First of all, If you haven't played it, don't read about it, because there's not much to it, and the coolest thing about it is really putting together the pieces of the story yourself. Just play it!
First of all, If you haven't played it, don't read about it, because there's not much to it, and the coolest thing about it is really putting together the pieces of the story yourself. Just play it!
I heard about Analgesic Production's first game Anodyne when it hit the Pirate Bay. When it made it to the popular Torrent site they dropped the price of the game to help promote it and the story of what happened broke in the gaming community. I picked up the Anodyne game+score bundle during the Pirate Bay promotion.
Anodyne is a fantastic game that really immersed me in its landscape and gameplay. To this day when I listen to the score on my iPhone I am immediately transported back into the game and its a really magical experience. When I read on Twitter that Sean and Jon of Analgesic Productions were working on a new game and it was taking shape I contacted them.... Read All
I heard about Analgesic Production's first game Anodyne when it hit the Pirate Bay. When it made it to the popular Torrent site they dropped the price of the game to help promote it and the story of what happened broke in the gaming community. I picked up the Anodyne game+score bundle during the Pirate Bay promotion.
Anodyne is a fantastic game that really immersed me in its landscape and gameplay. To this day when I listen to the score on my iPhone I am immediately transported back into the game and its a really magical experience. When I read on Twitter that Sean and Jon of Analgesic Productions were working on a new game and it was taking shape I contacted them. Even The Ocean is looking to be a really interesting game and I look forward to checking it out at PAX.
This interview contains a spoiler to Star Trek Into Darkness.
jdodson: I wonder if you could explain a bit about Even The Ocean. How is turning out?
Sean: I think it's coming along nicely. We've had this core mechanic of managing energy (rather than insta-death or health) ready pretty early on, and recently we've been figuring out the best ways to sort of express that through the worlds in EtO...how best to pace the game, etc. The past 5 months, when I get time to work on EtO, has been a mix of level design, infrastructure programming (to handle a game of EtO's scale), planning out world/story/game design with Jon, and music. And I guess a little bit of marketing. I expect work to go faster after PAX - this summer I've been doing things with Anodyne iOS and Japanese Anodyne, plus I've been travelling a bit so it's been harder to hit a good workflow. Jon was able to start working in July, so things have been more motivating since there's been art! Overall, creating EtO is a very challenging thing from a design standpoint - while it does retain platformer traits, there's a lot of open questions as to how we design the rest. So hopefully things turn out okay!
jdodson: Anodyne is an awesome game that features a very ethereal story that wasnât entirely straightforward. Will Even The Ocean follow suit or will it approach things differently?
Jon: We're still figuring out how the narrative will be structured. What we do know is that it will follow two separate characters, Even and Aliph. Even is a person living in a modern-day city (not fantasy, but fictitious). Aliph is a sort of dream avatar of Even who exists in a fantasy world that is more focused on strange natural terrain. The story will have a bit more of a plot than Anodyne, but that will still probably be pretty loose. There will hopefully be more context for being able to interpret the storylines based on the parallels between the two main characters.
Sean: I think something we are interested in doing is trying to step the coherence of the narrative up one level...there's a unique set of challenges to designing a world with little explicit narrative interference (like Anodyne), and there's another set of challenges when designing interacting worlds with a moderate amount of narrative interference.
jdodson: It looks like Even the Ocean will take the player between a dream world and an urban setting. Anodyne had these elements too and I am curious if these games are spiritually linked together in some way?
Sean: I think they are linked in that they are both looking at characteristics of a person in an abstracted way. Like you can observe what someone is feeling or thinking by giving them dialogue or interactions with other things, in some fictional reality. But you can also try to do something similar by giving a character some set of game mechanics and letting them go into a designed world, and see what you can learn about a character through that, which is what Anodyne tried to do. EtO is trying a similar thing, but we are using the world of Even and world of Aliph as a contrast.
jdodson: Will Young or any other character from Anodyne make an appearance?
Jon: Hmm, we haven't really talked about this! Knowing us, almost definitely yes, but who knows how or in what context!
jdodson: One element of Even The Ocean is that the dream world and real world will be visually different. This is a very unique idea and I am curious if these differences will relate to the gameplay itself?
Jon: Yes, Even's world will not really have platforming/actiony gameplay in the way that Aliph's world does (it won't be a parkour game!). Those areas will be more RPG-esque in that they will mostly consist of walking around and talking to people. I'm still working out the visual styles though, so I've yet to see even how those will interact.
jdodson: Can you explain a bit about the main character Aliph and how she fits in with the world you are building?
