Interview Games | The Latest Interview News, Reviews, Articles and Analysis | The Reticule https://www.thereticule.com The Reticule, Taking Aim At Gaming Mon, 29 Mar 2021 16:27:51 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.1 https://www.thereticule.com/wp-content/uploads/2016/12/cropped-squared_thumb-32x32.jpg Interview Games | The Latest Interview News, Reviews, Articles and Analysis | The Reticule https://www.thereticule.com 32 32 The mega Commanding Nations Interview https://www.thereticule.com/the-mega-commanding-nations-interview/?utm_source=rss&utm_medium=rss&utm_campaign=the-mega-commanding-nations-interview https://www.thereticule.com/the-mega-commanding-nations-interview/#respond Tue, 30 Mar 2021 08:00:23 +0000 https://thereticule.com/?p=26132 Back in January we wrote about Commanding Nations, the Command and Conquer: Generals inspired RTS that had been in the works at Seven Volts for two-years before breaking covers in January. The team are still quite some way away from launching their Kickstarter, and are currently focused on building their community and getting news of their game shared through word of mouth. Here I speak with Seven Volts CEO, Pourya Arami, about how the Seven Volts crew came together, their...

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Back in January we wrote about Commanding Nations, the Command and Conquer: Generals inspired RTS that had been in the works at Seven Volts for two-years before breaking covers in January. The team are still quite some way away from launching their Kickstarter, and are currently focused on building their community and getting news of their game shared through word of mouth.

Here I speak with Seven Volts CEO, Pourya Arami, about how the Seven Volts crew came together, their love of Command and Conquer and details of Commanding Nations itself. Hit the break for the full Q&A.

The Reticule – First up, can you give me some background to the team and how you all came together? Is this your first game?

Pourya Arami – Seven Volts games has been in the making for almost two years now and Commanding Nations has been something I’ve been trying to realize for the last 8 years, but I just could not find the right person to get it off the ground with until I met Charlie [lead programmer and co-founder], who had the same passion and love for RTS as I did, with his skills in programming and mine in the business and design side of games, it was a logical step to team up. We worked on the game for a while and slowly we expanded the team with talented individuals who all excel at what they do. The current team is made up of Charlie, Georgii, Tristan, Dino, James, Jimi, Ligeiro and Anton. Our Community managers are currently Natan and Tiemen who are assisted by Discord moderators. We also have Jérémie who is responsible for the background story of the game and the lore. I am working more on the business side of things and assisting the team wherever I can.

For me, this is not my first game, I have worked on different titles in the past and have been a part of the gaming industry for over 15 year. For some in our team, this will be their first release while others have experience and have worked on other titles just like myself. I think the most important thing is how each individual in the team is a crucial part of the process and how we have been able to transform into this indie studio within this short amount of time.

The Reticule – Has it been a challenge getting a new team formed during the pandemic, are you all working remotely?

Pourya Arami – I think the most challenging thing for me was to find people who are qualified for their position. There are a ton of people who offered help and wanted to be part of the project, but our promise has always been to redefine RTS both visually and mechanically while honouring the games we grew up with. So yes it was extremely challenging finding the right people but we are all like one big family and I am honestly honoured to be working with such driven individuals.

We are all working remotely from all over the world. We have members from Brazil, UK, South Africa, Ukraine, The Netherlands and Uruguay to name a few.

The Reticule – What game engine are you using to build Commanding Nations, and what made you chose it?

Pourya Arami – Commanding Nations is using Unity, we have our own custom tools built on top and are using tools such as Houdini to speed up certain processes.

Unity was the engine of choice because most of us had years of experience with it. We did not want to experiment with other engines and decided to choose one which we are extremely comfortable with

The Reticule – So you’ve got quite a diverse group working on Commanding Nations, are you all lifelong Command and Conquer fans?

Pourya Arami – I got into the universe with Red Alert 2, one of my best friends showed the game to me when I was visiting, and I immediately fell in love. I bought the game the same day and started playing it, but what really got me hooked was Generals, and the fact that we had acceptable internet when the game came out, so I could play with other people. I’ve spent so many hours in that game and have some of the most beautiful moments of my childhood thanks to that game, it really was the go to game me and my best friends played and play to this day every week. I think its fair to assume how disappointed I was when Generals 2 got cancelled and I was even more disappointed that I never had the chance to try it. That was the catalyst that pushed me to want to create my own RTS game.

The rest of team is quite split in that regard. While Charlie is also a lifelong Command and Conquer fan, Georgi for example loves RTS in general and so do the other members of the team, who are actually much younger and didn’t grow up with Command and Conquer.

The Reticule – I fell in love with Command and Conquer with Red Alert 2 as well, and found Generals a fun next step on the RTS journey. However I wasn’t as fond of the resurrected Red Alert and Tiberium games which followed. The Command and Conquer community will probably want to know your take on the post-Generals direction that series took, and how that has influenced your design decisions with Commanding Nations?

Pourya Arami – That’s a fair question. To be honest I believe that the games post-Generals did not really do anything to try to revive the RTS genre or did anything memorable for me. Were they fun games? Yes, but I always try to think about what inspired the creators at Westwood studios to create Command and Conquer instead of trying to draw inspiration out of titles that came before Commanding Nations. Will Commanding Nations be heavily influenced by the games that were fun in the Command and Conquer universe? Yes.

Are we copying those games and trying to do what has already been done? Absolutely not. Every other genre managed to move on and reinvent itself to survive and I think that’s our main responsibility at Seven Volts, to create a game where players of the older games feel at home but at the same time introduce all these new and exciting elements that attracts a new generation of players.

The Reticule – So what are you bringing to the RTS genre which is new and going to give the genre a rebirth in a world where MOBAs now dominate?

Pourya Arami – Before I start, I do have to say that we are keeping some elements as a surprise for our Kickstarter, but we are really putting the focus on the community aspect. This means that you can create your own team, play together and compete in tournaments and have access to the community at all times thanks to the integration which we will have with the website later down the road. So we are bringing it all together.

We are also creating a game that allows us to introduce new factions who each offer different ways of play, this is something which we took from the MOBA world. Our map designs are unlike any other RTS game out there, we are not only allowing extreme close ups and highly detailed worlds, but we are also trying to create maps that feel alive and will punish you if you don’t respect them.

For example, a direct path to a opponents base could lead you trough territories where civilians have occupied buildings and will attack your units who are passing by, this will force you to rethink your rush strategies and really adjust how you play the game. On top of that, we have recently promoted one of the level designers of Iron Harvest who is going to fully focus on taking our maps and concepts to an even higher level when it comes to strategic gameplay mechanics.

Now this is just a few of the things we are doing, but lets be clear about one thing, our goal is not to compete with other RTS games out there, our goal is to create a game where all RTS players eventually feel welcome and can find a faction that fits their play style. Commanding Nations will be an ongoing commitment for us and a game which will evolve even after release.

