PC game way beyond the original intends. It has several positive effects - fan communities as well as additional sales on the tail. So win win.

Dylan: JAF will focus on taking and holding strategic points, squad and base building mechanics as well as stealth. With that in mind, are there going to be any dedicated stealth missions? Maybe collecting information to make an area easier to capture?

We definitely want to have more stealth being a big part of the game. If that means dedicated stealth missions or not has not been decided yet. But collecting information via different means definitely is one of the things we are looking at. And some of that could definitely be tied into missions where its a matter of sneaking in more than “just” killing all enemies in a sector.

Dylan: Considering JAF will take place during the cold war, will there be a heavy focus on espionage?

Not as its planned now. The setting was chosen primarily to tell the prequel story with AIM being founded in 1991, and the 80′ies and the cold war is simply so rich in cool stories that it made the choice easy.

Gameplay_Mockup_1920x1080PressLR2

Q: In your opinion, what impact has crowdfunding had on the gaming industry?

It has given gamers a way to “vote” on what type of games they really want - not what publishers read into marketing data.

It has given developers a chance to get money for alternative ideas on different levels - from the one-man army home in his moms basement to larger independent studios to make their dream games.

At the same time its important to say, that its not “the” answer to all problems. The amount of pledgers is extremely low compared to gamers who buy games. And there is still room for other ways to finance games that dont fit into the Kickstarter mold.

Prison_1920x1080PressLR3

Dylan: What feature are you most excited about adding to JAF?

Compared to recent games in the Jagged Alliance IP, we are super excited to get turn-based combat back again as well as mercenary personalities.

I you look at it more broad, then the ability to add a new chapter to the Jagged Alliance story universe. In our opinion JA is as much an RPG as a TBS, and to what you need both a great story AND great tactical combat.

Dylan: The goal with JAF is to “reset” the series. Explain the inherent difference between a reboot and a reset.

The recent reboot used in Back in Action tried to take the Jagged Alliance name and put it into a direction where someone thought that it would reach a bigger audience - removing in the process a lot of the soul and the DNA of what Jagged Alliance was about.

Our reset will take the game back to the roots again - removing this “reboot” from the equation. We dont want to rework mechanics that fans love. But we want to tell a new story while staying true to Jagged Alliance. At the same time we can modernise the game into a 3D engine, and hopefully gives modders a new base to build future games upon.

It’s obvious that Thomas and Full Control are well aware of the weight pressing upon their shoulders. Long time fans of the Jagged Alliance series will have lofty expectations in regards to Flashback. The Danish development teams’ past Turn Based Strategy experience and true respect of the Jagged Alliance franchise should inspire confidence in potential backers of JAF. Be sure to check out Full Control’s latest project updates and help make this reset a reality. Make sure to visit their Kickstarter page for more information.


Jagged Alliance: Flashback -- Kicktraq Mini

iGR Exclusive - Random Dungeon Generation, You Say? Tinykeep Answers

tinykeep-kickstarter

Phi Dinh’s Tinykeep has been featured here on iGR since it’s Kickstarter campaign went live in early May. Tinykeep strikes a chord on so many levels that it’s impossible to ignore, even with it’s small stature. It’s a high tech throwback to the dungeon crawlers of old with it’s sophisticated enemy AI and unique loot. The project’s creator Phi Dinh was able to create what we’ve shown you in our Kicktarter Spotlight and our featured article of Tinykeep during his free time. I highly anticipate what he can create if Tinykeep is funded and he’s able to focus all of his time on development. Phi took a break from making our would be foes more intelligent to tell me about his journey as a developer and his crowdfunding efforts. Make sure you incorporate a British accent in your head when reading Phi’s answers, or the whole experience will be ruined.

fb_big

Dylan: It’s stated in your KS pitch that the “proof of concept” prototype took you an estimated two months to complete, working only nights and weekends. The work that’s been done already is seriously impressive. What kind of past experience helped you prepare for Tinykeep?

