Saturday, March 27, 2010

Busy month

The BPRE beta is entering month 2. It's amazing how much we've learned and adjusted our initial product to suit life in the great outdoors. Among the various optimizations, UI adjustments, feature tweaks and art changes, there has been one sweeping change that we're still working through. When we did the mission outline and shoot back in July of 2009, it was based on a treatment of a BPRE graphic novel that was near finished draft. We did paper prototypes, designed and produced templates, hooked them up to the app and then let people play with them...

Fast forward to November and MW2. MW2 was an interesting turning point for me as a creator on several levels.

First, it was an amazing roller coaster ride that delivered a level of fidelity and polish, previously unseen in "war" game.

Second, despite great voice acting and graphics, it was one of the most disappointing narratives I've ever experienced. Not to mention, it seemed like every time you turn around in the game someone else was picking up the slack(getting punched out, having ceiling fall on me, someone else catching the bad guy I couldn't seem to catch, grabbing my hand as I missed a jump onto a rope ladder, etc.) or I was outright getting killed. That is, of course, when the developers weren't busy bringing characters back from the dead and undermining all the dramatic sacrifice from the CoDMW single player experience.

After playing MW2(and last year's MGS4), the last thing I wanted was yet another twist ending where the player is betrayed by command or some other war is bad preachy thing.

So I sat down and started over and produced a totally different story, same world and still based on real world operations, but with a whole new spin.

One month later, when the team read the draft, everyone got very excited. From the narrative side, we were suddenly in much darker territory with protagonists who were driving the story rather than being driven by it - aka a "Snow Crash" vs "Neuromancer" approach. The new narrative has more potential for diversity in terms of gameplay in a social network environment(ie it's not jsut shooting people - not that there's anythign wrong with that).

We started thinking and talking about BPRE in terms of a modern warfare RPG rather than as a modern warfare FPS/action game...

Fast forward two months and Echelon is knee deep in beta .9999999

Our target is far different than when we started, but we're going with it. The creative process is mercurial and it needs to be controlled but it should not be walled in either. Sometimes, you need to re-write and re-shoot. Sometimes you have to work with what you have. Sometimes, it's a little of both.

Armed with a better understanding of what we have in our hands, we're prepping to do a shoot for the next mass of content in about 4 weeks with the latest iteration of the comic series, driving the mission but not the details. It's an exciting time.

Wednesday, March 3, 2010

Black Powder | Red Earth beta

Released

Once you install send me an email or PM on facebook so I can activate your account. We're still improving functionality and optimizing load times, etc. If you do play, do me a favor and send us some feedback or post in the discussion boards.

Saturday, February 27, 2010

Invincible Gate Mind of the Infernal Fire Hell

I almost forgot, the new Hayaino Daisuki has landed after almost 2 years ^O^





27 February, 2010

We're in beta 3 of facebook Black Powder | Red Earth rpg. We're planning on releasing chapter 2 as part of beta 4 later this week. If all goes well, we will probably open it up and release chapter 3 a few days after that. I just did a new pass on the art to make sure everything was up to snuff and the color tuning was just what we wanted.

It has been a humbling and illuminating experience producing this game. We'll continue to release content for it throughout the year and potentially prototype some gameplay that could be explored further in a 3D actualization of the game. All the push to get the facebook game baked and out of the oven has pushed my work on the comic book to the side, but maybe for the best.

I had the opportunity to interview an individual who was able to sit me down, run through my scenario, give a few pointers and then design a realistic chain of events around the premise. It's given a lot of new ideas that can be exploited in the RPG down the line. Speaking of the premise have you seen:


In other news, just finished Mass Effect 2, which I vastly preferred to ME, which I honestly got sick of within 2 hours of playtime. ME2 reminds me a lot of Deus Ex (note DEx is easily one of my top 5 games of all time, up there with Syndicate, Mercenaries and Radiant Silvergun).

Also got a chance to see "Shutter Island" this week. I picked up the soundtrack as soon as I got home. While browsing I added Clint Mansell's "Moon". I've been a fan since I heard his work in "The Fountain". Both are killer for solemn moody atmosphere. Been switching between those and the Rosenfeld demos as my soundtrack to this week's creative apocalypse.


