Archive for the ‘Video’ tag
On Success, Expectations, And Brilliance: How ‘Solipskier’ Is Informing The Direction Of Mikengreg’s Next Game
This is a promo image for Solipskier, which was used when Mikengreg revealed the game to people.
When a game developer creates an awesome game, we expect its next release to be just as good. This works both ways. Greg Wohlwend and Michael Boxleiter of fame have told me what it feels like to have to work on something new with the expectation of past success in the background. It isn’t just noise — it’s having an effect on the development on its new title, . From ideas to coding, the shadow of the success of an arcade skiing game called Solipskier [$.99] looms. It makes decisions harder. It ramps up the scope and quality. It’s making the stakes higher at a time when the studio is looking to do something totally different.
We discussed two kinds of pressure: external and internal. Mike and Greg said that they don’t feel any external heat as they build Gasketball. Solipskier got into a lot of hands, but that hasn’t given the studio the kind ravenous base that other great independent developers, like Team Meat of fame, enjoy. There aren’t throngs of people expecting mastery in the follow-up from Mikengreg, in other words, so the bar feels low.
The pressure comes from inside, they expressed. Solipskier’s sales were the best Mikengreg has ever experienced, and the studio desperately wants Gasketball to outperform it in revenue, quality, and audience. Success is mutating their goals, as if the magic of Solipskier could ever be repeated.
“We really want our next game to seem like a step up, which is not actually very different from our early development days, every game we’ve made has been more interesting, more polished and more successful than the last,” Mike told us in an e-mail exchange. “The difference, now, is that we are trying to succeed in terms of a million players willing to pay us, which sets the quality bar dauntingly high for a two-man outfit.”
Gasketball's logo and the placeholder image for the game's web site.
Greg keeps asking himself if it’s even possible to have another Solipskier, and that seems like a fair question to ask. Its development, from idea to prototyping to final release, happened in brilliant flashes of creativity. Gasketball, on the other hand, hasn’t had that sort of conceptual magic. The conceit took longer to come along, and the studio had to throw out a lot of stuff in order to find this game.
“We had to resolve to getting down in the muck and doing the hard work of prototyping, testing, and scrapping everything for yet another prototype that felt like it had promise,” Greg told us. “For a game to really strike all the chords for us it has to be pretty specific.” Solipkier was initially designed as a Flash game. A lot of its systems and mechanics are designed around that platform. Gasketball is a departure, so it took longer to design as the studio learned new tricks.
The idea for Solipskier came from a brainstorming session that revolved around parallax scrolling. Speed and parallax seemed to gel well, so Mike and Greg started prototyping. , the duo described the idea for the landscape painting component came as a watershed, “oh my god” moment. With wide-eyes, they went to work. In the end, the Mikengreg created an exhilarating skiing game unlike any other. Instead of focusing on tricks, jumps, and speed, Solipskier leverages style and the emotion that bursts from your chest when you feel like your acceleration is spiraling out of control.
Version ".01" of Solipskier
This wasn’t the duo’s first rodeo. Solipskier was created first and foremost as a flash game, just like Mike’s other titles as a part of . It was, however, the first game of either developer to grab major mainstream appeal. Mike tells me that he realized that this was a truly special project after publishers had entered into a bidding war for the game. An iOS version wasn’t in the picture at the time, but the reality of Flash development changed the tone of the porting conversation going forward.
“We were always looking for the next step out of the Flash world and into a more sustainable market that allowed for us to make larger, more fully formed games,” Greg told us. “The Flash market is great and gave us a way to become better developers while getting paid for it; however, it wasn’t a sustainable business.”
Mike and Greg were working “crazy hours,” and fretting over paychecks when they developed for Flash. Living by the seats of their pants did have its moments. “It was exciting in some ways for sure, but it couldn’t last,” Greg said. “We were lucky to have such success with Solipskier, as it’s allowing us to fully commit to iOS and downloadable titles in future.”