Thank you! I’ve worked tirelessly on it, and have just recently released an interactive AI demo as well. In the past I’ve worked for very dry IT companies that mainly deal in gambling and real estate, so in order to keep myself sane I did a lot of reading and experimenting with all aspects of games programming. On one of the these days I might have spent an evening learning Perlin Noise, on another day Behaviour Trees for AI. Then I’ll spend a week obsessing about 3D graphics, and then I’ll move on to a few days working on animation. It was all practical stuff, I’ve got a massive folder of all the little prototypes and proof-of-concepts for games over the years. It went on for a while like this, until one day I realised that I had all the knowledge necessary to make games! So for the past year I’ve been working at a leading UK digital agency making casual games for the retail sector, but I keep daydreaming about making the perfect dungeon crawler. Eventually the prototype was built and TinyKeep was born!

Dylan: You mention Hero Quest as one of your many inspirations. Did you prefer to play as the hero or Zargon? and why?

My uncle gave me a second copy of HeroQuest when I was a kid, but as an only child (until I was 12 anyway, then I had a little brother) I never got to play the game much! My cousin would come round every month or so and we’d play but it was never enough to satisfy my appetite. So I mainly did a lot of painting of the figures. I’m happily married now, and a few years ago I introduced my wife to the game. I had to find a new copy from Ebay including all of the Expansion Packs and we play it all of the time! She is like the playmate I never had! My personal preference is to play Morcar (that’s what the evil wizard is called in the UK version), for some reason I love to be privvy to all of the secrets of the game that I can unleash on the players later on. I tend to make things up on the spot as well, spawn extra monsters and move things around if the players are finding it too easy or vice versa. I think its important that your players enjoy the game rather than “MUHAHA kill all the heroes!”. Ah - I love HeroQuest!

HeroQuest

Dylan: Tinykeep will employ a skill tree and item collection. What kind of skills can be acquired? How will they affect game play?

For the most part I’ve been focusing on AI, as I believe it to be the main selling point for the game. Ben my concept designer on the other hand has been delving very deeply into the loot and weapons generation system. Together we’ve come up with a system that does away with hero stats and attributes entirely, instead your player is characterized by the weapons and other equips that they hold. Without giving too much away (we are planning on writing an update about this very soon), each weapon has a level 1-100. The level is converted to points, so a level 72 sword will have seventy two stat points. The points are spent by the weapon generation on things like sharpness, elemental damage, rustiness (which detracts from how good the sword is), vampirism, whether the sword has a name, poisoning damage, range and so on. The weapons will be balanced so that an increase in range reduces the potency of damage, or an increase in fire damage gives a vulnerability to ice damage. What’s more each weapon may have an active skill that can be used. So in effect we’ve combined player stats, equipped weapons and skill slots all into one elegant package. By mixing and matching various items together, you can achieve a combination of different effects, and that’s where the depth of the loot system comes in.

Dylan: Enemy AI looks to be one of your primary focuses in Tinykeep. What kinds of behaviors will you combine to make Tinykeep a challenging experience?

This is the part I’m most excited about! In addition to standard behaviours such as chasing the player and roaming the dungeon, monsters can also run away and work together as a team to take you down. There’s a smell system that allows monsters to track you around the dungeon with ease, as long as they are quick enough before the trail disappears. We’re also adding other behaviours that benefit the monsters in other ways - such as searching out corpses of fallen creatures to eat and regain health. The really exciting bit is that certain types of monsters are rivals to each other, for example Orcs and Skeletons frequently battle if they are within close distance. This gives the player opportunities to lure monsters into traps, and achieve all sorts of emergent behaviour. Monsters can lure you into traps too!

2012-12-25_3d_lighting_test

Dylan: What game in recent memory do you personally think had the best enemy AI?

There’s a PDF document published somewhere on the internet by Valve that talks at length about the Left4Dead Zombies and Director AI. It truly is an amazing piece of AI work, and every aspiring game developer should read it.

Dylan: How long did you tinker with the dungeon generation tool before you knew you had something special in the making?

Like many problems in programming, the simplest solutions often work the best. For weeks I tried complex algorithms that are well loved by the procedural generation community such as Perlin Noise and digging corridors using A* pathfinding. The result was never what I wanted, so one day I just had the idea to randomly generate rectangles in the middle of the screen, and then separate them from each other until they were no longer touching. That gave me a perfect base to pick rooms and connect them up with corridors, and I was very pleased with the outcome! How long did it take in total? Months were spent messing around in vain, yet it only took me 3 days to come up with the version you see today. Such is the life of a programmer!