The Reticule – You’ve talked about the online side of things, but is there a campaign mode, or are we talking AI skirmish fights and online play only?

Pourya Arami – So the game is a multiplayer game only and yes you can go play skirmish if you like. we are not doing any campaign mode and it’s not in our near future plans seeing the cost which involves in creating a single player game. Commanding Nations offers ranked matches where you go against people with your own skill level, or custom games where you can customize most of the games elements to your liking and go against anyone you like, even AI, yes.

The Reticule – I’ve seen on Discord a recent decision was taken to move away from nation based factions to play on and to move towards character driven factions. What drove that decision?

Pourya Arami – The decision to move towards characters was because of two things. First, we wanted to create factions which had different layers to them. For example, while the Faction of Wolfgang and Yo Hong are both PMC’S, Zane’s faction is basically people of a nation coming together to fight to take back their land. At the same time we will have countries involved at a certain point and we are even thinking of things such as the cartel in Mexico who has access to a lot of firepower and basically has its own army.

The second reason was, we felt like we were insulting certain countries with Asia United and Scav and decided to fully back away from that. We highly respect each individual in our community and we don’t want to create a game where their countries are portrait as terrorist or evil, by making the story about individuals who play a major role in their nations search for power, we eliminated this.

The Reticule – You’ll be launching on Kickstarter in the near future. What can you reveal about your plans for the Kickstarter?

Pourya Arami – So it’s good to know that our Kickstarter backers will be the first to play the game and also help us define a ton of things, such as buffs/nerfs of factions. game improvements, what we should add or remove or adjust. So basically, they will have a lot to say in how the final game will play, so for anyone who wants to have influence, i would highly advise them to make sure to get ready for our Kickstarter. We hope to launch on Kickstarter end of August/early September.

For more on Commanding Nations, check out the official website here, follow the team on Twitter, or join them on Discord.

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Figment – Switch, Music and More https://www.thereticule.com/figment-interview-switch/?utm_source=rss&utm_medium=rss&utm_campaign=figment-interview-switch https://www.thereticule.com/figment-interview-switch/#respond Thu, 14 Dec 2017 09:30:52 +0000 http://thereticule.com/?p=22824 Every once in a while you receive a press release about a game, and wonder why you haven’t read much it? Figment is one of those. It might be that it released when I was getting ready for EGX, but the good news is there is a demo available on Steam and developers Bedtime Digital Games are hard at work on console versions, including a Switch version. Given the opportunity to put a few questions to Creative Director of Figment, Jonas Byrresen. The...

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Every once in a while you receive a press release about a game, and wonder why you haven’t read much it? Figment is one of those. It might be that it released when I was getting ready for EGX, but the good news is there is a demo available on Steam and developers Bedtime Digital Games are hard at work on console versions, including a Switch version. Given the opportunity to put a few questions to Creative Director of Figment, Jonas Byrresen.

The Reticule – Hi Jonas, Figment has been out for a couple of months now on the PC, have you been busy since release?

Jonas Byrresen – Yep, and doing plenty of different things as well. One thing is fixing up all the small bugs and feedback that you always get after a release. No matter how thorough of a QA process you do, there will always be some new bugs. That took priority just after release, to ensure the game works smoothly for all players.

We have also spent a good deal of energy doing PR, both from home and by travelling to conventions and game shows all around. Making the game is just part of it, you also have to tell and show people it exist. This can be time consuming, especially planning for an event and the event itself will drain some energy. But it’s all worth it, since the reactions are very positive.

Other than that, we are of course working on porting the game to the different consoles – something we are very excited about, but it a process that always demands some work.

 

The Reticule – What has the reaction been like, are you pleased with how the game has performed?

Jonas Byrresen – We are more than happy with the reactions and reception from both media and players. The game world and experience we have created for Figment is definitely something that stands out in positive way. People enjoy the creative use of art and music, which is very unique to the game, but also enjoy our way of approaching and dealing with the series subject of overcoming a trauma. We always knew the theme would work, and it seems players really enjoy a new way of looking at it.

So, so far we are happy. We would always like for more players to try it out, but nowadays you have to think more long-term with a game’s lifetime. We see it as a good thing that games can stay ageless and still be relevant in a year or two. Most great indie titles have been that, and Figment is not exception.

The Reticule – You’re working on a Switch version, along with PlayStation 4 and Xbox One releases. What challenges have you faced porting the game for the Switch?

Jonas Byrresen – There will always be challenges and work when porting, no matter to what platform. We didn’t really know what to expect from the Switch, as we were told it was not that hard, but we had a hard time with the WiiU before. So far it has been going pretty well and the game is essentially running on the console right now. Now it’s a question of getting to run well at all times to create a good experience for the player.

Some of the challenges have been how to handle save games, visual effects and how we compress textures. It was what we kind of expected, as the Switch is not as powerful as many gaming PCs or the other consoles. So it’s not unsolvable – it just demands some good programmers and a load of coffee. Luckily we’ve got that covered.

 

The Reticule – With Nintendo’s platform still in the early days, but enjoying fantastic growth, do you think you will be releasing on the Switch at an ideal time to make the most of the buzz around it?

Jonas Byrresen – That’s what we’re hoping. It’s a new, fast-growing market with motivated players that want some games to play, and we hope to be one of those games. But it is also because we feel Figment fits the platform very well. The aesthetics of the game work great on both the small and the big screen, and we feel the game itself fits the mentality of the Nintendo platform very well. It has a lot of players who value games with fantastical game worlds, who value aesthetics over fidelity, and who never forget the value of fun and good gameplay. Figment is made with that mentality and we hope it’s what Switch players want more of.

The Reticule – The game has quite a unique concept, being a musical, but also exploring issues of the mind. What led you to making this game?

Jonas Byrresen – The very first idea for the game came flying home from GDC in San Francisco some years ago. We had some award success with the early version of our first game, Back to Bed, and had been asked if we had plans to keep going in that style of game. Back to Bed took place in a dream world, so we asked ourselves “what if we went even deeper?” and ended up deciding on diving into the subconsciousness, where dreams are made.

Adding to this we wanted to make something that had a deep world the player could explore, as that was what players had asked for after Back to Bed. They liked the world, and wanted to stay in it longer than a straight-up puzzle game allowed. So we decided to create a game world that can best be described as a metaphysical location that represents a human mind and then letting the player explore it via a good story.

 

The Reticule – The music has received a lot of praise, who did the work on it?

Jonas Byrresen – The big focus on music was actually not part of the original plan for the game. We always wanted good music on the game, but it was not one of the main pillars. That was until our audio designer Niels Sørensen, aka. StÖj Snak, joined the team. Niels had already worked as both sound and game designer for some years, plus doing music tours as StÖj Snak, and when we got the chance to get him on the team we jumped at it.

He asked if he could do some experiments to start with, and he came up with connecting movement in the world to rhythm and letting many of the big bosses have musical pieces throughout the game. We really liked the idea of having the big central enemies in the story communicate their theme through music and song. It feels unique and can tell more than words at the same time.