Within , the iOS version of Solipskier made a little over $70,000, while the sponsored Flash version generated $15,000. On Metacritic, it’s sitting at a 79 average across five positive reviews. Greg tells us that this success “changed the scope” of what it could do with its next game. The duo continued to pay themselves the same amount of money, but Solipskier gave them consistency and the ability to screw up.
Version "0.5." Can you spot the differences!?
“Since Solipskier, we’ve made six or so fairly polished prototypes and scrapped all of them,” Greg tells us. “We could have taken any one of those further but we’d rather call it a failure early and often than find ourselves with a less than stellar finished game that never found that magic we always look for.”
Solipskier’s success and design are weighing heavily on Mike’s mind as he executes concepts on Gasketball. He second guesses a lot and he’s finding it hard to accept praise from friends. “We’ve always seen the flaws in our work first and foremost, but even worse on this project I see things that aren’t there.” Mike elaborated: “My brain is constantly convinced that there are more features I need to discover before the game will be good, but they’re always just out of reach or vision. Every time I implement an idea and it doesn’t make the game instantly better I feel a crush of defeat. I feel a bit like I’m going crazy.”
They’re not alone in this, though.
The Other Guys
Other studios go through the similar issues. Some deliver greatness quickly. After released a brilliant Meteroid-style game called on XBLA, it was able to stoke a similar sort of fanfare and praise with the launch of Infinity Blade. After released Bumpy Road, it followed it up with an equally charming rhythm and stealth game called Beat Sneak Bandit.
Some studios deliver late. released its puzzle game Edge a couple of years ago to insane levels of acclaim and drama. The app was pulled because of just as it was hitting critical mass, and the studio had to fight for the game to get back onto the App Store. Its follow-up, Cross Fingers, released 11 months after Edge. Mobigame’s David Papazian tells us that Cross Fingers is picking up steam. Edge has since been re-released.
Edge on MacOS
“We were very happy with this second game because it is really innovative and completely unique on the App Store. While I am writing, I can see that Cross Fingers is 5th in the Top Free in the US App Store with more than 8 million downloads. However, the game works a lot better now than it did at the start, because we evolved with the market. We added more levels and in-app purchases. Also, the fans are not the same as Edge fans, a lot of women and men from any ages love Cross Fingers, when Edge is more for gamers.”
Papazian says Edge, and its awards, gave his studio legs. The popularity led him to meeting a lot of people, and gave him a good “in” when introducing his work to press. His studio’s pressure was internal, too.
“But you have some pressure, you must do it again and you polish the new game as much as you can, maybe too much. Luckily we did it again, but we did not receive any awards and Apple never featured Cross Fingers on the US store. We had to fight for this success, by updating the game until it finally worked.”
Tiger Styles grabbed a lot of attention with its puzzle game Spider: The Secret of Bryce Manor. While working on the follow-up, a Metroid-style game called Waking Mars, Tiger Styles’ David Kalina said he felt a subconscious kind of pressure to one-up Spider. It’s a similar feeling that Mike and Greg feel as they create Gasketball. “When you make a game that gets game of the year nods,” Kalina told us, “there is definitely this feeling that EVERY game needs to live up to that standard, which is sort of an impossible bar to try and meet every time out.”
Waking Mars is more about exploration than anything else.
The development of Spider had a sense of urgency to it. He needed the game to succeed so his studio could exist. With Waking Mars, Kalina said that urgency was replaced with the desire to blow everything up in its second game, which again, is something Mikengreg is similarly struggling with. “When you start approaching game development that way, the cost of everything goes up, and the more you spend, the more risky it is to fail,” he admitted.
Waking Mars, in the end, will keep his studio alive. However, Kalina said he wouldn’t pour so much time and so many resources into Tiger Style’s next game. Kalina wants to be able to fail and experiment and do bold things.
“I’d like to release two or three games in the next year and have them all be surprising in some way, and if they don’t happen to set the world on fire, we can be cool with that because we’re at least trying to push in new directions,” Kalina told us. “The worst thing we could do now is to say ‘we have to do something just like Spider or Waking Mars BUT BIGGER…’ If we go down that path, you may never hear from us again!”