Sean: Aliph is a repairperson for these power plants in their fictional world - and Aliph's role evolves a bit throughout the game...not to a hero, but more of an observer/investigator to their world and why it is the way it is and why it is changing. Aliph's events roughly kind of explore a similar idea to what Even experiences in the looks into Even's life, though I don't have any direct interactions planned, where like - Even gets really mad or something, and then there's a fire in Aliph's world, or whatever.
jdodson: Anodyne used Adobe Air as the language and framework you used to knit the game together. Are you using this stack for Even The Ocean or are you using something different this time?
Sean: The things that have changed are the language, framework, and level editor. I'm coding in HaXe 3 now, using a HaXeFlixel + OpenFL stack, and the level editor is in-game, though we still use DAME for almost-final tiling passes. I changed because I liked the open-ness of HaXe a lot more, and I think it is going nice places, and it also compiles down to CPP, so perhaps that makes something like porting EtO to PS4 or whatever more feasible.
jdodson: Even The Ocean is still in its early stages but I am curious if you guys have a rough timeline for a beta and launch?
Sean: None at all! Well, I'd like to finish things up before GDC next year. We might do a public (or press/friends-only) demo sometime after PAX, and we'll probably have a set of testers before launch. I'm not sure when that would be. I feel like things are going to progress faster than they have after PAX, since I won't have Anodyne stuff to do, and I'll be more settled in to where I did most of the Anodyne dev. There are narrative things to figure out and some design things, but I think things will progress faster once we figure those out. I have a sense of scale for the game, it is slightly larger than Anodyne, but we did most of Anodyne's content in a 6 month period with work and full-time school. So I think we will be able to finish more now that we are doing games full time. Or maybe not!
!!The following question contains Star Trek into Darkness spoilers!!
jdodson: In the new film Star Trek Into Darkness we find out that the Khanâs blood has magical powers that can bring people back to life. This is used to bring back Captain Kirk and a Tribble. I am curious if a universe where one can magically inject oneself with âbring me back to life juiceâ is one where the threat of death is real. In the end doesnât this drop any kind of tension because now and in the future any major character can simply be revived?
Jon: Yeah there were a lot of things that felt sort of narratively broken about that film. Magic revive blood definitely breaks the universe. Plus, weren't Khan and his family engineered? That means someone basically already invented the stuff. Also the female characters in that movie were pretty poorly written. There were fun parts to it though, I suppose.
Sean: I haven't seen it, but I feel like humans (or sentient beings) would figure out something to get all pissy about even if we couldn't die. Like life partners, or varying quality of lives, choosing whether or not to revive yourself...etc.
jdodson: Many Indie games use Kickstarter to help fund their next games, including some bigger studios like Double Fine. Is this something you have considered for Even The Ocean?
Jon: No, we are fortunate enough to not really need the money right now. And I wouldn't like the stress of all the backers and rewards. There's enough stress as it is, just getting stuff done day-to-day without thousands of people already having paid for what you're making.
Sean: It would be a pain in the ass. I guess if something horrible happened and we were REALLY close to finishing but running out of money then I might do it as a way to get "pre-order" money. But I wouldn't offer rewards or anything. Dunno.
jdodson: After school are you considering doing game development full time?
Jon: We both just graduated this past spring and we are now doing game dev full time :D
Sean: Yeah, for the near future it is going to be what I do most of the time, though of course, who knows what will be happening in a year or two.. No school also opens up time to pursue other hobbies, so that will be interesting as well!
jdodson: You guys will be at PAX Prime at the Indie Mega Booth. Anything we can look forward to when we stop by to check it out?
Jon: We'll be giving away buttons that I made featuring Young, Miao Xiao Tuan Er, and the protagonists of Even the Ocean. Also we're shooting to have some playable demo of Even the Ocean to show.
Sean: We'll also be showing Anodyne, mentioning the upcoming Japan release on Sep 4th. And our awesome localizers, Kakehashi Games - http://www.kakehashigames.com/ .
jdodson: I wanted to thank you guys for talking to me about your new game and I wish you well. Is there anything you want to say before we finish up?
Jon: Thanks for your interest! Keep on spreading positive energy in the internet video game community!
Sean: Thanks for the interview!!! Looking forward to see you.