Having a sound designer that also has experience in game design and storytelling was a big bonus. Especially for me as the creative director, as it was so much easier to jam together and make the gameplay and story work with the audio.

The Reticule – What are you most proud of about Figment?

Jonas Byrresen – Hmm, that is a really hard question to ask when we are so many people that have put so much work into it, and I think people have different things they are very proud of. So I will be a bit rebellious and say the two things I am most proud of, and hope it also encompasses the rest of the team.

An element in the game that many people have reacted very positively to is our approach to a very deep subject in a new and interesting way. Overcoming our fears is a key part of being human, so everyone has experienced it, but not everyone talks about it. We just approach it in an open way with a bit of humour – something that we find better than just shutting it up – and it seems to have struck a chord with many players.

Also I’m very proud of many of the key events, be they puzzles or bosses, throughout the game, as they often contain both great art, music, gameplay and story, all working together without trying to push the other down. That is the strength of the gaming medium: using all other media to create something new, which just one or two alone could not create.

Our thanks to Jonas for his time. We’ll be taking a closer look at Figment when it lands on the Switch. In the meantime, why not check the demo out on Steam.

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Anthology: Five Stories, One Game https://www.thereticule.com/anthology-five-stories-one-game/?utm_source=rss&utm_medium=rss&utm_campaign=anthology-five-stories-one-game https://www.thereticule.com/anthology-five-stories-one-game/#respond Tue, 07 Feb 2017 15:00:01 +0000 http://thereticule.com/?p=22315 For many years, anthologies had largely disappeared from modern entertainment, only recently coming back to prominence with shows like True Detective and American Horror Story. Now, we are getting an anthology in the gaming world, and fittingly it is called Anthology. Anthology is the brainchild of Lewis Denby, a figure who has become inextricably linked with the British indie game scene. You might remember his work back in the day on Resolution Magazine (where he was kind enough to let me contribute now...

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For many years, anthologies had largely disappeared from modern entertainment, only recently coming back to prominence with shows like True Detective and American Horror Story. Now, we are getting an anthology in the gaming world, and fittingly it is called Anthology.

Anthology is the brainchild of Lewis Denby, a figure who has become inextricably linked with the British indie game scene. You might remember his work back in the day on Resolution Magazine (where he was kind enough to let me contribute now and again) before moving to the old editorial side of BeefJack. While at BeefJack, Lewis spread his wings, telling me that he “did a bunch of things, from PR to production to general management pieces. Away from the public eye I worked on probably ten or fifteen games for clients, and marketed about 40.” He soon went on to work on his first game, Richard & Alice which our own Steven Fulton greatly enjoyed back in 2013 and was later involved in the development of Sepulchreall the while working with the team at BeefJack.

Last year, Lewis made a change “I felt it was time for something new, quit my job with no prospects like some sort of idiot, but fortunately managed to weave my way into a career as an indie games… helper person?” Now, he is revealing Anthology which he has been working on with Khaled Makhshoush (background art) and Francisco Gonzalez (characters and animation). After taking such a break since last being directly involved in game development, I asked him what brought him back to hands-on development:

[I have] An incurable desire to take on new projects that I have no reasonable capacity to commit to. That’s only a half-joke. But in fact, what happened is that I found myself with a little more free time than I used to have, and an idea for a world whose story I wanted to tell, and I know from experience I’m a better game designer than novelist – five abandoned novels and counting, and I’m not even 30 yet – so it kind of went from there.

Anthology then is a collection of short point-and-click adventures, all taking place in the same faraway city, on the same afternoon. Lewis asked me to think back to major world events, and pointed out that conversations often lead to a “What were you doing when…?” moment. That idea of shared, but independent experiences lies at the heart of Anthology:

Tapping into the lives of a number of different people, who were simply going about their daily lives at the time a major world event began to unfold. The stories are independent, but as you play through each one, the wider story of the world reveals itself, and it’s this that ties them together.

Looking back at his history with Richard & Alice and Sepulchre and the experience he has built up over the years of working closely with other independent developers, I have confidence that this will come together to offer a unique story telling experience. Yet, despite my faith in what this trio can achieve, I was still confused as to why Lewis chose an anthological format, he explained his decision as coming down to a couple of reasons:

One, I find the concept alluring. When writing a single story there’s only so much you can show about a world, because you’re limited to the perspectives of only one or maybe two characters. Then, on a more practical level, it breaks up development nicely, such that we can build the framework then focus on making a single game at a time. The idea actually started as one larger story, but having a distinct ending didn’t quite seem to fit the idea.

Lewis cut himself off there, clearly unwilling to let slip any more of the story than absolutely necessary. He did reveal some more about how he came to work with Khaled and Francisco. Khaled had never worked on  a game before, but Lewis told me that he “was immediately drawn to his distinctive, minimalist style” and that Khaled has been great at bringing fresh ideas to the project, and injecting a sense of life to the game. Lewis had long been a fan of Francisco’s work, and it was thanks to Ben Chandler (artist on Sepulchre) that the two got together, immediately clicking after Lewis sent through the design document for Anthology.  Lewis told me that it’s been a “joy to work with these guys. I love collaborating with talented people, who can instantly make a project so much richer than you ever imagined at the start.”

If you want to find out more about the game, check out the official site and get voting for it on Greenlight. I’ve heard rumours that Lewis is offering all those who vote for Anthology cute animal pictures. He’s got my vote already, no animal pictures required.

 

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Five for Five – Hevn Q&A https://www.thereticule.com/five-for-five-hevn-qa/?utm_source=rss&utm_medium=rss&utm_campaign=five-for-five-hevn-qa https://www.thereticule.com/five-for-five-hevn-qa/#respond Sat, 17 Dec 2016 11:08:37 +0000 http://thereticule.com/?p=22180 Our Five for Five series continues today with our Q&A with the two man development team behind Hevn. My hands on preview went live earlier in week, and I thought it was one of the most fascinating blends of sci-fi and survival gameplay I had seen. I was left eager for more, but for now we have the Five for Five Q&A with Larry Johnson and Mat Matthews from developers Miga where they reveal more about their unique take on agile development and the inspiration...

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Our Five for Five series continues today with our Q&A with the two man development team behind Hevn. My hands on preview went live earlier in week, and I thought it was one of the most fascinating blends of sci-fi and survival gameplay I had seen. I was left eager for more, but for now we have the Five for Five Q&A with Larry Johnson and Mat Matthews from developers Miga where they reveal more about their unique take on agile development and the inspiration they’ve received from games like System Shock and films like Moon. Enjoy!

The Reticule –  Can you tell us a little bit about yourselves?

Hi there! We’re a two person indie development team looking to create atmospheric and engaging games. Although we are new to game development, we are very familiar with the development process and fortunately some of those skills do transfer over. In our former careers we were software engineers that developed large, big-data type systems and applications.  And although that was fun, working on HEVN has been much more rewarding. It’s hard to beat learning art, game programming, sound effects, music, and a game engine from scratch only to watch something come to life from it.