On Gasketball
Gasketball has a chance to be stellar. It’s a basketball game that has its users matching their opponents’ last shots. It’s like a digital version of HORSE, except rendered on a fantastical 2D plane that lets you freely move the hoop and shot placement around. It also has special balls and barriers that you can set up to make your shot more Byzantine and advanced. There’s a plan in place to continually update the game as it lives on the App Store.
Surprisingly, nothing mechanically in Solipskier informed Gasketball’s creative direction, Mike and Greg said. In fact, Greg argued that there wasn’t one to begin with. He said Mike came up with the idea for a playful and fun basketball game that was “a bit more skill-based than just a slingshot or pre-mapped trajectory control scheme” game. Moving in a new direction entirely, Gasketball eschews the stark contrasts of Solipskier in favor of a more playful and fun art direction.
Mike walking people through their first look at Gasketball.
Our expectations got the best of us when we first saw Gasketball. It’s just not the game you envision this studio doing at first glance. Solipkier was speedy and sharp, and it had a very specific and awesome rhythm, tone, and style. You’d figure the next game from this studio would incorporate some of these elements. This game is exceedingly friendlier in look and behavior. It’s also more thoughtful and maybe even a shade or two less impressive from a conceptual standpoint.
The stakes are just higher now. But there’s also another reason this project is especially different for the studio. Like with Mobigames and Cross Fingers, Mikengreg see Gasketball as an opportunity to grab an entirely new audience.
“We’re both getting older and want to do more with our lives than spend a hundred hours a week in a dark office,” Mike tells us. “When you start working independently you tend to hold your breath and accept sacrifices to your happiness in the short term for long term gains and we’ve yet to really succeed in a way that really gives us the security to let go and look to the future. It can get very nerve wracking to think that you only have one shot at releasing each game, and every time you fail to reach your goals you get one step closer to having to quit trying.”
It’s a strange world right now for Mikengreg, as the studio struggles with the success of Solipskier and thinks about a studio-wide transition. But it’s confident about Gasketball and its eventual quality. We are are, too. We’ve seen the game in action, watched the videos, and have even fiddled with a build. The title threw us off at first, sure, but now that we’re comfortable with the fact that Mikengreg are switching focus, we’ve been able to move past our expectations. It’s figuring out a way to do that, too.
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‘Sword & Sworcery’ On Sale to Celebrate One Year Anniversary
I can hardly believe it’s been almost one year since the release of Superbrothers: Sword & Sworcery EP. Since that time, Sword & Sworcery has earned more accolades than I can shake a stick at, including our own Game of the Year award for 2011, and it redefined what we can expect from a melding of video games, music, art, and storytelling on the iOS platform.
Basically, if you somehow haven’t checked out Sword & Sworcery yet, you can currently get either version of the game at a discount in order to celebrate the one year anniversary of its release (and the vernal equinox, of course). And by either version I mean the iPhone/iPod touch-only version which is on sale for 99¢, or the Universal version which will set you back $1.99 during this one day price cut.
If you don’t currently own an iPad, but are having thoughts about picking up one of those fancy new iPads, then I’d just go ahead and jump on the Universal version. The folks behind Sword & Sworcery that they’re fully aware of Apple’s latest touchtronic device, and will be announcing something on that topic soon. I drool at the thought of a Retina iPad version of Sword & Sworcery, so let’s keep our fingers crossed.
Also, you can’t really mention Sword & Sworcery without mentioning Jim Guthrie who did the amazing soundtrack for the game. He’s all over this sale business too, and you can currently purchase the Sword & Sworcery soundtrack in digital form for whatever price you feel like paying. If you’re a collector type, you can also get the album on limited edition vinyl with original artwork from Pendleton Ward (seen above), or as a limited edition cassette tape. That’s right, a cassette tape! All of this is available at .