New Starcrafts video highlighting the Zerg Larva being somewhat OP. At least, on the creep. :D
New Starcrafts video highlighting the Zerg Larva being somewhat OP. At least, on the creep. :D
Creepy new trailer released with news of The Binding of Issac Rebirth launching on Steam in 2014. The trailer is creepy, strange and neat all in one.
Starcraft Universe is a new fan created Starcraft II map that is essentially a Starcraft MMO. Blizzard highlights the new mod in a recent blog post and video tear down giving us all more reasons to play Stacraft 2 again.
PC Gamer creates a list of the top 25 shooters of all time. Unreal Tournament, BioShock, Wolfenstein, Counter-strike, Left 4 Dead 2, Borderlands 2, Doom, Quake III & Half-life 2 all make the list and one spot they gave to Team Fortress 2.
... Read All
Creepy new trailer released with news of The Binding of Issac Rebirth launching on Steam in 2014. The trailer is creepy, strange and neat all in one.
Starcraft Universe is a new fan created Starcraft II map that is essentially a Starcraft MMO. Blizzard highlights the new mod in a recent blog post and video tear down giving us all more reasons to play Stacraft 2 again.
PC Gamer creates a list of the top 25 shooters of all time. Unreal Tournament, BioShock, Wolfenstein, Counter-strike, Left 4 Dead 2, Borderlands 2, Doom, Quake III & Half-life 2 all make the list and one spot they gave to Team Fortress 2.
"Delve deeper into the world of Destiny with the Bungie team to discover more ways to become legend on this new adventure."
Destiny looks beautiful and this documentary shows off how much time and polish Bungie has been spending on it. I am interested to see how the on the fly co-op works in the game as well as experience the lush visuals first hand.
"Delve deeper into the world of Destiny with the Bungie team to discover more ways to become legend on this new adventure."
Destiny looks beautiful and this documentary shows off how much time and polish Bungie has been spending on it. I am interested to see how the on the fly co-op works in the game as well as experience the lush visuals first hand.
In a world of impossibly difficult rogue-likes FTL ups the challenge but dares to be fun and unique. One large element in the mixture of FTL's awesomery is the score. From the opening track of Ben Prunty's "Space Cruise" to the more etherial "Engi," the score is important to building the overall feel of an open and lonely universe. I picked up an FTL bundle on Steam that included the score and was impressed with Ben's work.
I contacted Ben and he was kind enough to answer some questions I had about FTL and the other stuff he is up to right now. He just launched a pre-order for his new album "Curious Merchandise" and has two preview tracks "Fractal Wheel" and "Swamp... Read All
In a world of impossibly difficult rogue-likes FTL ups the challenge but dares to be fun and unique. One large element in the mixture of FTL's awesomery is the score. From the opening track of Ben Prunty's "Space Cruise" to the more etherial "Engi," the score is important to building the overall feel of an open and lonely universe. I picked up an FTL bundle on Steam that included the score and was impressed with Ben's work.
I contacted Ben and he was kind enough to answer some questions I had about FTL and the other stuff he is up to right now. He just launched a pre-order for his new album "Curious Merchandise" and has two preview tracks "Fractal Wheel" and "Swamp Witch" available to stream on Bandcamp.
jdodson: When you look back at your work on FTL now, what comes to mind? Anything you might approach differently?
Ben Prunty: I might not have had so many hi-hats in all the battle tracks. Seriously, they're everywhere! Other than that, I'm pretty satisfied with how it came out.
CapnCurry: The first time I played FTL, I noticed the title music was kind of lonely and maybe a little regretful. I was intrigued, because I was expecting more of a hero's-fanfare, never-tell-me-the-odds kind of overture. Having played through FTL a few (hundred) times, I have to say the music is strikingly appropriate to the tone of the game itself -- when I start a new game, the title music is almost a reminder that I'm almost definitely going to die alone in space. Can you tell us a little about how you came to select that musical direction for the title music?
Ben Prunty: I was asked to have something at least vaguely chiptune-esque and not overly dramatic. I'm a fan of space horror more than space opera, and there's already plenty of bombastic sci-fi music out there. I decided right from the start that FTL would sound cinematic but without an orchestra. I thought this would help make it distinctive. Space is creepy and lonely, and there's nothing particularly bombastic about suffocating to death on your own ship. So I really tried to convey that. I think you can hear that most in Void, Deepspace, Debris, Wasteland, and Engi.
jdodson: The FTL score clocks in at 1.5 hours. When you were talking with Matthew and Justin did they give you an outline of how much music they wanted? Did you get any other cues to work off for the game in terms of direction they wanted you to take?
