Posts Tagged ‘Monaco’

Redwall Meets Revolution: Tooth And Tail

Tooth and Tail [official site] is to Command and Conquer what Monaco was to an actual bank heist. If you took an RTS and threw it into a pot then burned off all the fat, you’d be left with something that looked a little like the latest from Andy Schatz and his team at Pocketwatch Games. But would you lose some of the flavour as well? I played the game at GDC (Pip beat me, as usual) and spoke to the team about its design, artistic and mechanical.

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The 25 Best Stealth Games On PC

Below you will find the 25 best stealth games ever released on PC. There are sneaking missions, grand thefts, assassinations, escapes and infiltrations. Stay low, keep quiet and we’ll make it to the end.

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Sweet-Centred Discounts: Indie Piñata

If one thing has become clear to me over the last couple of years, it’s that Those Who Game need even more ways to spend their cash on discounted games. In the lull between digital sales events that are engineered with more precision than Black Friday’s SWAT support, wallets are exposed to a paltry forty two thousand bundles and Steam has not yet incorporated second-long flash sales into its infrastructure.

Good news arrives in the form of Indie Piñata, a collection of games selected by developers. They’re all on Steam and if you own one, you qualify for discounts on the rest. I’m not particularly interested in the discounts (too common), but I am intrigued by the idea of dev-curated collections. Particularly now that keeping track of ‘new’ releases on Steam has become rather difficult.

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Fin: Monaco Adds Fourth And Final Campaign

Bonsoir ma chérie

With Pocketwatch Games starting work on its “RTS you could play in a party setting” Armada, it’s time to stop coddling Monaco and set it free into the big wide world to stand on its own two feet. Run, Monaco! Be free! It’s hard to let go, though, so Pocketwatch has packed one final patch for its darling little heist ’em up: cheese & Marmite sandwiches, a kiwi fruit (forgot a spoon though), a Tunnock’s Tea Cake, and the fourth and final official Monaco campaign.

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Monaco Developer Announces “First Great Gamepad RTS”

Monaco developer Pocketwatch have announced a new game, which they are currently calling “Armada”. This is, they stress, currently a working title, and the game is in the very earliest phases of development, having no real art to its name. But there is a strong concept, and they’re keen to talk about that.

I caught up with pocketwatch man, Andy Schatz, to talk about the new game, which he described as “an RTS you could play in a party setting.” Have a nose at that below.

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FLEEE IN TERROR FROM THE HUGE SEAL (STEAM SALE)

Therrrrrrrrrre is so much a seal could tell you, so much he could bark. Yoouuuuuuuuuuuuuu remain, MY POWER MY PLEASURE MY *COUGH-LIKE BELCHING NOISE*

[Earth-shaking slapping sounds can be heard in the distance, like fresh lard being cannon-fired at an ancient war drum]

Do you hear that?

[A glass of water ripples ominously; a largely decorative Jello mold does the same, but fails to be particularly frightening]

Something’s coming. Something big.

[Dogs whine, horses stomp frantically, one or two people glance up from Western-shootout-caliber staredowns with Facebook on their phones]

It’s… it’s… SEAAAAAAAAAAAAAAAAAAAAAAAAL.

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Still A Steal: Monaco Gets Huge Free Halloween Update

Delightful co-op heister Monaco is getting in the holiday spirit… of Christmas, for Halloween. The Jim-approved wonder has stolen from the, I guess, someone to give bounteous gifts to the poor/you, resulting in an update that will knock your socks off (or your entire Halloween costume, if you’re going as gigantic sock). For one, there are zombies, because there are always zombies, but also the update’s added an entire mini-campaign titled Monaco Origins that’s rich with character-driven backstory. Details belooooooooooooooooow.

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It’s A Steal: Monaco Gets Free Level Editor

What do you think of Monaco? Jim thought it was entirely delightful, and he was tickled neon pink (and neon every other color) by its roguish charms. This bit of his opinion rainbow, especially, is pertinent: “I particularly like The Hacker because he shows off what teeming systems the levels present. While anyone can hack a computer terminal, The Hacker can use plug sockets to send ‘viruses’ spinning around the level infrastructure. This allows you to disable alarmed doors, security cameras, and so on, but it also gives you an idea of how much there is going on in any single building. It’s a beautiful thing to see buzzing around you. It adds more life to a game that already feels fresh and awake and busy.”

Basically, the levels are brilliantly intricate webs of life, interconnected circulatory systems that you must slice and dice piece-by-piece. But now dismantling is only one side of the coin, because Pocketwatch has released The Mole’s Workshop, a free set of level editing tools with Steam Workshop integration.

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Wot I Think: Monaco


Monaco won the IGF in 2010 with a compelling prototype and a handsome smile. In 2013 it’s being released as a sprawling, brilliantly-composed heist game that is poised, like a ludological cat-burglar, to steal our imaginations. The years of polish show in layers of features and detail, while the core idea that won the IGF – of single or multiplayer replayable heists – continues to produce gold on every playthrough.

This is one of the most important independent games this year, and might well end up being one of the best-loved games of the decade.