Superbrothers: Sword & Sworcery EP Micro, $2.99
Superbrothers: Sword & Sworcery EP, $4.99 (Universal)
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LEGO’s ‘Life of George’ Combines the iOS Camera with LEGO Bricks
I genuinely have no clue how we missed this the first time it hit the internet (in late 2011), but Lego’s Life of George [Free] just blew my mind. This is everything I wanted and more as a Lego-loving child. Check out the video:
In a nutshell, utilizing the Life of George () Lego set, the app challenges you to build different Lego objects, then take a photo of them using the camera of your iOS device. The game scores you based on how long it took you to build the object, and a recent (Well, “recent” as in Christmas!) update added 30 new challenges and 45 new models to build.
Has anyone out there tried this? Looking at the charts, Life of George seems to have had some pretty dismal download numbers, peaking at #57 in the family subcategory. That’s too bad, since this is the exact kind of stuff I like seeing the iOS camera doing.
Thanks Marcos!
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Happy iPad Day! We’ve Got Ours, What Do You Guys Think of Yours?
It’s been a long week (Well, a little more than a week.) of waiting since the new iPad was announced. But, if you were in the initial batch of preorders or are ambitious enough to head to an Apple Store today, you should have a new iPad in your hot little hands right now. I just got done unboxing and syncing mine, and I’m sort of at a loss as to what to post about it, as I really think the new iPad is what everyone expected it to be.
The screen is incredible, and inspires that same sense of awe the first time you see it that the original Retina Display of the iPhone 4 did. No photos, screenshots, or videos will do the display of the new iPad justice. You simply must see it for yourself to truly appreciate just how ridiculously high resolution it is.
I’ve run through the list of the few games that are Retina-ready, and am totally impressed that the new iPad can actually pull off running all these games with performance levels that seem on par with the iPad 2, only at double the resolution. The GPU Apple packed in this thing doesn’t mess around.
Remember how non-Retina apps on the iPhone 4 looked like total trash comparatively during that awkward transition where not very much was Retina-ready? Well, oddly enough, non-Retina apps and games on the new iPad actually don’t look all that bad at all. There’s obviously a huge contrast between things running at 1024×768 and 2048×1536, but it doesn’t seem to induce that same jarring “Oh wow, this looks bad” that non-Retina iPhone apps did. Maybe it’s just me.
Just like the iPhone 4 to the iPhone 4S, the new iPad is a solid upgrade over the iPad 2. In my opinion, the screen is worth the cost of admission alone, but again, like the iPhone 4 to the 4S, the iPad 2 still is as capable of a device as it ever was. What I’m anxious to see is what sort of apps and games developers are going to start churning out developed from the ground up specifically with the new iPad in mind instead of just resolution-boosting updates.
But enough of my rambling, those of you who braved the Apple store or waited for FedEx to show up today, tell us your first impressions of the new iPad in the comments here. Is it everything you wanted and more? A worthy upgrade? A little disappointing? Let’s have it!
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The New iPad Might Have Double the Graphical Performance of the iPad 2, Even With 4x the Pixels
New iPads are popping up all over Asia, and aside from a variety of unboxing and comparison videos, it seems that the first set of GLBenchmark 2.1 [$4.99] results have come in.
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Benchmarking the graphics performance of the new iPad also showed significant improvement over the iPad 2, with benchmarking tests boosting performance from 90 frames per second (fps) to 140 fps in the GLBenchmark 2.1.1 Egypt offscreen test and from 146 fps to 250 fps in the GLBenchmark 2.1.1 Pro offscreen test. Similar data had previously been , although its authenticity has not been confirmed.
If these results turn out to be true, the new iPad could be a absolute beast in the gaming department. Ever since the announcement of the new iPad, our community has been justifiably worried about the graphical performance. I really hope these benchmarks are real, because, wow.
Keep in mind, like most benchmarks, take these alleged results with a grain of salt. We’ll have to wait to get our iPads on Friday to see how the actual real-world on-screen performance actually is.
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Double Fine’s Adventure Game Funding Drive Closes
About a month ago, Double Fine asked video game fans to fund a $400,000 adventure game that’ll see a release across PC and iOS. That campaign closed yesterday. In the end, it gathered over three million dollars from 87,142 backers. It also smashed records, and gave the independent studio some decent mainstream coverage in the process.