Ben Prunty: The amount of music needed was more a mutual decision after a lot of discussion. The only other direction I got from them was "We really like the music from Battlestar Galactica."
jdodson: What other composers do you look at as doing great work? Any video game composers come to mind?
Ben Prunty: My favorite game soundtrack is from EarthBound, written by Keiichi Suzuki. For FTL I was listening to funk music, Gustav Holst, and chiptunes. Right now I'm obsessed with Empire of the Sun's new(ish) album and John Williams music for the Indiana Jones movies. He weaves so many different themes together, which is similar to what I tried to do with FTL.
CapnCurry: Did you play the finished game before you wrote the score, or did you have less-complete materials to work with?
Ben Prunty: I had the great privilege of playing a build of the game that was very far along before I had to write anything. I joined the project about a year into its development.
jdodson: One of the unique aspects of the FTL score for me is the battle music. Most battle music is somewhat jarring and fierce. The FTL score battle queues donât follow this tradition and instead focus more on darker tones and occasionally quicker tempos. When you were creating the battle queues I wonder what your plan was?
Ben Prunty: I just wanted battles to sound exciting. Something to get your pulse going. An extreme generalization would be that the Battle versions of tracks are simply the Explore track with percussion added. The most basic example is Colonial: same track but with drums. On the other end of the spectrum, Cosmos Battle is pretty much an entirely different track from Cosmos Explore. And then throughout the soundtrack there are many shades of difference in between. Try arranging arranging a playlist where the Battle tracks come right after their respective Explore tracks and you'll get a good idea of how it works.
Jarring and fierce works for a 2-hour movie but not for a game that you'll be playing for 30 hours or more.
jdodson: What would you suggest to people that want to break into scoring video game music?
Ben Prunty: Keep making music constantly and go out and meet people! Find where game developers are and where they gather and crash those parties! Also be ready for this to take a long time. I started making music in 2000, when I was 17. Since then it's been 13 years of practice and work and many canceled projects. I made almost no money from my music during that time. It's discouraging when you find that no one cares about your music, but you just need to keep at it.
jdodson: What projects are you working on right now?
Ben Prunty: Here are some soundtracks I'm working on, with links! Gravity Ghost with Erin Robinson. Scale with Steve Swink. A secret project with Robot Invader. Another super secret thing that I can't tell you about. I just put up a new album for pre-order called Curious Merchandise. It's similar to Chromatic T-Rex. Unlike T-Rex though, it has many tracks written specifically for the album.
jdodson: I just checked out the preview track from Fractal Wheel from Curious Merchandise, I really like it. How did you approach this album and how do you consider it in terms of your other video game scores?
Ben Prunty: Thanks! I had been wanting to make another compilation album like Chromatic T-Rex, but I didn't quite have enough material to make one. I had this other album in mind that didn't quite get off the ground. The individual tracks sounded great, but they weren't forming the cohesive whole that I had in mind when I started. Ghost Jazz, Fractal Wheel, Gleaming Copper, One Lifetime, Canister Perplexing and Tribal Crisis were all reconstituted from this unfinished album and made to fit with the rest of the random stuff I put together for Curious Merchandise. The result, I think, works pretty well.
jdodson: Do the songs Curious Merchandise follow any particular themes or concept?
Ben Prunty: One of my favorite albums of all time is William Orbit's Strange Cargo. In fact, the whole Strange Cargo series is fantastic. They really influenced my style. Those albums are a real eclectic mix of electronic and acoustic instrumentals and ambiances. Every track in each album feels like it is part of something much larger, like it's part of a soundtrack to some forgotten movie. I tried to recreate that feel with Curious Merchandise, and even the title is a reference to Strange Cargo. The title of each track was carefully chosen to evoke imagery and help drive home that feeling of belonging to something big and mysterious. That's why the album cover is a creepy pawnshop. Shout out to Beau Blyth (teknopants.com) for the fantastic art.
jdodson: What was the first album you ever owned?
