Posts Tagged ‘Kickstarter’

Good-o: Kickstarter Becomes Public-Benefit Corporation

Crowdfunding platform and dream machine Kickstarter are now a public-benefit corporation. Basically, they’re still a for-profit company but now a positive impact on society is part of Kickstarter’s legally defined goals too.

The announcement’s interesting because often large companies are beholden to shareholders and required to maximise shareholder value – i.e. make money. Obviously, this is not always compatible with, y’know, benefitting people who aren’t shareholders. So becoming a public benefit corporation looks to be a good thing, but will it particularly affect your experience of Kickstarter?

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Silent Hills Meets Gone Home: Allison Road Kickstarter

Alice spotted Allison Road [official site] when it first started haunting the internet back in July. I’ve just watched the same 13 minute long prototype video covered in that post and feel the same way about it. Creepy, pleasingly packed with interactive bits and bobs, and somewhat spoiled whenever the protagonist mutters to himself. So what has changed? Well, there’s a Kickstarter, as well as confirmation that the game is set on “a quiet street in the suburbs of Manchester, UK”. That’s where I’m set!

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What Does Kickstarter Mean in 2015?

Once a week most weeks, the RPS hivemind gathers to discuss An Issue. Sometimes it’s controversial news, sometimes it’s a particular game, sometimes it’s a perennial talking point. This week is one of the latter: what do we all think about Kickstarter now that its mega-money heyday, at least for games, seems to have passed? Is it a well we’ll keep going back to? What expectations and entitlements do we have from developers’ crowdfunding promises? Are people buying dreams, or investing in chances? And what about that there Star Citizen, eh?
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Kickstarting Simulations: The DOs And The DO NOTs

In readiness for Flare Path’s imminent swan dive into game development (After long negotiations with W.E. Johns Media we’ve finally secured the Worrals licence!) I’ve been examining crowdfunding options this week. Having studied dozens of Kickstarter and Indiegogo sim projects I believe I’ve now got a pretty good idea of what persuades punters to part with their pennies and what causes them to hurry past. In fact I’d go so far as to say I’m now perfectly equipped to cobble together an intelligence-insulting, dream-trampling Sim Developer’s Guide to Crowdfunding. Read the rest of this entry »

Surrealist Exploration RPG: A House Of Many Doors

I’ve been waiting for A House of Many Doors [official site] to arrive on Kickstarter for a while now. Developeres Pixel Trickery are asking for £4,000, which will be added to savings and £12,000 of funding from Sunless Sea makers Failbetter Games, it’s an exploration-based RPG set in a bizarre world in which you play a poet/journalist. Listen.

“In A House of Many Doors you are an explorer, poet and spy, traversing and mapping the House – a vast parasite dimension that steals from other worlds. You explore the House in a clanking train with mechanical legs. You will discover bizarre civilizations, assemble a dysfunctional crew and level up your poetry, while clinging to life and sanity.”

The list of influences includes Planescape: Torment and Calvino’s Invisible Cities. I want it.

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Of Fantasia And The Black Cauldron: Tsioque

I’ve mentioned Fantasia and The Black Cauldron above because there’s something about the combination of dark fantasy and slapstick animation in Tsioque that brought them both to mind. Admittedly, I haven’t seen The Black Cauldron for years and looking at a few screengrabs has convinced me that it might not be quite the film I thought it was, but I’m sticking to my guns here. There’s something of Bluth in Tsioque as well.

Whatever the merits of my references, Tsioque [official site] looks like a delicious slice of fantasy, starring a young girl in a dark castle. You can play a demo right now or read on for more information.

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Wot I Think: Satellite Reign

When I consider Satellite Reign [official site] as a whole, a grand canvas spattered with raindrops, neon and bulletholes, I’m in love with it. Yes, it looks and feels a little like Syndicate, but 5 Lives’ Kickstarted RTS-RPG does not slavishly follow a model from the past. Its city is open, a series of district-hubs with opportunities and mission locations scattered across them, and there are many possible routes to victory.

Satellite Reign is, from the wide-scan satellite’s view, a thing of beauty and promise. But I’ve been down in the streets for the last few days to take a closer look at the city. Here’s wot I think.

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Wot I Think: Planetary Annihilation – Titans

Announced and released today, Planetary Annihilation: Titans [official site] is an expandalone version of Uber Entertainment’s Planetary Annihilation. The original game, Kickstarted and released last year, was trapped in the orbit of two RTS giants – Total Annihilation and Supreme Commander. Staff at Uber had worked on both games and their new venture was seen as a spiritual successor of sorts, pitting enormous robotic armies against one another, backed up by Commander units, supply-and-demand resource management, and base-building.

Titans adds, tweaks and modifies but does it do enough to make Planetary Annihilation worthy of a second look? I’ve been playing since late last week and here’s wot I think.

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Divinity: Original Sin II Heading To Kickstarter This Month

At Gamescom, I spent some time with Larian and Divinity: Original Sin’s Enhanced Edition [official site]. It’s almost completely redesigned, adding controller support for splitscreen local co-op, containing considerable rewrites and additions, and retooling everything from specific quests to the entire loot system. There’s also full voice acting and a revamped character development system, which should maintain interesting progression right through the end-game.

Pleasing as it is to see improvements to a great game, it’s even more pleasing to hear news of an innovative sequel. Divinity: Original Sin II will be coming to Kickstarter on August 26th and we’ll be taking a close look at the plans next week. From previous conversations with the devs, I reckon the intent is to push the simulation of the world and I’m hugely excited to see what that involves.

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Premature Evaluation: Zombie Playground

With each new year I think zombies must be about to suffer some sort of cultural burnout - but as relentless and implacable as death itself, they just keep on coming. I suppose their cultural indelibility makes sense given the momentousness of death and the widespread inability to truly believe in its finality. Also the fact that, historically, we have been fucking terrible at actually determining whether someone was dead or not, even as we stuck them in the ground. And we still are.

Each week Marsh Davies tears into the unholy children of Early Access with a wiffle bat and comes back with any stories he can find and/or ends up as a brain-pan buffet. This week he’s played Zombie Playground, a thirdperson brawler set in a school.

Back in 2012, at least 3787 people looked at Jason Chan’s painting – a helter skelter, valiantly defended against hordes of undead tots by four equally pre-pubescent warriors wielding mops and bin-lids – and thought, “Wow! What if this was a game?” Of course, the question they should have been asking is, “Wow! What if this was an extremely rudimentary fulfilment of the Kickstarter promises?” But nonetheless, ask they did, and stump up cash they did, and for three years, these wide-eyed would-be zombie-botherers have continued to ask the same question, albeit with a decreasingly civil tone. Following long periods of silence, and tumult behind the scenes, development duties have shifted to a partnership of three other companies and now, finally, the backers have some sort of answer.

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