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  • Former Klei, Telltale devs reveal first-person mystery Firewatch

    by 
    Mike Suszek
    Mike Suszek
    03.13.2014

    Indie developer Campo Santo announced its first game, a first-person mystery named Firewatch. The game is set in the Wyoming wilderness, "where your only human connection is communicating with your supervisor over a handheld radio," according to the game's announcement blog. The game's protagonist, whose job is to "look for smoke and keep the wilderness safe," winds up exploring a "wild and unknown environment" after something pulls them away from their watchtower. Firewatch's official site says the game will press players with "interpersonal choices" that will affect players' relationships with Delilah, the supervisor in question. Campo Santo was formed in September 2013 by former Telltale and Klei developers, including Mark of the Ninja lead designer Nels Anderson and artist Olly Moss. The Cave co-writer Chris Remo joined the team in February after departing from Double Fine. [Image: Campo Santo]

  • Chris Remo leaves Double Fine to join startup dev Campo Santo

    by 
    Sinan Kubba
    Sinan Kubba
    02.07.2014

    The Cave co-writer Chris Remo is no longer working at Double Fine, having teamed up with Idle Thumbs co-stars and Walking Dead designers Jake Rodkin and Sean Vanaman at the recently formed Campo Santo studio. Remo was formerly editor-in-chief at Gamasutra and a community manager at BioShock studio Irrational Games before he joined Double Fine in 2012, where he also prototyped the upcoming Spacebase DF-9. He also recently served as a freelance composer on Joystiq Top 10 of 2013 entry Gone Home. Remo joins the growing line-up of talented developers at Campo Santo, including Mark of the Ninja lead Nels Anderson and industry artist Olly Moss. Campo's first game is in the works with the backing and collaborative efforts of Portland-based app Dev Panic. Inc.

  • The Cave review: Seven spelunkers, none decent

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    01.29.2013

    The Cave is an adventure game, obviously. It's littered with puzzles and pieces of junk destined to become the only objects in the world worth having. The cave itself is a sentient, subterranean narrator, enveloping seven different explorers in a patchwork of dream-like environments that not only pertain to them, but contain the kind of contorted contexts in which a femur and a parrot are essential parts of progress.Those are all signs of the classic adventure, tinged with the incongruous vending machines, gift shops and eternally stranded island hermits you expect from a Ron Gilbert game. But there's something else inside The Cave, a familiar cynicism and cleverness that gradually emerges as each spelunker hits rock bottom. These people – even the monk and the chivalrous knight – are egotistical, unpleasant kleptomaniacs, and you're one of them.%Gallery-164293%

  • Irrational introduces 'Monster Island' ... which we'll never play

    by 
    JC Fletcher
    JC Fletcher
    10.27.2010

    We think Bioshock Infinite looks great and all, but after seeing developer Irrational Games' decade-old pitch for a game about Godzilla-style monsters versus the humans trying to destroy them, we can't help but look at Infinite with a bit of contempt. Sure, it's irrational to think this pitch is what the team would be making if they weren't making the next BioShock -- but we are talking about Irrational Games here! "The pitch promised some 20 monsters, a living city, heavily destructible environments, and a dynamic civil defense network," Irrational's Chris Remo recounted in the studio's latest "From the Vault" feature. The game would have let players control either a monster or the defending forces. To twist the knife, Irrational artist Jorce Lacera went back and illustrated some concept art for the unmade game, including the image above and a reimagining of the classic movie monster Anguirus. Check out the article and spend the rest of the day dreaming about what will never happen.

  • BioWare's Greg Zeschuk on the Mythic merge

    by 
    James Egan
    James Egan
    09.30.2009

    The merging of BioWare with Mythic Entertainment announced in June created a combined RPG and MMO group within Electronic Arts, and since then we've been wondering what will come of this pairing. Chris Remo at Gamasutra interviewed BioWare co-founder Greg Zeschuk about his role as a Creative Officer for the new RPG/MMO group, which sheds a little more light on the inner workings of this new division.The interview subject matter is heavier on RPG discussion than it is on MMOs, but Zeschuk gives readers a look into how the BioWare-Mythic "merger" is working out so far. It also touches upon the company's continued focus on the PC platform. Check out "Building Experiences the BioWare Way: Greg Zeschuk Speaks" at Gamasutra to read about BioWare's approach to making games in a constantly changing industry.

  • CCP Games boosts productivity with agile development

    by 
    James Egan
    James Egan
    04.21.2009

    When CCP Games developed the Apocrypha expansion for EVE Online, it wasn't only the first time that all three studios -- Atlanta, Reykjavik, and Shanghai -- worked in concert on single project, they also created the game's largest expansion to date in record time. EVE Online's lead designer Noah Ward recently explained how CCP was able to accomplish this in an interview with Gamasutra's Christian Nutt and Chris Remo. The company switched from its waterfall development model to agile methods where the game was developed through the collaboration of small teams that showcase their progress to the rest of the developers frequently. Ward says, "Now that we've switched over, we don't have these huge waterfall phases anymore, it's just iterative, agile two week sprints, and we have a demo day at the end [...] and it's just amazing to see how much is actually produced in those two weeks."

