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JackQ
Non-expret in Derps lagunge
Posts: 14178
Location: Kibbutznik, Israel
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Posted: Mon, 24th Sep 2012 16:06 Post subject: Beneath a Steel Sky 2 is happening after all |
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Beneath a Steel Sky 2 is happening, PC, Mac & smartphone release confirmed
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Broken Sword: The Serpent’s Curse developer Revolution included a full sequel to its futuristic adventure game Beneath a Steel Sky in its Kickstarer stretch goals. Despite falling short of the $1 million needed, the studio is going ahead with the game anyway. Good times for fans of the original indeed.
Develop reports that Revolution co-founder Tony Warriner confirmed that the success of its Broken Sword Kickstarter convinced the team to make the game anyway.
“We’re delighted by the recent level of interest in a sequel to Beneath a Steel Sky,” Warriner said, “and are currently discussing design ideas for this project which we plan to go into development following the release of Broken Sword – The Serpent’s Curse. We’re deeply touched that our Steel Sky fans are as enthusiastic today as they were when the original game released in 1994.”
Beneath a Steel Sky 2 will be heading to iOS, Android, PC, Linux and OSX. Develop adds that Revolution is looking into console releases.
Good news? Let us know below. |
Source
"Fuck Denuvo"
Your personal opinions != the rest of the forum
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Posted: Mon, 24th Sep 2012 16:23 Post subject: |
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great news
revolution software early days are still my finest point and click memories.
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Werelds
Special Little Man
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Posted: Mon, 24th Sep 2012 16:23 Post subject: |
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Posted: Mon, 24th Sep 2012 16:23 Post subject: |
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vaifan1986
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ixigia
[Moderator] Consigliere
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Posted: Mon, 24th Sep 2012 16:32 Post subject: |
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So many good news lately, don't wake me up 
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Posted: Mon, 24th Sep 2012 16:39 Post subject: |
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Smartphone huh.. well they are getting 'smarter', I mean faster, like little laptops.
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Posted: Mon, 24th Sep 2012 19:19 Post subject: |
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Posted: Mon, 24th Sep 2012 19:25 Post subject: |
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I've been waiting for the sequel for 18 bloody years <.< FINALLY!
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Posted: Mon, 24th Sep 2012 19:35 Post subject: |
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You have to wonder how it will hold up to the first game without Dave Cummins involvement. I don't really have much faith in Charles Cecil after the last Broken Sword games. But we'll see.
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JackQ
Non-expret in Derps lagunge
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Posted: Mon, 24th Sep 2012 19:37 Post subject: Re: Beneath a Steel Sky 2 is happening after all |
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anyway,it's quite surprising they already working on it without the final 1M$ goal reached,but it was quite obvious it will be hapning now soon then ever though
"Fuck Denuvo"
Your personal opinions != the rest of the forum
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Posted: Mon, 24th Sep 2012 20:00 Post subject: |
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pillermann wrote: | You have to wonder how it will hold up to the first game without Dave Cummins involvement. I don't really have much faith in Charles Cecil after the last Broken Sword games. But we'll see. |
If you played the Broken Sword Director's Cut, you could see that the talent is still there - the additional scenes were pretty well done.
The main problem I had with the Director's Cut, was how easy the puzzles were. Most of the new puzzles involve putting A inside B. Pin inside hole, key inside lock, another key inside lock, cylinder inside hole, etc. etc. If you look at the classic puzzles, it was far more dialogue oriented: half the puzzles involved talking to people, cross examining and showing items. It's what made people enjoy the game - because it didn't have insane puzzles.
Beneath A Steel Sky was more item oriented but quite a bit of it was dialogue-focussed as well. At least half the obstacles involved talking to people which was a good step in the right direction.
I think the biggest obstacle, will be capturing the atmosphere of the first game. It's the atmosphere that really sucked me in - but with their current engine, they'd need to put a lot of attention in the backdrops and I'm not sure their current artists are capable enough. Broken Sword is one thing, making a bleak dystopian semi-Blade Runner kind of future radiate from the backdrops is quite another thing.
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Posted: Mon, 24th Sep 2012 20:03 Post subject: |
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As long it doesn't include any horrible virtual reality puzzles which require me to slow down the game and then it keeps getting glitched before the player is able to pick up a particular object....
1 and 2 are still amazing.
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Posted: Mon, 24th Sep 2012 20:08 Post subject: |
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Yuri wrote: | As long it doesn't include any horrible virtual reality puzzles which require me to slow down the game and then it keeps getting glitched before the player is able to pick up a particular object.... |
Eh what? I don't recall any puzzle in VR based on speed - never had the game glitch either and I completed it at least 10 times.