Tinykeep-Kickstarter

Dylan: The mere prospect of using your enemies against each other is an interesting one. What kind of back story or lore have you created for Tinykeep? Is there a guidebook of sorts that helps decide what enemy groups will cooperate and which will clash?

TinyKeep will be light on story elements. Even though we’ve tried to retain the depth, complexity and challenge of RPGs and dungeon crawlers as much as possible, the overall goal of the game is to be as accessible as possible. So we’ve avoided the typical dry lore that plagues a lot of games and instead gone for the little tidbits of clues and poems similar to what you see on the Painter’s Signs in World of Goo. The mysterious person who sets you free from your shackles is always one step ahead of you as you make your way out of the dungeon, leaving little notes, letters, scratches on walls etc warning you of what’s coming next. Some of these will be cryptic, but others might say “Just seen an Orc and a Skeleton argue over a bit of horseflesh - it was not a pretty sight! No love lost between these two races! From your friend.”

Dylan: You have a few monsters that are benign for the most part unless provoked. Their description reminds me of the Big Daddies of BioShock. Like Big Daddies, are the Rock Monsters and Fire Imps of Tinykeep there to keep the player in a constant state of unease?

Let’s just say there are plenty of opportunities for the player to provoke these creatures for their own needs. Perhaps to get an upper hand on another monster…

rock monster

Dylan: You’ve outlined a few of the companions or pets that are included in Tinykeep, Just how helpful will these creatures be in combat situations?

At the beginning of each dungeon instance you will be given the opportunity to equip yourself with the items you have stashed in your chest from previous games. If you have somehow managed to acquire a pet, they can be equipped too but the catch is that you can only carry one item in your hand. So the pet kind of acts like an offhand item. They can be extremely valuable in a combat situation, most pets have a variety of skills and their own AI behaviours to boot. The downside is that you’ll have to work to protect them, if they get knocked out you’ll have to progress through the rest of the instance without them, not to mention an offhanded item less for having them in the first place!

Dylan: Are the tables, chairs, barrels, and other objects found in Tinykeep’s environment all for aesthetic purposes, or are there practical applications for any of the objects you’ll find when roaming the randomly generated dungeons?

For the most part they are aesthetic, but you can use them as obstacles to put between yourself and an enemy. We decided to not implement a full 3D physics system for furniture and objects and focus on the AI instead, we think that’s much more important to the gameplay. Environment physics look great - but for most games are an added extra and don’t contribute much to the gameplay. Of course, things like doors and chests can be interacted with ;)

Dylan: How long do you anticipate your development cycle being?

How long to develop the game? This depends on the Kickstarter funding, at our initial goal it will take around a year to develop, but if all of the stretch goals are reached it can take take up to two years. In particular I’m most excited about working on the co-operative multiplayer, but that may have to wait depending on how the funding goes.

At the time of this interview Tinykeep has earned just shy of 8,500 Euros or around 40% of it’s funding goal. If you own a PC this project is a no brainer. It doesn’t matter if your looking for nostalgia or simply a fun game to play, Tinykeep should be on your list. Head over to Phi’s Kickstarter page to check out all of the backing options.


Precursor Games Launches Questionable Kickstarter Campaign For Shadow of the Eternals

shadow-of-the-eternals

shadow-of-the-eternals-kickstarter

The crowdfunding efforts for the spiritual successor to Silicon Knights’ Eternal Darkness: Sanity’s Requiem have now been extended to Kickstarter. Precursor Games is looking for the remaining 1.35 Million it needs to successfully create Shadow of the Eternals for the PC and Wii U platforms. However, the Kickstarter project creation is troubling for several distinct reasons:

  1. Silicon Knights states that the studio is still operating without it’s former President Denis Dyack, but it’s CFO, Mike Mays, is unable to cite a studio location.
  2. Denis Dyack’s LinkedIn states he’s been the Chief Creative Officer at Precursor Games since July 2012, which means he made the jump to Precursor just one month after the Epic lawsuit went south for Silicon Knights.
  3. Silicon Knights DID confirm it’s closed offices, laid off employees and sold some of it’s development assets, including computers, to Precursor Games.
  4. Precursor Games is a Canadian development studio, which directly contradicts Kickstarter’s project creation guidelines.
  5. The initial funding goal on Precursor’s official page was set at 1.5 Million and aimed to cover one episode of content. In contrast the Kickstarter backer tier that starts at $25 offers multiple episodes as part of the pledge tier.