Another interesting aspect is we’re developing HEVN remotely. One half of the team is in Seattle and the other half in Phoenix. This means 2 hour video meetings nearly every day (we’ve adapted a quasi-Agile approach) to make sure we’re working towards our goals for the game.

The Reticule –  Tell us about the game, what will players be getting up to?

In HEVN, players are thrust into an unexpectedly mysterious mining expedition millions of miles away from Earth. They are isolated and under pressure to thrive and survive. They can also expect a narrative that spans time and space with interstellar intrigue, adventure, and characters and objects that fill out the world. There are random events, puzzles, choices, survival elements, and even optional combat. There is quite a bit of backstory as well. Not for the sake of just more content, but it’s all built into the world to help make it that much more immersive.

The Reticule –  What is the inspiration behind the game?

It seems like we’re always finding new inspirations, whether it be from other games, movies, books, or even real life. Originally the idea was born from a simple question when we first started to get involved in game development (it wasn’t HEVN at the time, but a generic mobile helicopter rescue game that was uninspired). A family member asked “why not make a game you’d play?”. And with that we immediately switched gears and HEVN was the result.

But we are both huge fans of science fiction. While designing HEVN we drew upon our individual and collective favorites like Deus Ex, System Shock, Bioshock, Fallout, Mass Effect, Moon, The Martian, Alien, and 2001: A Space Odyssey!

Gameplay-wise, there have been a few games in the past where the immersion would kind of break due to minor object interaction issues such as, “Why can I pick up this particular object but not that one?” or “Why does this trash can move under physics but not that chair?” or “Why can I do this but not that?”

Although these things are common in games and definitely don’t prevent a player from finishing or even enjoying a game, there have been times where we’d notice this. It’s just something we try to address when creating objects, but obviously it’s a huge challenge. Just something to strive for as far as immersion goes.

The Reticule –  Pick one thing you are most proud of about the game, and tell us about it.

Recently I think we’ve become more proud of the story and how it has evolved throughout the development process. As more mechanics and features find their way into the game, we’ve figured out ways to adapt the story to those mechanics in a way where everything seems to fit pretty well and provide more gameplay depth overall.

The Reticule –  What excites you about the future of the industry?

It’s just really cool that more and more people are becoming interested in games. A big part of that is likely due to having more accessible platforms, but really the incredible developers out there are making some amazing things. And it feels like there is no shortage of inspiration and growth. Developers are willing to experiment, and people are willing to take chances on indie titles!

For more on Hevn, check out the official website or the Steam Greenlight page.

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Five for Five – Odyssey Q&A https://www.thereticule.com/five-for-five-odyssey-qa/?utm_source=rss&utm_medium=rss&utm_campaign=five-for-five-odyssey-qa https://www.thereticule.com/five-for-five-odyssey-qa/#respond Wed, 07 Dec 2016 08:30:09 +0000 http://thereticule.com/?p=22139 Welcome to the second week of our Five for Five feature. This week, we have a Q&A and Kevin is delivering some hands on impressions of Odyssey, self-described as “The Next Generation Science Game” by developers, The Young Socratics on their Kickstarter page. Today’s Q&A is with Omkar Deshpande, a co-founder of The Young Socratics and co-creator of Odyssey where he tells us a bit about himself, what Odyssey is all about  and his influences. Expect to see a few Enid Blyton references appear. We...

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Welcome to the second week of our Five for Five feature. This week, we have a Q&A and Kevin is delivering some hands on impressions of Odysseyself-described as “The Next Generation Science Game” by developers, The Young Socratics on their Kickstarter page. Today’s Q&A is with Omkar Deshpande, a co-founder of The Young Socratics and co-creator of Odyssey where he tells us a bit about himself, what Odyssey is all about  and his influences. Expect to see a few Enid Blyton references appear. We hope you enjoy this Q&A, and check back later this week for Kevin’s impressions of the demo build.

The Reticule –  Can you tell us a little bit about yourself?

 

An engineer by education, a science buff by hobby, a father of two kids at home, and an aspiring philosopher by heart, I had a childhood fascination for Enid Blyton adventures and exploration-based puzzle games (apart from birdwatching). Upon discovering during my Ph.D at Stanford that science becomes infinitely more interesting when learnt through its history, I embarked (with my friend Vivek Kaul, who has a Ph.D from Georgia Tech as well as a number of Master’s degrees, and previously worked at Facebook on machine learning) on creating a game that teaches science the way we wish we had been taught, and also satisfies my childhood fantasies – and hopefully those of children around the world.

 

In my past life, I graduated with a Ph.D in Computer Science from Stanford after doing research into human evolutionary genetics and cultural anthropology, and worked as a Principal Engineer at WalmartLabs (formerly Kosmix). I grew up in India and studied computer science at the Indian Institute of Technology, Delhi before coming to the US for my Master’s and Ph.D.

The Reticule –  Tell us about the game, what will players be getting up to?

 

Odyssey is a first-person exploration puzzle game in which the puzzles are based on the history of science. The player will embark on a quest to uncover the story of a family that is holed up on a remote group of islands that needs your help. Kai, a 13-year-old girl in the family, is the one who sends out a distress call to you as you’re sailing close to the islands, and upon landing on the first of those islands, you will find your path barricaded by a sequence of puzzles. But to help you get through them, you will find a sequence of journal fragments written by Kai.

 

Reading those fragments is the key to learning not only the story of the family and why they’re in trouble, but also the way Kai has spent several months of her time rediscovering some of the biggest ideas in the 2000-year-long story of astronomy and mechanics, from the ancient Greeks to Galileo. Understanding those ideas through her journal will help you make sense of the models you will find during your exploration, and how to crack the puzzles built around the models, that would allow you to successfully navigate through the islands.

The Reticule –  What is the inspiration behind the game?

 

There are three different sources of inspiration that came together in the design of the game. The first is our experience of learning science by retracing how the ideas were invented by the philosophers of the past. I still remember my very first exposure to such an experience – I had taken a class in evolutionary biology at Stanford, and while browsing through some of the video lectures in Green library, I came across a course on the history of evolutionary theory, and I found that I learnt the big picture about evolution much better through the historical course than the regular course. I wondered why we don’t learn every subject that way. When Vivek and I started teaching math and science courses at Stanford Splash using such an approach, we found that the children felt more motivated to learn.

 

A second source of inspiration for me was the Enid Blyton adventures I used to read in my childhood. I always felt great pleasure in vicariously participating in those adventures through reading, and always wished I could experience an adventure like that in a more immersive way. Stories like the Island of Adventure, the Sea of Adventure, and The Adventurous Four have influenced the way we designed the islands.