Basically, it worked. Fans will get their adventure game. On a Ustream feed that Double Fine led alongside the countdown until the end of the crowd-funded project, this has been “an amazing experience,” and acknowledged the outpour of love it has received from its fans.
Now the hard part starts. From what we understand, this is a from-scratch project; you won’t see a game anytime soon, and we think it’s doubtful that the mobile version will see the light of day until after the release of the game on PC. If you’re a backer, on the other hand, you get access to behind-the-scenes commentary as the game is created. That’ll ease the pain. Probably.
Double Fine has a lot of people to make happy with this one since this project will be made with fan money, but the pressure is on the backers, too. They’ll be a part of the decision-making process as pre-production ramps up. Now, get to work!
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Adventure Classic ‘The Lords of Midnight’ Coming to iOS
Way back in 1984, English teacher-turned-game developer released a vast and innovative adventure gamed for the ZX Spectrum home computer called The Lords of Midnight. The game was extremely well received and garnered high praise for its gameplay, the expansive world in which it is set, and its use of a clever graphical technique known as “landscaping” to render the scene with pre-scaled sprites. The Lords of Midnight turned out to be Singleton’s most well respected title and is considered by many to be one of the best video games ever created.

Versions of The Lords of Midnight were soon released on a few other (mainly European) platforms of the day, and in 1991 of the game and its sequel, Doomdark’s Revenge, were released, originally developed as reverse engineered fan conversions by . (Singleton gave his stamp of approval to Wild’s conversions — see Wild’s 2004 Retro Gamer with Singleton.) Not long after, Wild began thinking about doing Windows versions of the games and thus began his work on , a system that would allow the Midnight games to run under modern operating systems and, thanks to data abstraction, would also allow new games to be created under the same framework.
At this point, the astute reader has probably figured out that I am not just waxing nostalgic for the simple fun of it. No, I am happy to say that there is reason for my taking a few moments to bring the uninitiated up to speed, here, and that reason is a project that has been underway for over year now to bring The Lords of Midnight to iOS.
In January of 2011, original author to Christopher Wild, suggesting a collaboration to get his 27 year old classic in the hands of a new audience. Since that time, at a varying pace, the project has been underway.
Wild has been posting progress updates to throughout the year, and indicates that it is definitely the intention of both he and Singleton .
Let me firstly assure you that we are not developing a freeform, realtime, 3d game. We are not developing [the less well-received sequel to Doomdark's Revenge] the Citadel. We are not going to f*** it up!
Lords of Midnight is about the landscaping. It’s about those 2d panoramic views. It’s about moving some characters and pressing night and the end of the turn and waiting for the dawn to break to find out what happened.
So, the landscaping stays. Yes it will get an update. Graphically we will try a few things to help us justify bringing a 27 year old game back to the future. If you’ve followed the history of [The Midnight Engine] with the Lords of Midnight and more importantly Doomdark’s Revenge, you’ll have an idea of some of the things that means.
We’re going to make a few changes to the AI. Nothing drastic. This is not about turning Lords of Midnight into the style of RPG/Adventure games that are currently available. The AI in lords of midnight works – it’s a little simplistic, but it’s perfect for the style of game. However, there are a few little things that no longer sit comfortably, and to be fair, probably didn’t when Mike originally coded them. So there will be a couple of tweaks and additions.
The affect of these additions is that the game will not play like it used to. In spirit it will be the same, but don’t expect to be able to fire up the emulators and watch the old spectrum game play exactly like the new one. There will likely be some surprises, but I think everyone will enjoy.
Wild also indicates that certain AI changes will be made to facilitate multi-user gameplay and that it will remain turn-based like the original — not real-time. The picture that he paints of the conversion goals should appeal to those iOS gamers who loved the title in decades past.
The iOS conversion of The Lords of Midnight is being developed under the (née Airplay SDK), will run natively on both the iPhone and the iPad, and should make its way to various , as well. Doomdark’s Revenge will also be brought over, some time after The Lords of Midnight arrives.
The team has just posted a demonstration video, albeit preliminary and somewhat rough, of the game running on iPad hardware.