Kickstarter has been under fire as of recent with projects like Zach Braff’s Wish I was here, Penny Arcade’s $10 funding goal for a new podcast and now what seems like the bending (not breaking) of the companies eligibility rules. This will be the first time Kickstarter has sanctioned a project north of the U.S. border. When Game Informer reached out to Kickstarter for additional clarification of how a Canadian studio was able to launch a campaign they were given this statement:

Regarding who on their team meets those requirements, that’s really a question to pose to them.

This seems to be stating that at least one member of the Precursor team meets the standard guidelines all projects need to adhere to. It seems as if Kickstarter may have allowed a project to be created on a small mention of a Buffalo, New York office. If a member of Precursor Games alleges:

  • You are 18 years of age or older.*
  • You are a permanent US resident with a Social Security Number (or EIN).
  • You have a US address, US bank account, and US state-issued ID (driver’s license).
  • You have a major US credit or debit card.

They should be held accountable for providing said credentials to the crowdfunding platform. If credentials were given to Kickstarter they aren’t necessarily (I don’t believe anyway) subject to releasing said information to legitimize a project. However, Precursor Games shouldn’t have any issue with providing these credentials in a much needed gesture of transparency. No statement has been made at this time.

Until this point we haven’t even mentioned the lawsuit former Silicon Knights President Denis Dyack is tied to. The now essentially gutted studio ran into trouble with Epic over it’s failed use of the Unreal Engine 3 game development tool. Silicon Knights alleged Epic withheld important pieces of it’s Unreal Engine during the development of Too Human, which resulted in the studio having to make use of a proprietary game engine. The suit was settled nearly a year ago today completely in favor of Epic.

Questions are mounting at an alarming rate in reference to the Shadow of the Eternals Kickstarter campaign. If Precursor Games hope to succeed in their funding efforts, and in the future as a legitimate developer, they’ll have to provide some much needed clarification to the media. Our hope is that credentials are readily provided and Kickstarter is subtracted from this less than savory equation.

We’re simply putting forth the facts and unanswered questions that have many feeling cautious about Precursor’s campaign.

UPDATE: We’ve reached out to Precursor Games for further clarification. We’ll update with more information as it becomes available.

iGR Exclusive - Welcome to Boon Hill Project Creator Talks About His Graveyard Simulator

If you recall our most recent Kickstarter Spotlight you’re already aware that we’ve recently been following a wholly unique Kickstarter video game project called Welcome to Boon Hill. The project creator, Matthew Ritter was kind enough to tell me more about his motivations for creating gaming’s first graveyard simulator. From the time I’ve spent exchanging pleasantries with Matthew it isn’t hard to see that he’s a unique person with a very eclectic personality. Where many question the concept of a “graveyard simulator” I tend to almost immediately take interest. Unlike Matthew I haven’t spent much time in graveyards lurking about, but I do commute via mass transit and sometimes it’s hard NOT to wonder who all these silent people are that fill the rows of my 8:20 bus commute.


Dylan: Welcome to Boon Hill was inspired by the time you’ve spent in real grave yards. What is the most memorable epitaph you’ve ever read?

Matthew: It changes a lot. It’s hard to say what would be the most memorable one. Epitaphs aren’t actually all that common (at least not complex ones) in real graveyards. Mostly it just says someone’s name and the date they lived and died. Sometimes with a ‘in loving memory’ or ‘loving wife’ sort of deal. If there is anything more it is almost always religiously based in some way. I of course prefer the ones that have something more on them. Often it isn’t the epitaph itself (of which there are great ones) that really makes a grave memorable. Probably the most memorable grave I’ve seen in recent time I came upon, was a grave for a young child. Dangling from the tree over the grave were a bunch of dolls and toys. It was both creepy and a bit sad. The suggested story though of a life lived and the love of the family was powerful.

Dylan: Almost all of Boon Hill’ concept art consists of a single color that accentuates the character and scenery (ie the groundskeeper) The piece that initially drew my eye is of the character we’ll most likely be playing as with his hand on a headstone. Can you think of any reason you chose to colorize this piece with more detail than the others?