Ben Prunty: I think that would've been Weird Al's In 3D. On cassette tape. But let's get a little more pertinent. I think the first thing I bought was a 2-disc compilation album of really mediocre German trance called "World of Trance Vol. 2". I loved it and would listen to it every night for 2 or 3 hours before going to sleep. I was probably 14 at the time. It's long out of print now, but if you're really curious, I believe the record label was called ZYX. I also used to hold up a tape recorder to the TV's or PC's speakers and record game music to listen to later. Listening to game music is so much easier now than it was 20 years ago.
jdodson: As video has moved from VHS to DVD to High Definition with BluRay and makes its way to ultra HD 4k I wonder why we donât see the same movement in music audio? For the most part it seems that music has peaked at CD quality Stereo with the rare album release on 5.1 on DVD or BluRay. There has also been a kind of resurgence in vinyl as a music format as some prefer its analog nature to more modern digital formats. Why do you think video keeps reaching at the higher quality formats while audio seems to have stagnated or regressed somewhat?
Ben Prunty: I honestly don't care much about sound quality, and I don't think I'm alone. CD quality is pretty great. If the music sounds great to you, why should the format matter? Chuck Berry's old recordings are going to sound the same coming from a CD or a Blu-Ray, and so is FTL. The FTL soundtrack on Steam is only available as 256kbps mp3s. I've sold thousands of copies and not one person has complained about it being on an "inferior" format.
jdodson: I honestly can't tell the difference between a 256k mp3 rip myself either and it seems music quality is "good enough." I don't mean that in a negative way, things really do sound great. That said, I do prefer to buy a CD now and then and am curious if you have considered a physical release of your music?
Ben Prunty: I've considered it, but really there's just not enough demand to justify the cost of printing the discs, which would have to come out of my pocket. I've had maybe 5 or 6 requests for a physical copy total. I thought there'd be more, but there you have it. If I could give people a really good reason to buy the physical copy over digital, like extra tracks and cool artwork, then I might do it.
jdodson: When you sit down to score how do you have an idea of the kinds of themes you want to create or is it a somewhat emergent process?
Ben Prunty: For FTL and Gravity Ghost it was definitely an emergent process, but now that I've done more than a few complete soundtracks, I'm pretty good at coming up with at least one theme right from the start, and then working towards adding a second or third later. So I guess that's a combination of directed and emergent.
jdodson: For the new game projects you are working on now how different are they in terms of direction and style?
Ben Prunty: The secret project with Robot Invader is a completely different style. Not a chiptune in sight. It's been really fun and liberating. Scale is actually still really early and I'm not sure how it's going to turn out. And I still don't know how to classify Gravity Ghost.
jdodson: I appreciate you taking the time to talk with me today, is there anything you want to save before we finish up?
Ben Prunty: I want to thank FTL fans for changing my life. I live in financial comfort now thanks to them. You guys are the best!
CapnCurry Supporter
wrote on 08/22/2013 at 04:39am
"There's nothing particularly bombastic about suffocating to death on your own ship." It's really too bad that there's no FTL multiplayer; I really want to work that line into my smack talk somewhere. :) Great interview!
jdodson Admin Post Author
wrote on 08/22/2013 at 03:44pm
Yeah, that would be a pretty cool zinger.
Next time you are playing Call of Duty you should say that to a newb you pwn.
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How long could peace in Sanctuary last after Diablo III? Apparently not too long as it turns out. Interested in a new D3 expansion but I am somewhat put off by some of the cinematic. To keep this post spoiler free i'll put my thoughts on it in the comments.
UPDATE: I am collecting all the news bits of the expansion in the comments section and so far have collected some really interesting information about the new Crusader Class and the new "loot run" game mode. This expansion is starting to shape up to be very interesting.
How long could peace in Sanctuary last after Diablo III? Apparently not too long as it turns out. Interested in a new D3 expansion but I am somewhat put off by some of the cinematic. To keep this post spoiler free i'll put my thoughts on it in the comments.
UPDATE: I am collecting all the news bits of the expansion in the comments section and so far have collected some really interesting information about the new Crusader Class and the new "loot run" game mode. This expansion is starting to shape up to be very interesting.
So new Act V, new class, "increased level cap" (wonder if that's base levels and how that interacts with the Paragon levels)... Sounds like a $20 add-on, not a ton of new stuff, and they still haven't shipped all the stuff they promised in base D3 :)
It's on base levels, new cap is 70. Paragon levels are now unlimited, account-based rather than character-based, and let you pick increases across all your characters. Like badass rank in Diablo 3.
jdodson Admin Post Author
wrote on 08/21/2013 at 11:55pm
Dig an idea for a new class. Its kind of a Barb but not a Barb. Interested to see how that plays out.
I hope Act V is big because if its about as long as act I I am not sure if adding one class and an Act means they deserve the $60 price. Not to say if the charged it I wouldn't buy it, but I am just not sure its a $60 expansion for what we know now which isn't much.
