Posts Tagged ‘matthew davis’

RPS interviews Into The Breach’s developer about hurting our feelings

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The folks at Subset Games are responsible for the games FTL and its follow-up Into The Breach, which means that they are also responsible for some of the most frustrating yells I’ve done alone on an airplane. I’m sorry to those around me, but I thought I was going to finally complete a run and then everyone I loved exploded or died from lack of oxygen or fell into the ocean. I assume Subset Games has been responsible for similar micro-aggressions against many of you. Which is why Adam Smith from RPS held them to the fire (a pleasant conversation) at Rezzed yesterday.

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Into the Breach’s interface was a nightmare to make and the key to its greatness

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This is The Mechanic, in which Alex Wiltshire invites developers to discuss the difficult journeys they underwent to make the best bits of their games. This time, Into the Breach [official site].

“I think we were resolved to having a UI nightmare from the beginning,” says Matthew Davis, co-designer and programmer of Into the Breach.

“When we decided we had to show what every enemy was doing every single turn, and that every action needed to be clear, it became clear how bad that nightmare would be,” says Justin Ma, its co-designer and artist.

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All Systems Are Go: FTL Launches Today

FTL is out today! At long last. I reckon there’ll be a fair few people reading this who are about to receive their first Kickstarted game and that’s quite exciting, as is FTL itself. I’ve already shared some of my thoughts on the beta version but it does seem as if I’d been drinking vinegar that day. Skimming back through my words, I don’t seem quite as enthused as I actually am about the game’s finer points. When fires rage and crew members panic from room to room, FTL is a delicious brew, random elements combining to create a heady commingling of anxiety and roleplay. It’s a new form of ARPG. Available direct from the developers, on GOG and Steam shortly.

Impressions: FTL Beta

FTL didn’t just have a successful Kickstarter, it was stratospheric. Having asked for enough to finish off their roguelike spaceship sim, the two person development team received enough mony to build an actual interstellar vessel. Thankfully, they stuck around on Earth long enough to finish off the game, which should be out next month. In the meantime, here are my thoughts on the beta.

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