Wednesday, December 30, 2009

3 posts in one day

And I wanted to quickly add, while I really enjoyed the game play of MW2...I really couldn't get over how ridiculous the story was. Not to mention the lack of dedicated servers on PC and the hordes of obnoxious Xbox Live users have got me to put the game down(for good maybe?) after only 2 months. I played CODMW for almost 2 years, despite the hackers...

Then again, 10 million in sales doesn't lie. Sigh.

After years and years of work

Black Powder | Red Earth is almost here. The facebook rpg is playable start to "finish" and we're working on tweaks/tuning and extra features. After working on this specific project for almost 8 years now, it's amazing that there is still more polish, tweak, edit and learn.

There's been so many iterations and so much hard work put in by so many people including but not limited to and in no specific order:

John Zinn
Travis Haley
Kane Smith
Markus Eslitzbichler
Byungju Kang
Ed Chow
Tim Tracy
Mark Gilson
The good people at Alias who fronted us Maya 7 for our UE3 work
The fine folks at Epic Games who gave us a shot with the UE3 toolset

It's funny to think we started as a Half Life 2 single player mod, became a UT2004 multiplayer mod, continued on to a UE3 then totally switched gears to a Facebook RPG(when we couldn't get any publisher backing/support for a dedicated PC product) and are now starting to explore what the next steps will be after we release the facebook game! Not to mention we started as a jungle warfare game, went to Mars and are now back on Earth 10 years in the future?! Yes...it's been a hell of a ride.

Thanks for hanging in there ^_^

I wrote this for Metal Maniacs sometime ago...

For a feature they ran called death match. It was never published and I was never paid, so here it is. Enjoy :)

Speed freaks are a funny bunch.

First there was Kiss. They screamed and played fast. Then there was AC/DC. They played faster and more distorted. Oh, and the guitar player was insane. Motorhead followed. They were the fastest and heaviest thing on wheels until I was introduced to DRI and Slayer by the kid's who were smoking behind the Library at the tender young age of 12. On hearing Reign in Blood a few years later, I thought, "How can it get any faster short of playing the records at 78 RPM?" A favorite past time of mine for many years (Hey Ricky Bobby wanted to go fast. So did I >o<)

Enter Napalm Death, Repulsion, Carcass, Anal Cunt and 7 Minutes of Nausea. Most people, even the punk/hardcore/metal kids I knew, didn't have the bandwidth for these bands. Throttle down, distortion on and 6-20 minutes later it was over. Like Son Tay raiders, they were audacious, violent and at the top of their game. The ultra-compact, stripped down mission statement of "Reign in Blood" was turned into a stand-alone genre where raw emotion was pushed out through guitars, drums and vocals as fast as humanly possible.

Bands recorded the takes live, complete with mistakes, because there are no mistakes when you are locked on dodonpachi style. "Mistakes" are a invention of producers looking to make pop hits. Perfection has nothing to do with the frayed racket of humanity that is grind. When I am lost in a grind song, it's probably the most honest I'll ever be with myself because ego doesn't matter. It's not about me, even though nothing else will ever be more about me. It's the black box that survives the plane crash and shares it's last moments with you over and over again.

And then, there's the physical side.

When I was in Discordance Axis and it came time to do a new record or a show, Da5e Witte would give up his vices(drinking beer mostly). I would start running, cycling and riding down the road in my car screaming along with SOB, volume maxed out and windows rolled down. And then there are the guitar guys...

Last time I was in Japan, I stayed with Takafumi Matsubara(GridLink, Hayaino Daisuki, Mortalized) who's day starts by having his morning tea &toast while playing a million miles and hour for like 20 minutes to warm up so he can start playing "fast". Before I met Bryan Fajardo(Noisear, Kill the Client, GridLink), I heard stories about him showing up to play Noisear shows, doing his set and then just locking himself in a room to practice blast beats for hours on end.

Like I said earlier.. Ricky Bobby motherfucker.

Finally, there is the creativity. It takes someone special to create records that are essentially one beat the whole way through but still have nuance and form. Music with structure that is built like an SR-71, that is to say it can only be appreciated when it is cruising at mach 3 several miles above the ground.

Many musicians want to mix it up. I say, mixing it up got us rap metal. Enough said. Grind requires a unique talent to manipulate, control and engage at warp speed, creating subtle variations, shifts and sometimes abrupt changes without ever letting off the acceleration.

There is no other form of music, and I love a whole lot of different kinds of music, that is as challenging to get right but more rewarding when it is right, than grind.

I want to go fast. God damn it.