That said I have a beef with the trailer. Ok so there is a new kid on the block, the Reaper of Souls. Awesome, totally down, yay Death. I am so ready to send Death to his grave.
But Diablo's soulstone is still around? Diablo is still around? WTF? WHYYY? Ugh. Seriously. Didn't we kick that fucker into the dirt a zillion times? Then again, if he was really dead they'd have to call the game "Reaper of Souls III: The Reaper of Souls."
Minor gripe but yeah, I wonder if we will still be killing Diablo when we are 60?
jdodson Admin Post Author
wrote on 08/22/2013 at 02:04am
"Crusaders wield shields and flails, and are described as âmid-range meleeâ warriors, specialising in shield bashing and smiting. Diablo 2â˛s Fist of the Heavens holy lightning strike returns and Crusaders can follow up with Falling Sword, a teleporting drop attack that turns the Paladinâs heavily armoured body into an artillery strike. Paladins were all about support, Crusaders have replaced their benevolent auras with AOE zones that help co-op partners and injure enemies at the same time."
AND
"Blizzard are rebalancing loot drops in a big way to try and make more drops relevant to your character. There will be fewer common (white) drops, and they can be melted down into a new crafting reagent to stop them being completely useless past level 10. Rare drops will be reduced but thereâs a high chance of a âsmart drop.â These items will feature stats tuned to your character. More legendary items will drop, and theyâll come with new interesting new effects. Blizzardâs examples included a weapon that spawned an instant treasure goblin when equipped, and a staff that adds a chance to spawn hydras from dead bodies.
Theyâre also adding a new artisan: The Mystic. She can transmogrify items, letting you transfer desirable stats onto items you like the look of, preserving your warriorâs sense of style. They can also enchant items, which lets you re-roll one affix for an item you own. Enchant your Barbarianâs sword and thereâs a chance that pointless +100 intelligence stat will flip into a +100 strength stat, for example. Itâs another system designed to give players a way to make powerful but unusable items relevant."
jdodson Admin Post Author
wrote on 08/22/2013 at 02:09am
AND HOLY SHIT THE COOLEST FEATURE FROM THAT PC GAMER ARTICLE:
"Finally, Reaper of Souls will add a new game mode called Loot Run. This lets you and a few friends run an completely randomised 15-20 minute dungeon. Assets, layout, lighting, weather, monsters, loot and the end boss are all randomised. Itâs designed to offer a fresh and profitable dose of Diablo 3 in a manageable chunk of time."
I had intended on writing up a post on all this last night, but I worked til 11PM. You've covered it all and yeah, I'm super excited about all of this. I can't freakin' wait.
Yeah, loot run is killer... I spent a ridiculous amount of time with the Diablo 1 demo and a trainer that some group made which just respawned random dungeons with random monsters or a mix you picked. It was crazy having 50 Butchers yelling "Fresh Meat" at once and swarming you...
jdodson Admin Post Author
wrote on 08/22/2013 at 08:50pm
Hahaha, yeah that would be awesome. Hopefully they put some rad stuff at the end of each run.
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Plants vs. Zombies 2 is what I have been playing since it was launched last week. It's free to play and available on iPhone and iPad and I seriously recommend you play it.
this game is challenging
One of my biggest complaints with the original Plants vs. Zombies was that it was a bit too easy. If you figured out a pretty good build you could use that all the way to the end without much change required. You would get new plants and often it made sense to chose a new one over an old one, but often times you could use the same build all the way to end.
PvZ 2 is much more challenging and I love it. I've lost a few matches already and have had to adapt my strategy to win.... Read All
Plants vs. Zombies 2 is what I have been playing since it was launched last week. It's free to play and available on iPhone and iPad and I seriously recommend you play it.
this game is challenging
One of my biggest complaints with the original Plants vs. Zombies was that it was a bit too easy. If you figured out a pretty good build you could use that all the way to the end without much change required. You would get new plants and often it made sense to chose a new one over an old one, but often times you could use the same build all the way to end.