 

A third source of inspiration for the game was Myst. I played it back in 1998 at my friend’s place during a sleepover, and for two nights, I barely slept as I got swept into the experience of journeying through the islands while trying to figure out all the puzzles.

odyssey-bridge

The Reticule –  Pick one thing you are most proud of about the game, and tell us why

 

Educational games generally tend to feel quite overtly educational, and there is either no storytelling or it’s patched on top of the content in an incidental way. We have gone much further in developing the environment and story in the journal, and blending it with the history of science content in a very unique way.

odyssey-puzzle

The Reticule –  What excites you about the future of the industry?

 

We are newcomers to the game industry and we feel excited to find people increasingly talking about game-based learning as a vital part of education in the 21st Century. As the barrier to entry for building realistic game environments becomes lower, it becomes more feasible to build increasingly more immersive educational experiences.

To find out more about Odyssey, check out their Kickstarter page or find their successful Steam Greenlight page here.

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Five for Five – Detective Gallo Q&A https://www.thereticule.com/five-for-five-detective-gallo-qa/?utm_source=rss&utm_medium=rss&utm_campaign=five-for-five-detective-gallo-qa https://www.thereticule.com/five-for-five-detective-gallo-qa/#respond Tue, 29 Nov 2016 08:30:04 +0000 http://thereticule.com/?p=22065 I introduced our new concept for covering a handful of indie games over the weekend, and as promised, we have our first Q&A right here, right now with Francesco and Maurizio De Angelis the duo behind Detective Gallo developers, FootPrints. Hit the break to check out the five questions these guys have answered for us. The Reticule – Can you tell us a little bit about yourselves?  Footprints is a development team born in 2012 with a passion for story-driven videogames, and the goal...

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I introduced our new concept for covering a handful of indie games over the weekend, and as promised, we have our first Q&A right here, right now with Francesco and Maurizio De Angelis the duo behind Detective Gallo developers, FootPrints. Hit the break to check out the five questions these guys have answered for us.

The Reticule – Can you tell us a little bit about yourselves? 

Footprints is a development team born in 2012 with a passion for story-driven videogames, and the goal of telling interesting interactive stories. We’re the founders of Footprints and writers of Detective Gallo – Francesco De Angelis (UI developer and script programmer) and Maurizio De Angelis (writer and illustrator). Footprints collaborators include Mauro Sorghienti (color supervisor) and Gennaro Nocerino (soundtrack composer).

The Reticule – Tell us about the game, what will players be getting up to? 

Detective Gallo is a comedy-noir adventure, featuring a hard-boiled story, offbeat humour, toon-style characters and hand-crafted animations. The protagonist himself represents the whole game pretty well: he’s a detective who tries to be cool and tough, but is actually clumsy and pretty hilarious most of the time. Playing the game, adventurers will gradually enter into Gallo’s mind, enjoying being a cynical and grumpy private investigator, interviewing bizarre suspects and finding weird clues.

 

Detective Gallo

 

The Reticule – What is the inspiration behind the game? 

Detective videogames in terms of mood, LucasArts classic adventures in terms of gameplay and funny characters, Duck Tales in terms of graphic style. The key word we shared at the begin of the project was “fun” above all else, so our focus was to obtain that with humorous dialogue and bizarre situations that involve all the characters in the story.

 

detective-gallo-screenshot-3

 

The Reticule – Pick one thing you are most proud of about the game and tell us why? 

The protagonist’s assistant is a small and portable cactus named Thorn. We think he sums up the game well: bizarre comedy in a noir story. Gallo speaks to his assistant every time he needs to think about the case. But Thorn doesn’t reply, obviously. This shows off one of Gallo’s main traits, which is craziness and toughness at the same time.

detective-gallo-screenshot-5

 

The Reticule – What excites you about the future of the industry? 

Adventure games have been living a new golden age for a few years. We are excited to launch our project (and our future ones!) in a period so full of interesting games, specially in the indie world, which is growing very quickly in terms of creativity and overall quality.

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Exploring the depths – Iron Fish Preview https://www.thereticule.com/exploring-the-depths-iron-fish-preview/?utm_source=rss&utm_medium=rss&utm_campaign=exploring-the-depths-iron-fish-preview https://www.thereticule.com/exploring-the-depths-iron-fish-preview/#respond Mon, 15 Aug 2016 08:00:01 +0000 http://thereticule.com/?p=21794 If you’ve read much of my work over the years, you’ll know that I’m a bit of a wimp when it comes to horror games. As such, it was with trepidation that I started up the preview build for Iron Fish the deep-sea thriller from Dean Edwards and Beefjack Create. I should have known that something was going to happen, but I’d made my way through the early portions of the demo without any problems. I knew something was likely...

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If you’ve read much of my work over the years, you’ll know that I’m a bit of a wimp when it comes to horror games. As such, it was with trepidation that I started up the preview build for Iron Fish the deep-sea thriller from Dean Edwards and Beefjack Create.

I should have known that something was going to happen, but I’d made my way through the early portions of the demo without any problems. I knew something was likely to happen, but until the end of the demo, nothing too troubling had occurred, apart from a shark attack or two. I should have remembered what I wrote about the game during EGX last year:

Next up was Iron Fish from Beefjack and Dean Edwards. This is an intense sub-sea exploration game with hints of something darker lurking under the depths. I might be seeing this again later during the show, but I’ll say this. I found a shipping container filled with floating body parts, a wrecked ship, and numerous sharks. Sharks who weren’t afraid to kill me.

The demo I played recently covered some of the same ground as the EGX one; I found the wrecked ship again, and the sharks. This time around, by the time I got to the ship, I had already found a few bodies near wrecked mini-submersibles and continued on my way. But I was carrying on, exploring the sea-bed and marvelling at my surroundings, letting my fears of impending danger slip away, while a sense of unease and a hidden menace lurked at the back of mind.

The sub is small, but it's your home when danger lurks.
The sub is small, but it’s your home when danger lurks.

I’d fallen into the trap laid by the development team, as game director Sean Leach explained “We really want people to explore, we really want people to engage with the plot. We like to lull the player into a false sense of security. A lot of the game is something intense and we leave you on edge.” Sean’s concept was expanded on by the brains behind Iron Fish; game designer Dean Edwards tells me “We certainly do not want the only scary parts in Iron Fish to be jump scares… we have worked to make sure the unease is consistent throughout the game to create a proper horror experience.” The jump scare that appears at the end the demo worked, I nearly fell off my chair! I had fallen for Dean’s plan, and perfectly.

I should rewind and avoid allowing my weakness with horror games overtake this preview. There’s a dark mystery at the heart of Iron Fish, one which looks set to involve elements of loss, regret and will raise questions of trust.

You are playing Cerys who is manning an advanced mini-submersible which can go 11 miles below the surface. You won’t be seeing any natural daylight in Iron Fish, everything takes place underwater. Cerys is working as an oceanographer for an elite British naval group, and is exploring the depths after other agents have gone missing, and reports of strange animal behaviour have emerged. From what I can tell in the demo, your only human contact is with a mysterious ‘Marshall’, someone who is fortunate enough to be on the surface.