Matthew: The one that drew your eye was actually the first one. This was done before the whole single color thing had been started. As I think more monochrome looking stuff is pretty. So, that’s the reason he’s colored and everything else is more single tone.

 

Dylan: Boon Hill will consist of an estimated one thousand gravestones, where will your inspiration for producing that many epitaphs come from?

Matthew: Real epitaphs, real people, fake people, everything and everywhere. We’ve made a timeline of the town of Boon Hill and the epitaphs will hopefully give a sense of time and history. Following this place as it develops. Changing in tone depending on where in the graveyard you are.

Dylan: How successful did you initially think your Kickstarter would be?

Matthew: Not as successful as it was/is. It’s a strange game idea, that might not even be able to be described as a game. Admittedly, I was expecting to be laughed off the internet. To me though, the response has been overwhelming. Some people try and tell me that there are tons of other kickstarters and other crowd funding projects making so much more money than mine. Which is great for them. For the idea I have and the game I’m trying to make? The amounts I’m getting are amazing. I can’t thank enough everyone who’s supported it so far, and those that will support it in the future. Complete strangers who I can’t pester constantly thinking my idea is good enough to back with real money.

Dylan: Boon Hill will give players a means of igniting their imaginations, and the freedom to fill in the blanks. This concept has been little explored as of recent in mainstream gaming. What is your favorite use of subtext or inferred story in video games?

Matthew: As far as subtext in games go. It’s hard. A lot of stuff has been about the nature of free will. Which makes sense given the nature of games. You’re playing on rails even if the game maker is trying to pretend you’re not, so going in depth into the nature of control and if the character in the game (And in many ways the player) has free will is a natural progression of that. As for subtext not being that explored in games, there’s always been some. It’s often harder of course because the player’s POV outside of cut scenes is often not controllable. The game maker has to balance the idea of subtext with the fear of a plot element or a good concept being missed. Props have been seeing a lot more use. There are entire games coming out about exploring and playing with props. The kind of things in someone’s room can really paint who they are. It’s always been around, but has been getting a lot more subtle these days. Also, things like costume design have been slowly moving from ‘this looks cool’ to an attempt to tell a story of why a character dresses like that. I find things along these lines really fascinating.

Dylan: Do you think that due to it’s contemplative and implied nature that Boon Hill is more like an art piece than a typical gaming experience?

Matthew: I think it’s more like an art piece because of its lack of a strict end game goal. Even the most artsy games I’ve played all have places your going. The only ones that don’t are mostly old school open world games, and even a lot of them have specific places you really want to be. The idea of a game that has nothing to gain or ‘win’ is very strange. I’m drawn to the idea because I often feel that having things to gain or win, goals you have to achieve, lock the player in a very specific mindset and it might be possible for some really interesting experiences if that mindset is specifically not locked in. Or, it might just be boring. We’ll have to see won’t we!

Dylan: Tell us a bit about yourself, what kind of experience or education prepared you for your career as a game developer?

Matthew: This one is always a hard one. Living? Classes on programming, art, writing. Writing, drawing, programming. Going on hikes. Taking Italian sword fighting fencing classes. Being mugged on the streets of new york. Having spent time in Japan, Germany, Canada. Everything prepares you for everything. You never know if you’re ready for something until you try. If you fail, at least you’ve probably got a bunch of experience for next time.

Dylan: How many people are contributing to Welcome to Boon Hill?

Matthew: The core team is four people. Me, a sound guy, a programmer, and an artist. Other people might be brought in, but the core team is four people. If anyone wants to read about them they each have a bio up in the Kickstarter’s updates. They’re each incredibly talented. If i could do it all myself, trust me I would. I can’t. So they are special wonderful people.

Dylan: What will inspire the personalities of your unique NPC characters?

Matthew: Considering the setting, most of the NPCs will be very normal people with a layer of sadness. As they will be mourners. People take on a vrey specific vibe when they go to visit a grave of someone they love. While I’ll be attempting to keep things interesting, it isn’t to likely the player will run into a bunch of hyper vibrant funny characters full of jokes. Though, all kinds hang out in graveyards.

Dylan: Is Boon Hill actually haunted?

Matthew: All graveyards are haunted. That’s the whole point, a place for memories of the dead to affect the living.

Dylan: Your succeeding with a very unique idea, the project is already funded. Do you think that’s indicative of the overall state of the games industry?