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Monaco’s Trailer Has Stolen My Heart

Mon then.
I played a beta of Monaco about, ooh, two years ago. Back then, I was already impressed with the top-down steal(th) game’s interesting take on co-op thievery. It was one of those games that already felt complete, and I expected a few months more polish was all it needed. Craig of two years ago was such an optimist! Well, we all know the truth, and the game did not make my launch window. I was made to look a fool! But I can’t stay mad at Monaco. It will finally be out on April 24th, and there’s a trailer showing of where all that time was spent.
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Hail To The Thief: Monaco Coming Later This Month

Being a good thief requires patience. Co-op heist darling Monaco, for instance, has been on the radar for ages (we first posted about it back before thievery was even invented, in the primordial mists of 2010), so it’s methodically slipped in and out of hiding to avoid detection and subsequent ejection. Or, you know, it’s a hyper-ambitious independent videogame, and hammering its many moving parts into working order was akin to coordinating a hitch-free heist of the world’s foremost exceedingly loud clown shoe, whoopee cushion, and  landmine museum. Regardless, its release is now finally, mercifully right around the corner.

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It’s A Steal: Andy Schatz Talks Monaco, Other Stuff


Andy Schatz’ inspired multiplayer co-op heist game,Monaco, is a lot of fun. I’ll describe that fun to you in more detail in another article. For now, though, with the game just a couple of months from release, have a read of my chat with the creator of the IGF-winning game. We talk Indie Fund, Kickstarter, Volcanoes, and the joy of beta testing. Read on!

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Monaco Will Soon Be Yours (If You Want)


Monaco is one of the best co-op games I can remember, and it’s also one of the best heist games I can think of. It also won the IGF, which means that you have plenty of reason to be interested in pre-order of Monaco. Yes, tempting isn’t it? Very tempting… Perhaps you’d also like to see the game being played in brilliant fashion in a gameplay video? That’s below, just to sweeten the pudding. Mmm!

Final release of the game will be around March, although Mr Schatz says he hasn’t quite nailed down a date.
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The Stealth Letters, Part One


Stealth game fans pay heed. Over the next two days RPS hosts a conversation between Nels Anderson, Lead Design of Mark Of The Ninja, and a number of other stealth-game luminaries, as they discuss matters of of sneaking and hiding in videogame form. Anderson talks to Patrick Redding, Game Director on Splinter Cell: Blacklist, Andy Schatz, creator of Monaco, and Raphael Colantonio, co-creative director of Dishonored.

This is part one, part two will appear tomorrow. Onwards! (But stay out of sight…)
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Steal Incredible Prizes: Win Monaco Closed Beta Keys!


UPDATE: Andy has chose the winners. Check your email later tonight to see if you won. Winners list is here.

IGF winning heist game Monaco – which I can report is fairly brilliant – is having a closed beta. Yes, very closed, only a select few people are invited. And some of those people are you. Well, if you can be clever, anyway. Developer Andy Schatz is reading, and he’s going to pick ten commenters from this thread to receive access to the beta. The keys will be sent to your RPS-registered email address by me, so if you can’t check that for whatever reason, you might want to provide another. For your comment, please reason why you should get a key in verse. Haiku and limericks would be preferred.

Oldish Monaco footage below, too.
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Getting Heist: Making Monaco Timelapse

This ain't Jimmyz.
If only Monaco Is Mine was being developed at the pace this video demonstrated. We’d all be heisting together, instead of picking at every little crumb of development info the haughty team tosses our way. What you’re about to watch is a time-lapse in which a single-player level built, and therefore is totally spoiled for educational purposes. Dare you click the link? I think you’re chicken. Buckaww!
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Monkeys, Viruses, Chaos: Monaco

Hello! I’m supposed to be away today (don’t envy me – I was doing my tax return, weeping, screaming, not having any fun), but I just wanted to stop in and share this level walkthrough of Monaco: What’s Yours Is Mine with you. Even now, some sixteen years on from its original announcement, Andy Schatz and Pocketwatch Games’ long in the making, IGF winning co-op heist is one of the games I’m most looking forward to right now. Here’s a little taste of why I think that, as well as a bit of hot monkey action and some top mad piano noodling.
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YOU Can Make Monaco More Realistic, Kinda

This screenshot is probably waaaaaaaay out of date. OH WELL

Monaco! There’s a game I’m very excited about. Hopefully we’ll have a ton to say about it very soon. Meantime, creator Andy Schatz is working on enfleshening his co-op, semi-free-form heist game, and one thing he’s decided upon is making sure any hacking language and terminology used in it (i.e. when a character is hacking an in-game computer) is relatively convincing. That’s where you come in.
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A Steal: Indie Fund Invest In Monaco


The happiest person I’ve met at GDC so far has been last year’s IGF winner, Andy Schatz, the creator of 4-player heist game, Monaco. Why so happy? Well, the Indie Fund – an investment group set up by the World Of Goo creators 2D Boy and others – is funding his game, allowing him to hire a level designer and to focus on getting the game just right. “It’s coming together so fast that we might go beyond the twenty levels of the story mode,” Schatz told me. “We could end up having a bunch more multiplayer maps.” And, having played some of that both with the rest of RPS, and yesterday with Schatz, I can confirm that this is Good News. The game will also ship with online multiplayer and an editor – an editor whose maps are miraculously encoded into the side-on loading screen images of the game. Magic.