piscian18
[H]F Junkie
- Joined
- Jul 26, 2005
- Messages
- 11,020
I read this over at penny-arcade and I gotta say it'll be a real shame if this doesn't get back. The game actually looks triple AAA quality and it's partially complete. It'll be available for PC MAC and IOS.
http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan
Trailer with gameplay http://www.youtube.com/watch?v=emt01IYhQ-Q
You receive a desperate phone call from Hope, a young woman trapped within a shadowy totalitarian state. Using a stolen phone, she calls and begs you to hack into the nation's surveillance system, assume control, and help her escape from the clutches of the omnipresent Overseer.
Developed by industry veterans behind AAA games like Metal Gear Solid, Halo, F.E.A.R., Kinect, and cutting edge videos like the Skyrim television spot and the iconic iPod "silhouette" ads, République represents a strategic alliance between Camouflaj and Logan to make an epic action game designed specifically for touch-based devices.
On October 31, Logan founder, Alexei Tylevich, and I wrestled with feedback we received from industry colleagues who told us that our ambitions were too big. They suggested we do something simple and small like so many other games on iOS... Alexei and I spent hours reviewing the production and financial risks. We discussed our belief that gamers will embrace iOS when more games are made for them. By sunset, we were even more committed to doing something different, big, and risky.
Here are the goals we outlined with the teams: Design a game and write a story for touch-based devices Create an intense action game without a focus on killing Feature a believable, non-sexualized female lead Explore heavy topics, say something meaningful Push cutting-edge graphics on mobile
On Halloween night 2011, République was born.
Symbiotic Gameplay:
On October 31, Logan founder, Alexei Tylevich, and I wrestled with feedback we received from industry colleagues who told us that our ambitions were too big. They suggested we do something simple and small like so many other games on iOS... Alexei and I spent hours reviewing the production and financial risks. We discussed our belief that gamers will embrace iOS when more games are made for them. By sunset, we were even more committed to doing something different, big, and risky.
Here are the goals we outlined with the teams:
- Design a game and write a story for touch-based devices
- Create an intense action game without a focus on killing
- Feature a believable, non-sexualized female lead
- Explore heavy topics, say something meaningful
- Push cutting-edge graphics on mobile
Features:
Here are the specs Camouflaj and Logan are building to:
- 4-6 hour campaign
- "Stealth Survival" hybrid genre
- Metroidvania exploration & 3D map mode
- Branching, gripping, pull-no-punches story
- Full voiceovers
- Real-time cinematics
In the event that we surpass our initial funding goal, every penny will go into building an even bigger game with features that you will help us define.
AAA iOS Experience:
Thanks to the global proliferation of iPhone, iPod Touch and iPad, hundreds of millions of people are now carrying a powerful gaming device with them every day. Finally, game makers can truly speak to a global audience, an audience that -- thanks to touch controls -- can easily jump into the interactive experience.
iOS is becoming a great gaming platform, but where are the games for people who love intense action and story-driven experiences? Where are the AAA games designed specifically for touch-based devices? As someone who loathes virtual joysticks, I have great respect for what Chair Entertainment did with Infinity Blade: they built an action game specifically for touch devices. We aim to do the same.
Without fail, every company we've shown our game to has expressed sincere excitement about its creative ambitions. In unison they proclaim: "Yes! This is exactly the kind of game I want on my iPhone and iPad!" But when it comes down to dollars and cents, the most consistent feedback we get is: "You have to prove that there's a market out there for this. And don't use Infinity Blade as an example unless you can guarantee your game will also be featured an Apple national TV spot."
If you believe like I do that that there are millions out there who want more serious games on mobile, please support République and send a message.
http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan
Trailer with gameplay http://www.youtube.com/watch?v=emt01IYhQ-Q
You receive a desperate phone call from Hope, a young woman trapped within a shadowy totalitarian state. Using a stolen phone, she calls and begs you to hack into the nation's surveillance system, assume control, and help her escape from the clutches of the omnipresent Overseer.
Developed by industry veterans behind AAA games like Metal Gear Solid, Halo, F.E.A.R., Kinect, and cutting edge videos like the Skyrim television spot and the iconic iPod "silhouette" ads, République represents a strategic alliance between Camouflaj and Logan to make an epic action game designed specifically for touch-based devices.
On October 31, Logan founder, Alexei Tylevich, and I wrestled with feedback we received from industry colleagues who told us that our ambitions were too big. They suggested we do something simple and small like so many other games on iOS... Alexei and I spent hours reviewing the production and financial risks. We discussed our belief that gamers will embrace iOS when more games are made for them. By sunset, we were even more committed to doing something different, big, and risky.
Here are the goals we outlined with the teams: Design a game and write a story for touch-based devices Create an intense action game without a focus on killing Feature a believable, non-sexualized female lead Explore heavy topics, say something meaningful Push cutting-edge graphics on mobile
On Halloween night 2011, République was born.
Symbiotic Gameplay:
On October 31, Logan founder, Alexei Tylevich, and I wrestled with feedback we received from industry colleagues who told us that our ambitions were too big. They suggested we do something simple and small like so many other games on iOS... Alexei and I spent hours reviewing the production and financial risks. We discussed our belief that gamers will embrace iOS when more games are made for them. By sunset, we were even more committed to doing something different, big, and risky.
Here are the goals we outlined with the teams:
- Design a game and write a story for touch-based devices
- Create an intense action game without a focus on killing
- Feature a believable, non-sexualized female lead
- Explore heavy topics, say something meaningful
- Push cutting-edge graphics on mobile
Features:
Here are the specs Camouflaj and Logan are building to:
- 4-6 hour campaign
- "Stealth Survival" hybrid genre
- Metroidvania exploration & 3D map mode
- Branching, gripping, pull-no-punches story
- Full voiceovers
- Real-time cinematics
In the event that we surpass our initial funding goal, every penny will go into building an even bigger game with features that you will help us define.
AAA iOS Experience:
Thanks to the global proliferation of iPhone, iPod Touch and iPad, hundreds of millions of people are now carrying a powerful gaming device with them every day. Finally, game makers can truly speak to a global audience, an audience that -- thanks to touch controls -- can easily jump into the interactive experience.
iOS is becoming a great gaming platform, but where are the games for people who love intense action and story-driven experiences? Where are the AAA games designed specifically for touch-based devices? As someone who loathes virtual joysticks, I have great respect for what Chair Entertainment did with Infinity Blade: they built an action game specifically for touch devices. We aim to do the same.
Without fail, every company we've shown our game to has expressed sincere excitement about its creative ambitions. In unison they proclaim: "Yes! This is exactly the kind of game I want on my iPhone and iPad!" But when it comes down to dollars and cents, the most consistent feedback we get is: "You have to prove that there's a market out there for this. And don't use Infinity Blade as an example unless you can guarantee your game will also be featured an Apple national TV spot."
If you believe like I do that that there are millions out there who want more serious games on mobile, please support République and send a message.
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