  • Dispelling myths to launch Free Realms

    by 
    James Egan
    James Egan
    04.15.2009

    The MI6 conference is an annual gathering in San Francisco which focuses largely on marketing in the video game industry. One speaker at the April 8th conference was Laura Naviaux-Sturr from Sony Online Entertainment, who discussed the upcoming kid-friendly MMO Free Realms.She addressed the challenges in shifting focus away from hardcore fantasy enthusiasts (largely male) to a younger demographic that includes more female gamers. Naviaux said, "Turning to a youth and female audience was like turning a ship." It required SOE to re-evaluate some of the 'myths' the company held, which was the focus of Naviaux's talk. She brought up several key areas that the company needed to address if Free Realms is to succeed, ranging from putting the backstory and creativity in the hands of the gamers rather than spelling it out for them, to the music in Free Realms, which is a departure from what SOE has done in the past. If you're curious about how SOE is approaching this new title, you should have a look at Chris Remo's article at Gamasutra titled "MI6: SOE's Naviaux on Dispelling Myths to Launch FreeRealms."%Gallery-12980%

  • EA is 'very, very pro independent development,' says DeMartini

    by 
    Ben Gilbert
    Ben Gilbert
    03.20.2009

    In what seems to be a multiple year-spanning sea change on the side of EA, the company is not only reaching out to independent developers like Grasshopper Manufacture and Valve, but also working with them to keep their properties autonomous. Chris Remo of Gamasutra sat down with David DeMartini, General Manager of EA Partners, to discuss the idea behind EAP and, in doing so, revealed some interesting truths about the EA initiative."I think that there is very much a renaissance within the EAP based on the leadership of Electronic Arts ... John Riccitiello and Frank Gibeau are very, very pro-independent development," says DeMartini, referring to titles like American McGee's Alice sequel and Suda 51's upcoming game (still untitled), as well as Valve-developed Left 4 Dead. The "renaissance," he believes, isn't spurred by the way in which the EA Partners program has been set up, so much as it's been a focus on "great quality." While last year's Mirror's Edge and Left 4 Dead might not have sold huge numbers out of the gate, there is no doubt that their critical reception has been overwhelmingly positive. To add credence to his argument, sales of both titles have held steady as time goes on."What we've proven is that there is no one model. What we have also proven is quality and innovation always win." Not a terrible truth to arrive at, if we must say so ourselves.

  • Oh, Aaron Greenberg: PS3 'hemorrhaging at retail,' GTA IV DLC would have beaten Killzone 2 at retail

    by 
    Ben Gilbert
    Ben Gilbert
    03.20.2009

    Citing February NPD numbers against those in the past couple of years -- and Microsoft's own, mysterious Xbox Live numbers on GTA IV's exclusive downloadable expansion -- Xbox 360 product management director Aaron Greenberg did quite a bit of chest pounding to Gamasutra's Chris Remo yesterday. Broaching the subject of competitors head on, Greenberg says, "What we hear from our partners is that it's not just PS3, it's also PS2 down 62 percent year over year. With that business declining, and with the PS3 business declining, it's been described to me as hemorrhaging at retail right now, and it just keeps getting worse."Moving right along to the subject of Killzone 2 -- a game released on the 27th of a 28 day month -- Greenberg compares the title to the aforementioned GTA IV mystery numbers, "If that content was sold at retail, it would be one of the best sellers across all platforms. It would have outsold Killzone 2." Considering GTA IV's astronomical sales numbers, if even half of the game's owners have the 360 iteration and a quarter of those people bought the expansion, that's over 1.5 million downloads. Still, without hard numbers to back up his statements, Greenberg's words amount to little more than our monthly rendezvous with executive smack talking. Update: SCEA responds to February NPD numbers on Joystiq PlayStation. "We have no doubt [Killzone 2] will deliver a next gen experience and will be responsible for driving hardware sales throughout the year."

  • Nexon America appoints new CEO

    by 
    James Egan
    James Egan
    03.03.2009

    Nexon, creators of popular MMO titles such as MapleStory and Mabinogi, announced today that they've appointed a new CEO for Nexon America. Chris Remo reports for Gamasutra that Daniel S. Kim has been named as the CEO of Nexon's US subsidiary. Kim isn't new to the company, having already served as executive VP with Nexon's global strategy group in Korea, Gamasutra reports. Kim is stepping into the role previously held by Nexon America's former president and CEO John H. Chi, who is no longer with the company.