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Showing posts with label Brightrock Games. Show all posts
Showing posts with label Brightrock Games. Show all posts

Week in Review - May 1st to 5th


Welcome back to the weekend and this Week's in Review!

We started off Monday with our Month in Review which is a more expansive one stop shop for what we did over the course of the month

" This month has been a good one with various titles from the remade Bulletstorm to first looks at Indie titles such as Gataela. We've also had epic titles with Nick scoring Persona 5 with a 10/10 and Atelier Firis coming in not far behind with its own 9/10."
- Pierre-Yves

Tuesday Nick jumped back into the TellTale universe with the first chapterGuardians of the Galaxy.

"Marvel's Guardians of the Galaxy - Episode 1: Tangled Up in Blue is a good time that shows us a lot of potential, but sacrifices some of its execution in favor of setting things up."
- Nick

Robert Wednesday jumped into the world of Sniper with Ghost Warrior 3. It sounds like it has its ups and down but overall sounds like it's worth looking into.

"Being the firearm junky I am and add that to the customization junky that I am, GW3 really hits some nice nails right on the head."
- Robert

Thursday hit a highpoint in the week with new SCUF Hardware for the PS4!

"...you have a controller with the same level of quality and excellence one has come to expect out of SCUF. They truly are at the forefront of professional-grade gaming controllers and their newest addition to the PlayStation line is worthy of their name. "
- Robert

Finally to end the week of yesterday I got to experiement with my own Pet Dungeons in the newest content for War for the Overworld.

"On a whole, My Pet Dungeon is a great addition to War for the Overworld. It is both fun and it allows for becoming familiar with all of its elements more than simply through a trial by fire."
- Pierre-Yves

Article by Pierre-Yves
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War for the Overworld: My Pet Dungeon - PC Review


Every now and then Overlords just need a day off. Constantly harassed by the forces of light however doesn't make it easy in order to take a vacation. You just know that the minute that you let your forces slack off or get flabby that's just asking to be defeated. So what's one to do? Find a few pet projects between invasions.

War for the Overworld: My Pet Dungeon is the latest addition which allows players to take that much needed break from the faster paced action and simply take their time. Want to really figure out the best way in order to cultivate your forces? Take the time, there's no rush. Once you've done what you've wanted to do, and have hit the stage's score cap, you can then move on to the next area. Only if you want to of course, as there really is, no rush.


My Pet Dungeon was great as it allowed me the time to really go over what I could do and develop how quick that I could do it in a "closed environment'. Enemies won't attack unless you pull them out of a box in which both has a level adjuster and you can choose how many you are taking out of there. Otherwise there's an option to simply send a wave of enemies your way. If you don't even feel like fighting? Then don't. It'll take longer to reach the score cap in certain cases but hey! You've got nothing but time.

The mentioned score caps can seem a bit intimidating at first but once you get the ball rolling you may even forget it's there with everything else that you may be experimenting on. If you are paying attention to it then the best bet in order to reach it in the most efficient way is to tackle the "side quests" which are a set of objectives that grant a good deal of points a piece. The first stage for example will give a whopping 15,000/50,000 just for housing ten level ten units. Combat required, may lose units in the process, batteries not included and taxes may apply. Other options that range throughout each stage are locating specific structures in a certain number and each of these will be bringing you closer so they are worth doing.


You essentially get to do this over the course of eight stages each with their own challenges both in regards to sub-challenges and the stages themselves. I did have to restart the second stage because I ran out of money before finding a gold source and my workers sadly got killed off by a level 5 unit guarding his own treasury and he didn't want to share. Yes I could have summoned phantom minions by blocking off the mana for it after finally dispatching the meanie, but it made a few other things a bit more challenging. So I restarted, did things a bit different, aimed for certain abilities sooner than later and merrily continued on at my own pace now having the proper funding to do so.


On a whole, My Pet Dungeon is a great addition to War for the Overworld. It is both fun and it allows for becoming familiar with all of its elements more than simply through a trial by fire. Been having issues with the core campaign? Finding the Crucible too hard? My Pet Dungeon will allow you to iron out your ideas through its own set of challenges that are always on your time and not some other sadistic Overlord's!

Game Information

Platform:
PC
Developer(s):
Brightrock Games
Subterranean Games
Publisher(s):
Brightrock Games
Subterranean Games
Genre(s):
RTS
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher



Article by Pierre-Yves
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Week in Review - April 10th to 14th


Welcome back to the weekend and this Week's in Review!

We started monday off with We are the Dwarves. It has the potential with some edits to become even better or at a worst case make a stellar sequel. I'm hopeful!

