Out of all the highly esteemed indie adventure games in the Wadjet Eye Games catalogue, Vince Twelve’s Resonance had by far the longest journey from start to finish.
Though intended for commercial release from the get-go, the game was announced in low-key fashion on the Adventure Game Studio forums in 2008, and then later Kickstarted in …
In August 2010, Chet Faliszek announced Valve would begin to rotate biweekly custom-made campaigns on the official servers of Left 4 Dead 2:
Every two weeks we are going to feature a new community campaign on our servers. We will feature one campaign at a time to make it is easier to find games. We’ll be …
Out of all the highly esteemed indie adventure games in the Wadjet Eye Games catalogue, Vince Twelve’s Resonance had by far the longest journey from start to finish.
Though intended for commercial release from the get-go, the game was announced in low-key fashion on the Adventure Game Studio forums in 2008, and then later Kickstarted in 2009, long before the “Double Fine” explosion of 2012, back when the landscape and prospects were vastly different. By the Kickstarter campaign, however, the game had already been in the works for over 2 years!
As with their other recent offerings, in Primordia and Gemini Rue, Wadjet Eye’s Dave Gilbert swooped to XII Games‘ aid to make finishing Twelve’s project a reality. With good reason: It’s no secret, by now, that Resonance is a very good game – one of 2012’s best adventures.
The message for the games industry is clear: you don’t have to have pretensions to art – because here is a game that could not be more unpretentious in an artistic sense – for your game to have a serious message. Even the manshooter can be about something, without having to carefully distance itself with irony or hyperbolic absurdity. But crucially there is also scope to do shooters differently on a mechanical level. They do not have to be linear rollercoasters, nor multiplayer menageries. They can be slow. Even contemplative. -Jim Rossignol, “On The Importance Of S.T.A.L.K.E.R.” @ Rock, Paper, Shotgun
Most of the key people involved in this publish, on the game team and our platform side, have been here very long days and every day leading up to this. I just had to tell some folks that had been here for 30+ hours to go get some sleep. If there was any way I thought we could be certain you’d be able to play with everything correct tonight, we would have done that. -Rich Lawrence, SOE CTO, on the EverQuest II F2P downtime
No, I did all the art, I did all the sound effects, I wrote every line of text, I wrote every line of code, I wrote all the manuals, the prequels and all the way up though Ultima 4 were almost entirely solo endeavors, in every aspect. It was a one-man band. -Richard Garriott, in interview with IndustryGamers
“You just sit there and watch the explosions,” Gilliam said. “I couldn’t tell you what the movie was about. The movie hammers the audience into submission. They are influenced by video games, but in video games at least you are immersed; in these movies you’re left out. In films, there’s so much overt fantasy now that I don’t watch a lot because everything is possible now. There’s no tension there.” -Terry Gilliam @ Hero Complex
Kickstarter, bless ‘em, have made possible many projects that would have been much, much harder for indie developers to initiate only a few measly years ago. We’ve seen plenty of really interesting projects receive funding via the platform, including Kentucky Route Zero, Octodad 2, Star Command and Blade Symphony.
Goats vs Nazis, then, is the latest game project to kickstart their development with the platform.
I don’t even know where to start – or end, for that matter. Certainly, Goats vs Nazis looks to be one part game, nine parts marketing campaign – heck, that’s exactly why we’re mentioning the project on the blog! The actual novelty value of juxtaposing goats to nazis is obviously up to the funder/player/developer to decide. If you DO feel that it’s a good idea, then off to Kickstarter you go!
As if Goats vs Nazis wasn’t enough for just one post, I also stumbled upon Jay Tholen’s Dropsy. Dropsy seems – by my estimation, anyway – to be a Windows-bound point and click adventure game about a… clown… that is manic, depressive or both? The hero, “hand-less, unintelligible, and questionably human” … “will also encounter colorful characters and mind-stretching logic puzzles in surreal, off-kilter landscapes”. Sounds a notch like Toonstruck to me.
Other than that, I haven’t the faintest idea as to what is going on here. But fret not, for there be video! The Kickstarter video gives you a fantastic idea of what you might be getting. (You’ll be getting crazy, that’s what you’ll be getting). Keep in mind that Mr. Tholen has set the funding bar for the game very, very low indeed, so don’t be afraid to pledge just because the measly sum of $225 has already been fulfilled.
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