Posts Tagged ‘Loot Drop’

Brathwaite & Hall Pull The Plug On SHAKER Kickstarter

By John Walker on October 20th, 2012.

In a rather surprising move, Brenda Brathwaite and Tom Hall have announced they’re cancelling their Kickstarter for SHAKER, formerly Old-School RPG. Despite their having already raised a quarter of a million dollars, and the realistic possibility that they’ll see that quadruple in the next two weeks, they’ve chosen to retreat in the face of criticism that their pitch just wasn’t strong enough.

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Intriguing: Old-School RPG’s Sci-Fi Fantasy World

By Nathan Grayson on October 6th, 2012.

Brenda Brathwaite and Tom Hall’s old-school RPG, Old-School RPG, has been the talk of the town lately, but – in all honesty – the town hasn’t had all that much to actually, well, talk about. The big Kickstarter reveal was fairly light on down-and-dirty details, so instead, most resorted to speculation. Others to flat-out making things up. And still others to crime. Now, though, Loot Drop’s dropped something worth holding onto – namely, a fairly sizable helping of plot/world details.

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Wizardry, Anachronox Devs Kickstart Old-School RPG

By Nathan Grayson on October 4th, 2012.

Believe it or not, this is an actual backer reward - velvet pillow, front door delivery, and all. I can respect that.

Do you want an old-school RPG? Wizardry vet Brenda Brathwaite and former Anachronox mastermind Tom Hall sure do. They also want a million dollars, which is another pursuit I think we all have in common. So the longtime dev duo  – in conjunction with John Romero and Ghost Recon: Commander studio Loot Drop – has taken those most basic of human desires to Kickstarter in spite of the incredible risk associated with such a decision. And while Brathwaite and Hall’s variation on the theme ticks quite a few of the requisite “back in my day” boxes, it does stand to do one pretty unique thing. Or, well, technically two, I suppose.

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Are Social Games Really Social? Games?

By Nathan Grayson on May 22nd, 2012.

FEAR US FOR WE ARE GIANTS.

Embarrassed kids are amusing. A parent or authority figure co-opts a line or two of their lingo, and they act like it’s the cataclysmic end of everything they hold dear as foretold in The Prophecy. It is, to them, a corruption – a barely recognizable remnant of something they once loved that’s been chewed up, spat out, and then obliterated by a fortuitously timed meteor. It’s interesting, then, to watch fully (or at least, mostly) grown adults react the same way any time social games come up.

And yet, while the parent/grandparent parallel still applies, there is some reason behind social gaming’s reprehensible reputation. The overwhelming majority of the titles that gum up Facebook’s works bombard users with requests and notifications while waging a rapidly escalating war on their wallets. Worse, calling them “social” is a major stretch, seeing as friends in Zynga’s “ville” games or even Funcom’s The Secret War are less people and more currency. It’s almost enough to make you wonder if all those “incredible gaming possibilities” Facebook proponents tout are even real. That in mind, I spoke with Brenda Brathwaite and John Romero – whose company Loot Drop just launched Ghost Recon: Commander – about how the modern age has shaped social games and whether or not they’re having a negative effect on the people who play them.

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Hair Apparent: John Romero Details “MMO-ish” FPS

By Nathan Grayson on April 6th, 2012.

Ahem.
After a number of ventures that took him from an ill-fated N-Gage Red Faction spin-off to an ill-fated Gauntlet sequel, Doom co-creator (with locks that flow like choruses from the mouths of angels) John Romero is eyeing his old-school bread-and-butter. Speaking with Eurogamer, he described his previously hinted at shooter as a “MMO-ish” and “PC first.” I like both of those things. Let us hope his new game is fated to be ill in the colloquial, “that was totally ill” sense and not the one that’s, er, more commonly come to be associated with John Romero.

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