Matthew: The most enthusiastic responses I’ve gotten have been from young people, 9-14, and game journalists and game makers. I don’t know why younger people seem to like the idea, my 9 year old brain would have thought this was stupid. As for game journalists and game makers, it sounds different. If you immerse yourself in gaming and gaming theory, something different is always interesting. I just have to make sure it ends up being good.

It’s safe to say Matthew has a very unique vision of the world around him. Welcome to Boon Hill’s characters, epitaphs and moody environment only reinforce that notion. Players won’t have anything threatening the livelihood of their character or time limits to worry about, they’ll have the freedom to let their minds do the work for once. I think that’s the singular selling point of Boon Hill. Matthew, and by extension the players of Welcome to Boon Hill will be thinking outside the box in an industry constantly constrained by rails. For a better look at the project head over to Welcome to Boon Hill’s Kickstarter Page. Thanks for joining us everyone!


 

Son of Nor Uses Emotiv EPOC To Make Telekenisis A Reality

SoN4

Son-Of-Nor-Emotiv-Epoc

StillAlive Studios’ Kickstarter campaign for Son of Nor is moving along quite well. Today the project will receive a strong jolt with the news that the Emotiv EPOC will be a supported device in the groundbreaking third person action game. the Emotiv uses a set of 14 sensors plus 2 references to tune into electric signals produced by the brain to detect the user’s thoughts, feelings and expressions in real time. The use of this technology will help players control portions of the Son of Nor gameplay with their minds!



The device will pair insanely well with Son of Nor’s many featured supernatural attacks including:

  • Telekinesis
  • Terraforming
  • Elemental Magic

Son-Or-Nor-EPOC

Studio head Julian Mautner had this to say, ”We have been tirelessly working on the game, funded largely by our own savings, for quite some time now and would love to see our Kickstarter succeed so that we can finish and bring it to market soon.”

If your interested in learning more about the project and take a look at my interview with StillAlive’s Studio Lead Julian Mautner.


Epoc300

Epoc530


Son of Nor - The World is Your Weapon -- Kicktraq Mini

Netflix, Kickstarter and the Future of Enterainment

kickstarter-projects

Well, well, well this is a bit new isn’t it? As you may have noticed, I haven’t really ventured into anything other than my weekly articles for awhile so this feels a bit special. If I’m being honest, the idea for this article (or some form of it) has been kicking around in my brain for months, practically since House of Cards debuted on Netflix, but it was only after I saw the vitriol and outrage over Zach Braff (Scrubs) starting a Kickstarter for his film, Wish I Was Here, that I felt I could say something more than, “yeah, sounds like fun stuff for the future.” As you can imagine, that doesn’t make for a very compelling piece of writing. So, I put the idea on the backburner a bit, hoping that the idea would evolve to the point where it would be, at the very least, a slightly compelling piece of writing. I think I’ve reached that point, thanks to the previously mentioned vitriol, albeit a bit indirectly. I say indirect because there’s a part of this that has nothing to do with Zach Braff’s Kickstarter. I recognize the tenuous-at-best link between Netflix and Kickstarter but I also believe that both will be very important in shaping how we not only view entertainment (the Netflix of it all) in the future, but also how it gets made (the Kickstarter of it all).

Before I get into the Kickstarter stuff, let’s talk about Netflix for a moment. As I stated above, I’ve had the itch to do this article since the premiere of House of Cards because I find the future of TV pretty fascinating. There are just so many different avenues that we can explore to deliver entertainment content that Netflix is really just the tip of the iceberg. The model it used with House of Cards (releasing all 13 episodes of the season at once) is fairly revolutionary, as it allows the viewer to watch the show at their own pace instead of having to wait a week for the next episode. It’s a great concept because one, people hate waiting for the next episode of an engrossing show. Seriously, I know I hate having to wait another week to watch the latest Game of Thrones. And two, I think it allows the viewer a better understanding of the story being told to them. As I outlined in a term paper last year, one of the reasons there isn’t any great literature anymore is because the medium in which great creative minds, for long-form narrative writing, work is TV, not writing books. That seems pretty arrogant and self-serving for a guy who wants to get into the business but just look at the past 15 years of television and tell me I’m wrong. The Wire, The Sopranos, Breaking Bad, Mad Men (just to name a few; I could go on for ages)…these are all intricately plotted pieces of fiction; the only difference is that 100 years ago, they would’ve been books.