"We are the Dwarves is the perfect example of a game that has all the elements to be something amazing but sadly falls short of that goal and not for a lack of trying. Unfortunately there were some of the elements that simply didn't work together but on their own with a different approach would have worked splendidly."
- PY

Tuesday saw something that we really don't see often around CGR. A Perfect, yes capital P, Perfect score. Needless to say that Nick loved his time with Persona 5.

" Jed: 'I love this game as much as Morgana loves cuddling up against treasure' "
- From Nick's Review

Wednesday saw a lower key release but in no way was it any less than the previous day. A Rose in the Twilight is a stellar experience and anyone with a Vita, or if you don't have one a PC, should pick this up if they love both Puzzles and works of art.

"This is not really something to be played outside in the middle of a sunny day but more for rainy days or as the day turns to night in order to truly appreciate how all the elements come together. It really is a work of art."
- PY

Thursday Nick broke out his VR headset with Tethered. It really sounds like something that those with VR headsets should check out.

"There are a few quibbles that hold this strategy game back from greatness, but for virtual reality fans, the good news is: this is an honest to goodness game, and it is a lot of fun as well."
- Nick

Yesterday, the start of the long weekend, the end of the week, the magical Friday saw our review on the latest entry into the Mass Effect series with Andromeda. With the love / hate relationship that this game has going for it, check out what Nick had to say!

"... despite its flaws, there is a perfectly solid, enjoyable game here. It might not live up to its namesake completely, but the foundation is here for better things from Bioware in future Mass Effect offerings"
- Nick

Finally! don't forget to check out our contest for your own copy of War for the Overworld!


Article by Pierre-Yves
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Win a copy of War for the Overworld in celebration of its new DLC!


In order to celebrate My Pet Dungeon, the most recent addition to the War for the Overworld that we had a chance to review earlier this year, we have a copy of the core game to give away!

All you need to do is:
  • Follow us on Facebook and be sure to share our post about this contest;
  • Follow us on Twitter and be sure to retweet our latest tweet about this contest;
  • Follow War for the Overworld on Facebook; and
  • Follow War for the Overworld on Twitter.
and lastly email Nick@Chalgyr.com to let us know that you're interested!

This contest will end next Friday (April 21st), 8pm EST.

- The Chalgyr's Game Room Team
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Brightrock Games' Managing Director Josh Bishop on War for the Overworld - Interview

The WFTO Team & Volunteers with Richard Ridings at EGX 2013The WFTO Team & Volunteers with Richard Ridings at EGX 2013

We recently had the chance to sit down to both War for the Overworld and the new Survival Mode content known as the Crucible. Curious on how things came to be we reached out to Brightrock Games to see what they had to say about their adventure and this is what the Managing Director Josh Bishop had to say!

1- Thanks you for taking the time to answer our questions. Starting at the beginning, what made you set out to develop War for the Overworld?

There were a couple of things that set us on the path to developing WFTO, but if I had to narrow it down I'd say that for over a decade the industry hadn't delivered a great Dungeon Management Game. There was a huge hole in the market and an eager fanbase waiting for something to come along and fill that gap.

Although there were a few games out there which had tried to fill the void, none of them seemed to have captured the core gameplay that made that type of game so much fun. As huge fans of the genre and games such as Dungeon Keeper and Evil Genius we were tired of waiting. We decided it was time to do something ourselves so we came together on a fan forum called Keeper Klan and the rest is history.


2- With the direction of the core game / Heart of Gold what prompted the move to a pure Tower Defense style for the Crucible?

The very first iteration of what became the Crucible was released in Patch 0.4 under the name "Stumpy's challenge", a reference to our Blood Imp mascot. It was a simple mode primarily developed to refine the capabilities of our custom scripting engine. We were surprised when the mode became very popular within the community.

Later that year we took the game to the Eurogamer Expo 2013 (now called EGX) in London and we decided to issue a challenge: anyone who could beat our high score would win a T-shirt. It was tough, we were asking people with little to no experience of the game to try and beat us at our own game. Amazingly everyone loved it! We even had people coming back every day of the four day event just to try, and we had to cycle people off our four PCs lest they hog them for hours.

I remember in particular this one guy came by each day and on the last day at the final hour he beat the score and set an all-time record! We were all yelling and pointing at the screen to get him those last few points with some choice lightning casts! With that energy circulating about the mode we knew we were onto a winner.

It's been a long road but we always intended to return to the mode, and we're glad to have built something that feels as tight as Crucible does. But if you feel like playing a bit of history we even left the old prototype in the Extras menu!


3- Between the original's development, Kickstarter, and the Crucible, is there anything you wish that you would have done differently knowing what you know now?