PvZ 2 is much more challenging and I love it. I've lost a few matches already and have had to adapt my strategy to win. Certain missions have you accomplish certain tasks, like protect a particular plant, only play with a certain plant build or start the game with a fixed amount of sun and stand your ground. I love the new play modes and how hard they are and have spent all my time unlocking each level and beating it one at a time.
free to play isn't annoying or hamfisted
One of the elements of Plants vs. Zombies 2 I was very nervous about was the free to play element. I was worried EA would dump out a stupid Facebook game or game very similar to the mobile free to play crapware. So far, my fears are entirely unfounded as the free to play element is present but not required to win or have fun. If you want, you can buy gold to toss on power ups or boosts and unlock plants. Or you could just go through each mission and unlock them yourself.
crazy dave and time machine are fun
I really like that they brought back Crazy Dave from the first game. They introduced a new character in a sentient time machine that not only serves to take you back in time but also a sort of NPC that propels you through the stories and levels. For some reason the time periods you go back to have Zombie infestations and they game doesn't quite explain why but it doesn't matter, the Zombies need killin'.
I am really interested to how this game evolves over time. It seems EA set up PvZ 2 as a game that can be updated with new levels after launch and I hope this gives PvZ a long life. I happily paid for the original Plants vs. Zombies on my PC and later my iPhone because it was so much fun. I kind of feel bad that I am getting so much enjoyment from PvZ 2 and it hasn't cost me a dime yet. If I make it to the end of the game and haven't purchased anything I may just do it to sort of vote for the game with my wallet.
All that said, Plants vs. Zombies 2 is well worth your time and available for the ridiculously low price of free.
I have been wanting to try Guild Wars 2 for some time and this weekend i'll get my chance. Guild Wars 2 will be free this weekend starting this coming Friday @ 12:01 AM and ending at 11:59 PM PDT on Sunday.
If you are thinking of checking the game out, let me know and we can try and create characters on the same server. I created an event for people to join so if you are thinking about checking it out, join the event and add it to your calendar!
http://cheerfulghost.com/jdodson/events/38
I have been wanting to try Guild Wars 2 for some time and this weekend i'll get my chance. Guild Wars 2 will be free this weekend starting this coming Friday @ 12:01 AM and ending at 11:59 PM PDT on Sunday.
If you are thinking of checking the game out, let me know and we can try and create characters on the same server. I created an event for people to join so if you are thinking about checking it out, join the event and add it to your calendar!
For me Awesomenauts is the perfect MOBA. It's accessible, easy to pick up and fun. It takes the MOBA formula, strips it back to its best elements, tosses in humor and some great art to make a seriously addicting game. After picking it up as part of the Humble Bundle 8 I couldn't put it down. As such I wanted to talk to Ronimo about the game and know a bit more about it from behind the scenes.
As luck would have it Ronimo also just announced a new Kickstarter for the new Awesomenauts: Starstorm. The expansion looks to add 3 new classes, spectator mode, global chat, twin-stick controller support & some new music. The backer levels are pretty intense so if you are an... Read All
For me Awesomenauts is the perfect MOBA. It's accessible, easy to pick up and fun. It takes the MOBA formula, strips it back to its best elements, tosses in humor and some great art to make a seriously addicting game. After picking it up as part of the Humble Bundle 8 I couldn't put it down. As such I wanted to talk to Ronimo about the game and know a bit more about it from behind the scenes.
As luck would have it Ronimo also just announced a new Kickstarter for the new Awesomenauts: Starstorm. The expansion looks to add 3 new classes, spectator mode, global chat, twin-stick controller support & some new music. The backer levels are pretty intense so if you are an Awesomenauts fan you need to check this out.
As follows is my q & a with Robin Meijer, a producer at Ronimo Games.
jdodson: Awesomenauts has been released for about a year now and has been received well and has a great community behind it. What does the future look like for Awesomenauts and what we can look forward to in regard to it?
Robin Meijer: The future for Awesomenauts is quite open right now â we have no shortage of cool character ideas or wishes for additional features, but how far we take all this really depends on how well the game continues to do. We have also announced a version of Awesomenauts for the Playstation 4 recently, and we definitely hope that that will grow to become a community as a large and vibrant as our current Steam community.
For now, we're just working on Admiral Swiggins, the character that was chosen by our community in our âDesign-your-Awesomenautsâ competition a couple of months back. There is also something else that will be making its appearance soon enough, but I really can't tell you about that right now. You'll just have to wait and see, but I think it's going to be pretty awesome!
jdodson: Awesomenauts started out on the PSN and XBox Arcade and was later ported to PC, Mac and Linux. I wonder what the tech is behind Awesomenauts that you used to port it to so many systems and how did the porting process go?