There are other underwater games out there, but Iron Fish is taking a different approach to Subnautica’s survival world. I asked Dean why he decided to make an underwater game, with nature documentaries have a large influence on him; “I enjoy all types of nature documentaries but I have always been particularly fascinated by marine life. I am also a big fan of horror, particularly from games, films and TV shows – So Iron Fish definitely contains a good mix of my personal interests.”

Ship wreck - check Sharks - checks I might not be safe here.
Ship wreck – check
Sharks – checks
I might not be safe here.

You can explore the depths in your submersible, which while prone to taking damage if you aren’t careful with your manoeuvres, offers you an escape from prowling sharks and acts as your underwater home. When your scuba tanks need a refill, the sub is always there, and it also has a nice radar indicating where your next objective is. A mini jetski is available, but I found the controls too twitchy for my liking in the demo and I crashed it a few times…even into a shark.

Keeping an eye on your oxygen is going to be an essential part of the game. Towards the end of the demo, I came upon a puzzle which reset whenever you came away from it. I had to refill my air at the mini-sub a couple of times while I tried to solve the puzzle. I resorted to Google to get a clue for how to solve the type of puzzle I was facing. If I had taken a bit more time to absorb the various diaries and logs I had picked up along the way, I would have solved it in double-quick time. Sean explains that the puzzles are “a big part of the overall adventure experience, learning about the world and exploring. There’s definitely a healthy amount of puzzles in each level.”

Your sub is quite cosy on the inside.
Your sub is quite cosy on the inside.

Dean promises me that sharks aren’t the only foes you will see, but his comments leave me wondering what other monstrosities he has thought up, “sharks are certainly not the only creatures you will face! There are plenty of others, some are very recognisable and some, not so much.” The sharks are pretty formidable when you first see them, and Sean told me a bit more about them; “We spent a lot of time researching underwater creatures and made a point to tie in a lot of realism; sharks circling, open water and their desire to attack you from behind.”

I’m sure that come release on 12th September, there will be a lot more than sharks for me to be wary of, especially based on what you spot in the release date announcement trailer. Am I now afraid to go back in the sea and explore the world of Iron Fish? Yes I am, but after playing the demo, I’m also very much intrigued in how the story unfolds.

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Behold the Kickmen – Q&A with Dan Marshall https://www.thereticule.com/behold-the-kickmen-qa-with-dan-marshall/?utm_source=rss&utm_medium=rss&utm_campaign=behold-the-kickmen-qa-with-dan-marshall https://www.thereticule.com/behold-the-kickmen-qa-with-dan-marshall/#respond Sun, 14 Aug 2016 08:00:04 +0000 http://thereticule.com/?p=21802 Yesterday, our massive preview of Behold the Kickmen was published. Today, you can read the full Q&A I had with indie developer and brains behind Kickmen, Dan Marshall. Hit the break to find out more about what inspired Dan to make the game, how the Story mode works, and what advice he has for other indies out there. Enjoy! Hi Dan, how are things, I imagine that you are eagerly awaiting the start of the new football season? Is that now, is it?...

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Yesterday, our massive preview of Behold the Kickmen was published. Today, you can read the full Q&A I had with indie developer and brains behind Kickmen, Dan Marshall. Hit the break to find out more about what inspired Dan to make the game, how the Story mode works, and what advice he has for other indies out there. Enjoy!

Hi Dan, how are things, I imagine that you are eagerly awaiting the start of the new football season?

Is that now, is it? I hadn’t noticed it had finished.

My first question about the game; did you ever think about adding an exclamation mark to the end of the title? I keep feeling like I should be referring to it as Behold the Kickmen! Is that just a bit nuts?

I didn’t, actually. There’s a lovely exclamation mark at the end of Ben There, Dan That! and Time Gentlemen, Please! which I always felt lend them a lovely showtunes aesthetic, you know, kind of like OKLAHOMA! which I’m suddenly aware might not have an exclamation point, actually. But you get the point.

But those games are deliberately frivolous, hence the playful ! at the end. BEHOLD THE KICKMEN is a deadly serious football simulation, and as we all know there’s no room for fun in the World of Football.

When I first wrote about the game in April, a day before those Kotaku chaps made the game famous, it all seemed like you were having a bit of fun. When did you realise you were going to end up having to make a full game?

Yes it was fun at the beginning, wasn’t it. I remember those days. But yeah, from the start I was going to make it into a full little game. I was thinking maybe something about a schoolboy kicking a ball against a wall, some sort of Super Hexagon style mini puzzle-action thing. And then it took off and I sort of got carried away and turned it into a thing with Teams and AI and all different modes. So, I was always going to have to do this ‘menu’ and ‘polish’ stuff, it just arguably would have been over a lot quicker.

Will there be DLC where you can control that schoolboy, taking his first steps to football stardom?

Hah, that’s kiiind of the plot, I guess? You start as a know-nothing kickman at the bottom of the leauges and work your way up. He’s not a schoolboy, though. I don’t know how you’d differentiate between Kickman and Kickboy on the field anyway?

 Back when coverage of Kickmen started, the Twitterati seemed confused about what you were doing. Are people starting to understand what Behold the Kickmen is all about?

I think most people got it? I think quite a lot of people even if they hate football enjoyed playing Sensi and Speedball etc, and I think quite a lot of people would play something along those lines, but the mawkishness of football culture is just kind of offputting. Behold the Kickmen I think is a nice ‘in’ to being able to play a football game from a lofty position of self-superiority.

That or people just dug the haircuts on the little men.

I, for one, certainly dug those hairucts!

The last time I looked at a Football thing was a Panini sticker album for Mexico 86, so I suspect that was the inspiration.

In your most recent developer blog, you talked about, and showed off in the video, the added layers of gameplay you’re adding with sprints and lobs. What kind of feedback are you getting from testers with these features?

The most recent stuff hasn’t gone to testers yet, I’m still toying around with it internally (by myself) and working on getting the Story Mode done, so that the next round of testing can be bigger and more focussed. I think because the first 2 rounds of testing were limited to Quick Play (which is the one-off mode) it lacked a little…. drive? So I’m getting the League and Story stuff working nicely because that gives people more ownership of their own team, and I think the feedback will be more relevant.

But I think all the ‘special skill’ stuff works really nicely, I think it’s good to have a wealth of options at any given point – when you got the ball and could only ‘run or kick it’, the game felt a little flat. Now it’s got some options and mistakes feel like your fault, rather than an unfair roll of the dice.

What can you tell us about leagues, the World Cup and player management?

The Leagues system works as the main Story Mode to the game – you create a team at the bottom of the big spreadsheet thing, and you climb that ladder. There are 5 leagues, with a default 4-teams-per-league but if you’re a maniac you can increase that so the game goes on forever.

If you win, you climb the leagues, if you lose you drop down. At the end, you have to fight Brazil United (who are the best Football team) and if you do that you win the World Cup and everyone’s just delighted.