EDIT: except for the eyes <.< forgot about those but they were so easy to beat I almost forgot about them.
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Posted: Mon, 24th Sep 2012 20:11 Post subject: |
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The portion where you go "all tron" into the virtual stored files of that dead woman... forgot her name. That part always glitched back then.
The only point where I said screw it and checked the solution only for it to turn out to be something related to changing game speed from the options menu.
Haven't played it in years so I guess it must be fixed by fans.
1 and 2 are still amazing.
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Posted: Mon, 24th Sep 2012 20:54 Post subject: |
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red_avatar wrote: | It's the atmosphere that really sucked me in - but with their current engine, they'd need to put a lot of attention in the backdrops and I'm not sure their current artists are capable enough. Broken Sword is one thing, making a bleak dystopian semi-Blade Runner kind of future radiate from the backdrops is quite another thing. |
Depends if they can get Dave Gibbons on board. If they do, then surely they can just scan his artwork in?
Pixieking
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Posted: Mon, 24th Sep 2012 21:23 Post subject: |
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Let's hope they spent more time on the development of the game instead of wasting hours to port it to the shitty iOS, Android, OSX and the lot.
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Posted: Mon, 24th Sep 2012 21:38 Post subject: |
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Pixieking wrote: | red_avatar wrote: | It's the atmosphere that really sucked me in - but with their current engine, they'd need to put a lot of attention in the backdrops and I'm not sure their current artists are capable enough. Broken Sword is one thing, making a bleak dystopian semi-Blade Runner kind of future radiate from the backdrops is quite another thing. |
Depends if they can get Dave Gibbons on board. If they do, then surely they can just scan his artwork in? |
I read somewhere that, contrary to what some claim, he didn't create the backdrops himself but only did the outlines (as in, sketched the general idea, and let someone else do the paint work). It wouldn't surprise me - it's not really his style. The comic and the manual I can understand, but the detailed painted look of all the backdrops is nothing like the work I've seen of his. Also, in VGA it's easy to disguise the "paint" origins of adventure games - and even to some extent in 640x480 like in Broken Sword - but once you go HD, anything painted would be extremely visible as being painted and that's one of the reasons I actually prefer adventure games to use VGA (320x240) or low-rez SVGA (640x480) - you can easily hide imperfections and create a more atmospheric world.
Heck, I'd go so far as to say that the more detailed games become, the harder it is to create a believable world because any small flaw can be easily discovered.
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Posted: Mon, 24th Sep 2012 21:46 Post subject: |
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red_avatar wrote: | pillermann wrote: | You have to wonder how it will hold up to the first game without Dave Cummins involvement. I don't really have much faith in Charles Cecil after the last Broken Sword games. But we'll see. |
If you played the Broken Sword Director's Cut, you could see that the talent is still there - the additional scenes were pretty well done.
The main problem I had with the Director's Cut, was how easy the puzzles were. Most of the new puzzles involve putting A inside B. Pin inside hole, key inside lock, another key inside lock, cylinder inside hole, etc. etc. If you look at the classic puzzles, it was far more dialogue oriented: half the puzzles involved talking to people, cross examining and showing items. It's what made people enjoy the game - because it didn't have insane puzzles.
Beneath A Steel Sky was more item oriented but quite a bit of it was dialogue-focussed as well. At least half the obstacles involved talking to people which was a good step in the right direction.
I think the biggest obstacle, will be capturing the atmosphere of the first game. It's the atmosphere that really sucked me in - but with their current engine, they'd need to put a lot of attention in the backdrops and I'm not sure their current artists are capable enough. Broken Sword is one thing, making a bleak dystopian semi-Blade Runner kind of future radiate from the backdrops is quite another thing. |
Thing is, I didn't even like the original BS in the first place, and the series only got worse from there without Cummins' involvement. When I think Revolution, I think LOTT and BASS, not "the BS company".
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Posted: Mon, 24th Sep 2012 21:49 Post subject: |
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They should have had a kickstarter for Beneath A Steel Sky 2 itself. I'd have backed, but as they tacked it on to another Kickstarter I had no idea at all. I wonder if there's paypal for late backing or anything.
I love BASS. Got a Nexus7 the other day. One of my first downloads was SCUMMVM and BASS image to go with it. Love it.
Love it.
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Posted: Mon, 24th Sep 2012 21:57 Post subject: |
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Areius wrote: | Let's hope they spent more time on the development of the game instead of wasting hours to port it to the shitty iOS, Android, OSX and the lot. |
If this is the same engine or uses similar code to their latest rereleases (and why wouldn't it be) then it was able to make iOS games long before Win32/OSX building was programmed in it.
Also their engine is OpenGL based so the renderer is mostly the same across platforms.
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