Definitely, that's the thing about game development you always feel like you could have done more when you get to the end. But WFTO has this more than other games. It was a behemoth undertaking at the time and we didn't really appreciate the complexity of what we were setting out to do - it was a risky endeavour for a small team with everyone spread across the world.

There was a lot on the line with WFTO and we had so little in the way of resources and time, especially after some early development disasters. There was a great pressure with the ever-present spectre of financial bankruptcy pressing down on us, even without the overhead of an office.

In a way early development was a lot like a game jam - we had to experiment a lot, quickly correct mistakes and hack a lot of stuff together to get it to work in time. We incurred a lot of technical debt that makes some parts of WFTO tricky to edit, even to this day.

If we could do it all again with the resources, knowledge and experience we have now and all the team in the same building, WFTO would be a totally different beast. There's so much we'd love to tidy up from the original development - in particular developing a more cohesive art direction, and injecting more personality into the dungeon and its denizens. We'd also probably shift to a slightly slower-paced, more simulation-focussed game design.

But with all that said we're proud of what we achieved and we're pleased with how WFTO turned out and how it continues to evolve. More than anything we're proud we've delivered a game that so many fans of this lost genre are satisfied with. That's been our goal all along: to create a game for the fans, by the fans.


4- With both sets of content now behind you, what are your plans for the future? Can we expect new content and games modes or did you think of trying your hands at something new?

There's so much going on it's difficult to know where to begin. In November we made a statement on our plans for the future and the endgame for WFTO, but things have changed a little since then.

Originally we were planning to release one more major update early this year with a whole suite of changes - in particular a complete AI overhaul for Skirmish that would release alongside WFTO's second paid expansion (new campaign, new mechanics and much more). But since the incredible success of Crucible, plans have changed. We're now expanding the scope of the original plan with extra content throughout the year.

I can't speak on what exactly is coming beyond what's already announced, but the expansion will be releasing a little further down the line than originally planned. In its place we'll be releasing a whole new and oft-requested game mode in the first half of this year. Beyond that there's even more exciting stuff in the pipeline that I just wish I could share, but I promise as soon as we're confident in it we'll be sharing news.

We're also looking beyond WFTO itself. Our next game, codenamed "Project Aftercare", has been in pre-production for nearly a year now and it's really shaping up to be something exciting, although full-time development is not likely to begin while we're working on WFTO. So far we have designed a new software architecture, as well as developed the lore, art direction and overall game design. Honestly we're really excited for it and can't wait to start sharing details with our community.


5- A little less about what you've done and more about what you like to do, what does the team like to do for fun? I'm pretty sure, and I hope, that the bosses are not like the overlords causing you to constantly work!

We've got a pretty diverse set of hobbies over here, even amongst a team of only nine people. Obviously there's the video games, and in particular a few of us spend a lot of time with the Blizzard titles. We also host board game nights at our office a few nights a month for all members of the Brighton indie game community.

Our Community Manager runs a fortnightly D&D session for the team and friends - with a party of eight it gets pretty hectic but it's always great fun, though nothing ever seems to go according to plan for us. You would have thought that a bunch of game developers would be good at something like this, but after our Art Director eviscerated my character, it seems we evidently are not. He says the axe slipped - I'm not so sure.

Recently some of the team have taken up weekly badminton sessions too - who says gamers can't do sports? ;)


6- Finally, because I need to know, how much fun was it writing the dialog for the narrator? More than that, how long did it take you to convince the man behind the voice to do it?

Working with Richard Ridings is an absolute pleasure - he's as much a personality in real life as he is when he steps into the disembodied narrator's shoes (but a bit less evil). In fact he's one of the nicest chaps we've met on our long journey with WFTO. When he walks into a room you take notice, and his voice is even more incredible in person. In a way it's also very surreal - for many of us on the team Richard's voice is counted amongst our fondest childhood memories. So you could say it really is a dream come true.

Richard was on board with the project from the early days, and we can't thank him enough - his voice has really taken the game to the next level and brought back that special Dungeon Keeper feeling. He even joined us at EGX 2013 to check out the game for himself!

From our writer:
Scripting lines for Richard's character is as much fun as you can imagine. Writing comedy is liberating at the best of times - even more so when you're dealing with someone so despicably malevolent. I'm sure Richard feels just as liberated when he steps into the booth to bellow out the lines!

----

I and the rest of the team at Chalgyr's Game Room would like to thank both Josh Bishop and the rest of the team at Brightrock Games for taking the time to answer our questions. Good luck in the future guys!

Article by Pierre-Yves
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