During that process you can unlock skills (like passing, or sprinting) and you can spend Goals on upgrading your team, so they’ll react faster, and the Goldkeeper will be better at saving the goals, that kind of thing.

It’s pretty much 1:1 with real football, I think?

Are you telling us that the players won’t necessarily know how to pass properly without unlocking a skill? Based on my youthful kickabouts, that certainly is 1:1 with real football.

Yeah, when you started a game it was all a bit overwhelming having a billion rules to learn, so I locked some of them off so you’re introduced to concepts slowly. At first all you can do is kick and tackle, and the more nuanced stuff gets introduced each time you win a game.

 You also asked fans to contribute to the crowd chants. How rewarding was the experience of choosing which ones to add?

Hah, it was fun. I deliberately gave very little direction because I just wanted people to use their imaginations. Some lines had to be taken out for factual inaccuracies (shouting “Come on, Ref!” when Behold The Kickmen is a British football game, and we have ‘Umpires’ over here), and some had swearing, which sounded… odd. Rude words didn’t gel with the cutesy nature of everything else, but I might re-visit that, it might be funny. Anyway, it was a great experience, really fun listening to them, but obviously editing them down, filing them, sorting paperwork so I can legally use them and adding them to the project was BORING AS HELL.

The umpire giving a player a kiss after they do a goal is lovely, what happens if someone gets sent off?

Hah, they just run off the pitch into the Red Card Prison. One of the things I learned early on was that anything that stops the football match from going on is VERY BORING, so I’ve tried to cut down things like ‘getting sent off’ or ‘half time’ because sitting still watching some footballers run around isn’t much fun. That’s why the ball can’t go out of bounds – can you imagine if it did and play stopped every single damned time? Eugh.

But the kiss stayed because it’s too adorable to remove.

I think we can all applaud the inclusion of the kiss. Are there any other moments like that you want to reveal?

Hah no, I think that’s the only one. As I said, keeping flow going in-game wound up being really important, so all the silly stuff is kept for the cutscenes…

I understand you are following your own advice and not including multiplayer. What lessons have you learnt during development of Kickmen that you would share with other indie developers?

I think one thing I’ve learned that I definitely need to act on myself in future is when coding something, to always be thinking “what if further down the line I want to change this?”. So with Kickmen, one stupid thing I did early on was assume all games would be played vertically because that was the way these games play (like Sensi/ Speedball, right?) but later on you think it’d be nice to rotate the pitch and play horizontally, to add a bit of variation, but of course because those early days I was coding like it was a GameJam, it basically required a complete re-write to change anything like that. So my advice is, even if you’re bashing out code for a silly joke game, always make sure it’s infinitely expandable and can cope if you want to make a sweeping design decision. It’s certainly something I’ll be doing with the next project.

Before the final question, will you make any other hardcore 100% realistic sports simulations in the future, like cricket perhaps?

Heavens no, I’m not doing anything like this ever again. It’s alright ot make mistakes in life, just so long as you learn from them and don’t do it again, isn’t it Batman who said that? Whatever, that.

Finally, do you know when the game might be released?

No. I don’t really see any reason to rush it out so my plan is to have a lovely long Beta test, and act on all that feedback to make sure it’s as good as it can be; the sad thing about making a football game is it can’t possibly get more than a 6/10 because it’s a football game. So by the nature of the beast it’s at least part-rubbish.

But it’s basically at Beta, hopefully by next week it’s ‘done’ and I’ll start getting wider feedback. It’ll be available to the wider public as soon as I’m happy it’s actually fun to play.

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Behold The Kickmen – A Preview https://www.thereticule.com/behold-the-kickmen-preview/?utm_source=rss&utm_medium=rss&utm_campaign=behold-the-kickmen-preview https://www.thereticule.com/behold-the-kickmen-preview/#respond Sat, 13 Aug 2016 12:14:06 +0000 http://thereticule.com/?p=21788 What happens when someone who professes not to have looked at anything football related since the Panini sticker album for Mexico 86, decides to make a football game? You get Behold The Kickmen, the upcoming game from Dan Marshall, the brains behind Ben There, Dan That!, Gun Monkeys and The Swindle. When I write about Dan’s new football game, I am constantly tempted to add an exclamation mark to the end of the title, in the time honoured tradition of...

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What happens when someone who professes not to have looked at anything football related since the Panini sticker album for Mexico 86, decides to make a football game? You get Behold The Kickmen, the upcoming game from Dan Marshall, the brains behind Ben There, Dan That!, Gun Monkeys and The Swindle.

When I write about Dan’s new football game, I am constantly tempted to add an exclamation mark to the end of the title, in the time honoured tradition of Ben There, Dan That! and Time Gentlemen, Please! But as Dan describes it to me over email, “Those games are deliberately frivolous, hence the playful ! at the end. BEHOLD THE KICKMEN is a deadly serious football simulation, and as we all know there’s no room for fun in the World of Football.”

I get the feeling Dan is pulling my leg, as since April, when Dan first started to really talk about the game on Twitter, I’ve found myself smiling at his Vine’s and enjoying the look of the action. At first, some people didn’t understand what Dan was doing with Kickmen, people are now buying into his vision for how football should be played. Dan opined “quite a lot of people even if they hate football enjoyed playing Sensi and Speedball etc, and I think quite a lot of people would play something along those lines, but the mawkishness of football culture is just kind of offputting. Behold the Kickmen I think is a nice ‘in’ to being able to play a football game from a lofty position of self-superiority.”

From talking to Dan, and reading his development diaries, it becomes apparent that Kickmen is turning into something much bigger than he expected. He begins his last development diary saying:

Jesus Christ I can’t believe I’m still making this damned game. It started as a fun little diversion and then people liked the look of it and had expectations and eugh pressure.

For someone who has no interest in football, that is now making a football game, I was intrigued to find out more about the development process. Dan revealed that he was always planning to make Kickmen into a (small) full release, but at first he was “thinking maybe something about a schoolboy kicking a ball against a wall, some sort of Super Hexagon style mini puzzle-action thing. And then it took off and I sort of got carried away and turned it into a thing with Teams and AI and all different modes. So, I was always going to have to do this ‘menu’ and ‘polish’ stuff, it just arguably would have been over a lot quicker.” Unfortunately, there won’t be any DLC where you start off your life as the schoolboy kicking a ball against a wall.

While there won’t be any DLC, the schoolboy element of learning how the to play football will come about in the Story Mode. Dan reveals that you can “unlock skills (like passing, or sprinting) and you can spend Goals on upgrading your team, so they’ll react faster, and the Goldkeeper will be better at saving the goals, that kind of thing.” It is fairly similar to the real thing then. When you start playing football as a kid, you are simply just having fun kicking a ball around, you don’t care about sprinting, or trying to lob an opposing player. Dan explains why he chose this approach to learning new skills and trick; “when you started a game it was all a bit overwhelming having a billion rules to learn, so I locked some of them off so you’re introduced to concepts slowly. At first all you can do is kick and tackle, and the more nuanced stuff gets introduced each time you win a game.”