There wasn’t a lot criticism levied against the company for the model but it wasn’t non-existent, either. That said, most of it came from a place of fear by TV critics. They were worried that the model would, at best, drastically change the way they covered TV and at worst, eliminate their profession altogether. I’m not entirely sure how much truth there is to that, though. After all, why can’t you review and critique an episode of TV without having to wait a week? If anything, I think it allows critics to judge a show more fairly, as the narrative of the story isn’t broken up into pieces. So, I don’t really get the criticism against the idea of releasing them all at once because it allows a story to be told uninterrupted.

Zach Braff in Garden State

The Kickstarter stuff is a bit different because there has been noticeable backlash against people in Hollywood using it to finance their own projects. There were some grumblings by people when Veronica Mars creator Rob Thomas (no, not the singer of Matchbox 20) created a Kickstarter to fund the oft-rumored but never financially feasible, Veronica Mars movie, but not quite as much as there seems to be with Zach Braff’s latest project. In case you didn’t know, Braff (writer/director/star of 2004′s Garden State) recently started his own Kickstarter campaign to fund his next directorial effort, Wish I Was Here. By all accounts, his project has been just as, if not more, successful than the Veronica Mars campaign. Yet, there are those who are crying wolf, claiming that it’s exploiting the system (it’s not) or wondering why he’s not paying for it himself since he’s a big movie star (he’s not).

First, who are they to tell me what to do with my money? Admittedly, this is the point used most often against the detractors but it’s a fair question. If I’m a big Zach Braff fan and he makes behind-the-scenes videos available for $10 and I think that’s a good deal, who are you to say otherwise? How is that bad? Because you don’t think it’s worth it? People have different opinions on value. For example, I would never buy $100 jeans because it’s not worth it to me. Does that mean I chastise people at the mall because they do? Of course I don’t because I couldn’t care less how they spend their money and neither should you when I choose to fund a Kickstarter that was created by one of my favorite actors.

The idea that it shouldn’t be available to people from Hollywood because they had success before shows a certain naivety about the business. Just because they’ve had success does not mean that it automatically equals that their next project will get made. Just look at how long it’s taken Will Ferrell (Anchorman: The Legend of Ron Burgandy) to get Anchorman 2 off the ground, something he’s been trying to do for years. Using Braff’s campaign as part of that analogy isn’t perfect because supposedly he did have financing for the film but wanted to pursue a different avenue to avoid some of the pitfalls that comes with dealing with outside financiers. People say that the reasons he gives are BS because sometimes you have to sacrifice things to get what you want. There’s certain merit to that argument but only if that’s the only way you can get it and judging by the reaction from the Kickstarter campaign, he obviously had a different and better option. Wouldn’t you choose the option that allows you to avoid sacrifices while still getting what you want?

There’s also the argument that it detracts from current or future Kickstarter projects but that’s been debunked by those running the site. In fact, they’ve said that the Veronica Mars and Wish I Was Here campaigns have created thousands of first-time contributors (meaning people new to the site), which, in turn, has led to more backers on other projects since a lot of those people just found out the site was a thing that existed. It’s clearly raising the profile of the site in general but that’s somehow a bad thing? The bottom line, celebrities are helping to legitimize Kickstarter in a way that changes the site from just a site an indie filmmaker uses to fund his passion project to something much more.

What I really hate the most, though, is when someone brings up the idea of getting money back if the film’s a success. First of all, the idea that it’s pointless to contribute unless you get money back later is an inherently greedy perspective that I’d rather not encourage. I’m honestly not sure why more people don’t’ bring that up. Second, you don’t expect it with the smaller films that get financed on Kickstarter so why do you expect it from Veronica Mars or Wish I Was Here? The only difference is that the starting number is a little higher…that’s it. But the small indie film that you supported has just as good (obviously hyperbole but it’s entirely possible) a chance to make 10x its money back as the one Zach Braff started.

Plus, it’s merely a naïve assumption to think of a $2 million film as a big money-making opportunity. As he states in the interview I posted below, if he wanted to make a lot of money he’d go back to TV, not make a small (by Hollywood standards) indie film. He’s not trying to get rich off of this, he’s making a piece of art that is important to him and something that he believes will have an impact on the lives of others.