That a whole new generation of gamers will have easy access to such a rich classic is wonderful news, and rest assured we will keep readers apprised as progress on The Lords of Midnight for iOS marches on.
( Embedded screenshots are from the ZX Spectrum original and graphics in the demo video are placeholder — not final versions. )
[ , thanks ]
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‘Mass Effect 3 Datapad’ Now Available for Free
I’m sure many of you out there have spent the past week burning through your allotment of sick days at your job so you could spend all day with the shades drawn hunkered down on your couch in front of Mass Effect 3. If this describes you and you have an iOS device to boot, then you’re probably going to want to grab the free Mass Effect 3 Datapad [Free] which has now gone live in the App Store.
We learned a tiny bit about the Mass Effect 3 Datapad last month, and the app description makes it sound like the companion app to the console title is actually even more feature-filled than we originally thought. You’ll can check out codex entries from all three Mass Effect console games to learn more about the lore. There are also videos, screenshots, and a news feed on all things Bioware and Mass Effect.
Most interestingly, the Mass Effect 3 Datapad app can interact directly with the console game. After meeting certain characters in Mass Effect 3, you will receive messages in the iOS Datapad app. Nothing integral to the enjoyment of the console game, but rather additional fan service for those that want to explore even further. Also, you can deploy ships in the app’s Fleet Commander which can increase your chances of success against Reapers in the console game. Pretty neat.
The Mass Effect 3 Datapad is free and a Universal app for iPhone, iPod touch and iPad so if you’re into the Mass Effect universe, are currently playing Mass Effect 3 or plan to in the near future, you should definitely give the app a download.
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GDC 2012: A Look at the ‘Zombie Track Meat’ Collaboration
Earlier this week at GDC 2012, we sat down with members of three iOS game studios to discuss their upcoming collaborative project, Zombie Track Meat (do you see what they did there?), which will see a release to coincide with the 2012 Summer Olympics in July.
Studios , , and came together to create a zombie-themed, olympic style sports game that adds a little bit of the undead into the mix.
Zombie Track Meat is a game where a collection of various zombies (clowns, cheerleaders, CEOs, etc.) compete in eight different sports mini-games, lavishly set in a wasteland world, years after the unfortunate apocalypse of 2012. The mini games seek to challenge players’ timing, tap, and swipe skills with events such as the Sewage Swim Meet, the Head Shotput, the Yardsale Javelin, and the Corpse Car Crash. The embedded video gives a taste of the action.
There is an in-app currency in the game, and that currency is brains. You can collect and accrue brains through standard play, or purchase it for cash to speed things along. As you progress through the game, you unlock various special abilities (six per game), and brains let you purchase instances of those abilities for use in the game.
Three months prior to the iOS release — in April — the crew will be releasing a Google Chrome native client version of the app with just five mini-games included. Zombie Track Meat will be a free download.
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GDC 2012: Tony Hawk on ‘Tony Hawk’s Pro Skater 2′ for iPhone
We were lucky enough to piggy back on the back of the tiny press event at GDC for Tony Hawk’s Pro Skater HD, which is this really fabulous remake with a conglomeration of content from the first two Tony Hawk Pro Skater games set to be released sometime this summer as a downloadable title for both the Xbox 360 and PS3. Jared and I are massive fans of both Tony Hawk and the Tony Hawk series of games, so we totally fanned out. How hard did we fan out? This hard:
We had a great chat with Tony, and learned that it was actually him that pushed through the iOS port of Tony Hawk’s Pro Skater 2 [$1.99] after seeing the original fan video we posted which turned out to be totally real. He’s really excited to potentially see the rest of the Tony Hawk series on iOS devices, but openly admits that at the end of the day it all comes down to Activision. With the success Sega saw with the similar fan-made Sonic CD [$4.99] we’re hoping Activision wakes up and smells the coffee sooner or later that there’s a whole group of gamers out there hungry for these classic THPS games on our iPhones.
And if Tony Hawk’s Pro Skater HD ever got ported? Jared and I would be in heaven.
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