While Dan is still working on the ‘story’ elements of Story Mode, there is a clearly defined end-goal in mind – winning the World Cup. You aren’t controlling nations though, you create your own team which will be starting at the bottom of British Football League. By default, there will be four teams in a league, and five leagues in all, though Dan reveals that “if you’re a maniac you can increase that so the game goes on forever”, which sounds like my cup of tea. Dan expands a bit on this structure: “If you win, you climb the leagues, if you lose you drop down. At the end, you have to fight Brazil United (who are the best Football team) and if you do that you win the World Cup and everyone’s just delighted.

Being delighted sounds perfect to me, this is after all a game with Goldkeepers, Brazil United and Umpires in place of referees. The Umpires can even give a player a kiss after they Do A Goal (you don’t score goals in Kickmen), which is absolutely lovely. The kiss is brilliant, but I had to check what happens if someone receives a red card. I was fearing the worst, but Dan put my mind at ease. Anyone that is sent off “just run off the pitch into the Red Card Prison. One of the things I learned early on was that anything that stops the football match from going on is VERY BORING, so I’ve tried to cut down things like ‘getting sent off’ or ‘half time’ because sitting still watching some footballers run around isn’t much fun. That’s why the ball can’t go out of bounds – can you imagine if it did and play stopped every single damned time? Eugh.”

It all sound smashing, and I’m looking forward to getting my hands on the game, Dan tells me that Kickmen is very nearly at Beta, and then it will go out for a long period of testing to make it as good as it can be. Though Dan has some strange ideas about how reviewers perceive football games, “the sad thing about making a football game is it can’t possibly get more than a 6/10 because it’s a football game. So by the nature of the beast it’s at least part-rubbish.”

With the Premiership starting this weekend, I’m getting back into the football spirit of things (not that it ever left after the joys of the Euro’s), so I hope Dan is able to release Kickmen soon, it should be pretty special.

My full Q&A with Dan will follow later this weekend.

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Q&A With Paradox CEO Fredrik Wester https://www.thereticule.com/qa-with-paradox-ceo-fredrik-wester/?utm_source=rss&utm_medium=rss&utm_campaign=qa-with-paradox-ceo-fredrik-wester https://www.thereticule.com/qa-with-paradox-ceo-fredrik-wester/#respond Mon, 08 Dec 2014 09:30:56 +0000 http://thereticule.com/?p=20243 After I recently took a look at the Art of War expansion for Europa Universalis IV and revisited Knights of Pen and Paper, I thought about when we last spoke with someone from Paradox. That someone was Paradox Interactive CEO Fredrik Wester who we spoke with back in June 2011. I came up with some questions for Fredrik about Paradox, Pillars of Eternity and their work with Sony on Magicka 2. Hit the break to check out the Q&A.

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After I recently took a look at the Art of War expansion for Europa Universalis IV and revisited Knights of Pen and Paper, I thought about when we last spoke with someone from Paradox. That someone was Paradox Interactive CEO Fredrik Wester who we spoke with back in June 2011. I came up with some questions for Fredrik about Paradox, Pillars of Eternity and their work with Sony on Magicka 2. Hit the break to check out the Q&A.

CrusaderKings2_Screenshot_E3_12

The Reticule – Hi Fredrik, first of all I just want to say thanks for taking the time to answer these questions. I can’t believe it has been three years since we last spoke, shortly after E3 2011. Can you pick out some highlights of the past few years for us?

Fredrik Wester – I think the release of Crusader Kings 2 is the main highlight for Paradox, mostly because the first Crusader Kings wasn’t a big seller and that we just wanted to prove that the concept of medieval backstabbery was something that could make it big. Of course growing the company by 100% in staff has been a great and challenging experience.

The Reticule – Last time we spoke, we touched briefly on the rise of digital distribution. Obviously, these days Steam is pretty dominant. Do you see this as a good thing, and what are your thoughts about SteamOS?

Fredrik – I think Valve has been a great pioneer for PC Gaming and they are very good at listening to both their partners and to the PC Gamers. I hope SteamOS can be an alternative to the consoles in the market, it remains to be seen.

Pillars of Eternity

The Reticule – You are also publishing Pillars of Eternity, which started off as a Kickstarter project. What do you think about Kickstarter, and how excited are you to have this title being published by yourselves?

Fredrik – We are very excited to work with Obsidian, after all they are one of the leading RPG makers in the world. We share a common view on gaming and how to work with our gamers. Kickstarter is of course a great way to gain funding for established companies in the market, it does have its pitfalls and you have to be watchful about what you promise to your target audience early in the process.

The Reticule – In the coming months we are going to see Magicka 2 and other titles appear on the PlayStation 4. What has it been like working with Sony?

Fredrik – Working with Sony has been a surprisingly smooth process. We’ll see if that changes when we get closer to release, but I think the console makers have worked hard in the past years to be more open and developer-friendly.

Magicka 2

The Reticule – Do you have more games planned to release on the PlayStation 4, and are you working with Microsoft or even Nintendo on anything?

Fredrik – We have not planned any releases on Xbox or any of the Nintendo systems but it may change in the near future. We are working on a handful games with Sony, games like Magicka 2 and Hollowpoint that will work really well with a gamepad, but also a few projects that haven’t been announced yet.

The Reticule – The Way of Life expansion for Crusader Kings II was quietly announced recently. What was the driving force behind this expansion being worked on? Are you reacting to the fans embracing the role-playing features in the core game?

Fredrik – Our biggest surprise with CK2 was that more people play it as an RPG than as a strategy game. Recently people have been asking for more RPG heavy content and we decided to give it a try with Way of Life. If people enjoy it, we wouldn’t object to creating more content like that going forward.

The wonderful snowy German lands....Ansbach was mine soon after this image was taken.

The Reticule – Can we expect these role-playing features to make their way over to other games like Europa Universalis IV, or even Hearts of Iron IV?

Fredrik – If the fit is there, we’re all for more RPG features. It gives the game a more personal touch and a deeper experience. However it must also be a natural fit for the game mechanics so we’ll see where it makes sense.

The Reticule – What project from the Paradox Development Studio are you personally most looking forward to?

Fredrik – Right now it’s a game that we haven’t announced. It’s a new type of game for us, still a bit related to the historical strategy games that are our core.

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The Reticule – You recently launched your merchandise store. What has the initial reaction been, and can we expect to see it expand soon?

Fredrik – We have sold better than I expected and I’m really happy to see the result. We will continue to develop the merchandise part of the Paradox brands as long as people want to see more products.

The Reticule – Finally, what can we expect from Paradox for 2015?

Fredrik – I think 2015 will be our break-through year as a publisher, first with the co-operation with Obsidian on Pillars of Eternity and the release of Cities Skylines followed by Hollowpoint, Magicka 2 and Hearts if Iron 4. On top of that we have a few unannounced projects that we hope to release on this side of 2016 so I have high expectations for the coming year.

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