Robin Meijer: We used our in-house engine for Awesomenauts, and that allows us to be quite flexible when porting our game to other platforms. Still, it was a lot of work to get the game running smoothly on all platforms, and it was definitely a lot harder than we anticipated in advance. We developed the Playstation 3, Xbox 360, PC, and Mac versions of the game in-house. The Linux version was ported by a third party, and the Playstation 4 version is in development at another studio as well.
jdodson: You were recently part of one of the coolest recent games bundles with The Humble Bundle 8. How was it for you in terms of getting new fans for the game and more exposure? Â Would you do it again with another Ronimo game?
Robin Meijer: Being part of Humble Bundle 8 was quite amazing â I think more than 400,000 copies of the bundle were distributed and a lot of those people have logged into game. Many of them probably just played the tutorial or a practice match and never ventured online, but we still did see an increase in the number of active players in the longer term. Growing our community was the most important reason for participating in the Bundle, so I'm pretty happy we succeeded in that regard.
jdodson: Many MOBA games are free to play or at some point after launch switched to that model. Is this something you have considered for Awesomenauts?
Robin Meijer: We did consider it, but we felt like Awesomenauts in its current form just makes a lot of sense as a $9.99 purchase, and it wouldn't make any sense to have the game available as a free-to-play title on PC if it was sold as a $10 purchase on Xbox Live Arcade and Playstation Network. Switching to Free-to-play further down the life cycle could always be an option I guess, but we have absolutely no intention of doing that right now â the game is doing great as it is.
jdodson: Do you think Gnaw could eat an entire planet if he were motivated to do it? Would covering the planet in BBQ sauce help? Along that note but somewhat unrelated, Skroggle are Omnivores but I am curious if they could be Vegan?
Robin Meijer: A Skroggle could be vegan if all there was to eat were plants, but normally they really eat pretty much anything. The question of whether something was once part of a living being doesn't really come into the equation.
Gnaw would probably be able to eat an entire planet if given enough time, but as he regularly points out during the game: âGnaw needs to poop.â Eating an entire planet would leave a planet-sized pile of poop, so that technically doesn't remove the planet. Covering the planet in BBQ sauce first just means you end up with a slightly more gooey digested planet.
jdodson: Recently patch 1.21 dropped and it seems to be well received by players. Are there any areas of character or map balance that you are looking at now that people have been asking for?
Robin Meijer: Update 1.21 was an update that didn't include any new characters, so we had a lot of time to really look at where the game stood at that point and make some changes to steer it in a better direction. The next update will bring Admiral Swiggins, so we're focused on getting the balance right for him.
jdodson: Who would win the following matchups and why?
Lonestar VS Lone Wolf McQuade?
Robin Meijer: That one would probably go to Lone Wolf McQuade. Even though Lonestar is a genetically engineered cowboy that wrangled an entire race of Bovinians, Lone Wolf McQuade is still in fact Chuck Norris. So yeah, McQuade wins.
The Terminator (Model 101) VS Gnaw?
Robin Meijer: Gnaw would win that one hands down. The Terminator is built to kill human resistance members, while the Skroggles pretty much just eat everything that moves. The fact that the Terminator is made of metal beneath his layer of skin does mean that Gnaw has to chew a bit more to eat him, but he'll get the job done eventually. Then he'll eat the humans that the Terminator was hunting.
Voltar VS Krang?
Robin Meijer: This would be a really interesting match-up, and could go either way. The two of them can't really do anything to each other without help from their machines, and if those come into play then Krang would probably win if he gets a good hit in. Voltar is quite fast though and he can float around, while his droids fire away at Krang. It really could go either way, but I'd put my money on Voltar... he is the brain of the operation, after all.
jdodson: I have recently seen a few Ronimo developers mention super secret projects in the works and I am wondering if you can give us a bit of taste of what some of this may be? Awesomenauts 2 perhaps?
Robin Meijer: I'm afraid that I can't give you any details about what our super secret project is, but that'll become apparent soon enough. It's not a sequel to Awesomenauts though â we still have way too much stuff that we want to do with the current version before we start thinking about a sequel.
jdodson: I want to thank you for taking the time to talk with me today, is there anything youâd like to say before we wrap things up?
Robin Meijer: No problem, and if there's anything I'd like to add is that it's that Admiral Swiggins, a character that has been thought up and designed by our community, will probably be launching some time next week. We're still working on balancing him and fixing a couple of bugs, but things are looking good and I think we'll be ready next week. Of course, just like all the other characters that we've released until now, Admiral Swiggins will be available for free once he launches!