Which brings me to the inherent flaw in the logic that people are using to argue against it: filmmaking is an art form. Perhaps it’s easy to forget that with headlines about major box office results from films like Iron Man 3 but in the end, it’s art. So, of course an artist would like to make the project (whatever it may be) he envisions, instead of having to kowtow to outside interests because he’s not in control of the money. And that’s what Braff is trying to do. Oh and for those of you who think he should use his own money? He is.

Critics are also pretty vocal about the slippery slope that these campaigns present but that’s an incredibly cynical way of looking at it. Don’t get me wrong, that cynicism doesn’t surprise me because we, as a society, are pretty reluctant to embrace change and that’s what these campaigns really represent: change. And that brings me back to how Netflix and Kickstarter are linked: they’re both getting an incredible amount of buzz but more importantly, they represent the beginning of innovation in an otherwise stagnant entertainment industry. They don’t represent a slippery slope of being exploited, they represent an overhaul on things (film/TV) are made and how we’ll eventually see those things.

There are optimists and there are pessimists in this world and what the vitriol and outrage ultimately does is outline who is who. So, the next time you jump to criticize a celebrity using Kickstarter to fund their next project, stop and think about what you identify yourself as because chances are, you’re lying to yourself. And nobody likes a liar.

The Realm Bonus Features and Character Development Detailed Via Update

TheRealm5

The Realm has been featured several times here on iGR during their Kickstarter campaign. The collective teams of AtomHawk Design and Lantern Interactive have completed their final updates to the project for the week, so we thought we’d wrap them up for you. Before and/or after the updates feel free to check out my interview with Tom Szirtes for a bit more insight into The Realm.

First up we have an interview with Charlie Bowater (The Realm’s concept artist) wherein she talks a bit about the development of the two main protagonists Sarina and Toru.


 


Next up we have another team member in front of the camera (Tom Szirtes) talking about the “bonus features” of The Realm. I’m not sure there’s a better way of describing non-essential.


 


The updates that the conglomerate studios are presenting aren’t showing what will get them over the top funding wise - game play. Until the folks at Lantern and Atomhawk have a substantial game play demo, or prototype to show off they’ll continue to trend towards falling short of their funding goal. It’s my hope they have something big planned for their last leg of the campaign. Szirtes and company have worked all over the industry assisting in the creation of many AAA games, and it’d be a shame for their first internal project to fall short of the goal line.

iGR Feature - Jagged Alliance: Flashback Kickstarter Nearly Half Way Home

KS_cover_new650

Since 1994 Jagged Alliance has seen more installments to it’s long running series than I have fingers. Some iterations have released to fan and critical acclaim, and others have fallen on their own swords. As we approach the original games’ twenty year anniversary, a new studio takes up arms in an effort to wipe away the past, and “reset” the franchise.
Prison_1920x1080PressLR3

Space Hulk developer Full Control wants a whack at the tactical turn based strategy Jagged Alliance is known for. Space Hulk is yet to release, but it does rely heavily on the TBS elements that will be the bread and butter of Jagged Alliance: Flashback. The Danish developer has a steep goal of $350,000 to make the “reset” a reality. Full Control is nearly half way to the finish line at this point with just under two weeks to go.

Gameplay_Mockup_1920x1080PressLR2

Full Control aims to add new features to the calculation that will hopefully help to reincarnate the franchise. The addition of a cover system, stealth mechanics, and environmental features will beef up the familiar game play formula. Another distinction of Flashback will be it’s base and squad management systems. Once a strategic area has been secured you may find yourself having to fend off the enemy to maintain control. The team also wants to invigorate the RPG elements that helped define the early installments of the franchise. It’s always an uphill battle to take a franchise and revitalize it, especially one that’s roughly the same age as Kate Upton.

It’s a distinct possibility that Full Control can breathe new life into Jagged Alliance with their plan of staying true to the core franchise fans, all the while adding much needed updates to the series. They’ll need help reaching the lofty goal they’ve set fourth, but think about this, for just a minute. If Penny Arcade is able to fund a new podcast on Kickstarter when they have no business doing so, why not help a small developer take a swing at the curve ball that is Jagged Alliance? Head over to their Kickstarter page to check them out, and fund if you take interest.