Author Archives: Recoil Games
A couple of days ago we published the first part of an interview made by the guys at Drinkingcoffeecola. Our champion, Rochard‘s Lead Level Designer Samuli V., was challenged with some unusually tricky questions.
Let’s see how that story continues…
Sony’s ads on PSN have described Rochard as an “anti-hero”. Personally, I don’t see how the term fits. He’s an unlikely hero perhaps, but not an anti-hero. How do you feel about this ad campaign?
We decided to play a bit with the words when making this ad. John Rochard is not your usual hero, he is your ordinary guy in an extraordinary situation. His daily work around anti-gravity machines oppose his down-to-earth character. Just like his appearance might oppose many people’s perception of the mighty hero that sets out to face the gravest threats in order to protect the people he cares for.
In the gaming world of space marines and elite warriors, John represents very much the polar opposite by remaining a regular, chubby dude. He’s the antithesis to pop culture’s portrayal of heroism, hence his anti-hero title.
John Rochard seems to be a person of Southern US origin. How did your team come to choose this characterization, and how did you (since you’re based in Finland) characterize him in your own country? Is he still Southern to Finnish gamers?
Finland is such a northern country (no, there are no polar bears walking around) that we wanted to contradict that with something that is very far from us, but still similar in a sense. Only a few decades ago Finland was heavily dependent on agriculture just as the southern US states, and we wanted to pay homage to that.
Read it ’till the end from this link.
We really love it when people ask us about our choices on Rochard, because as you can imagine we really enjoy talking about them, even when the questions are brutally honest.
Today, we are proud to point you to one of most challenging interviews we have given until now. The one answering is Samuli V., our Lead Level Designer and all around epic guy.
Here a sneak peek.
So Samuli, Rochard is Recoil’s first title… What can you tell us about the team that put it together? Who are the people of Recoil Games?
Recoil Games is led by Samuli Syvähuoko, who in the past has been involved in creation of such companies as Remedy Entertainment, Futuremark and Fathammer. The Rochard project was directed by Kalle Kaivola, our producer who previously worked in press and TV, and Creative Director Burt Kane of Futuremark fame. Most of the remaining team members have backgrounds in many leading Finnish game development studios, including Remedy, Bugbear, Farmind, Housemarque and Frozenbyte.
Most of the guards have a very effeminate voice, and talk about getting pedicures and such. What’s behind this, or where did these characterizations come from?
These guys are very passionate about their personal well being and care highly for their appearance, but have taken a bit of an over-the-top turn for the effeminate at that. It’s a bit of a jab at the artificially caring environment instated in over-managed work environments. Another take on not creating the standard burly videogame characters, but trying to reach for something very different instead. Obviously they are a comic relief, and should be treated as such.
For the whole piece, just head to Drinkingcoffeecola. We don’t doubt you’ll enjoy it.
The other day we asked on our Facebook page if you had any question for Recoil’s development team. We received a few entries, so it’s about time for us to give some answers!
Not all is related to Rochard, but we are cool with that, as we don’t mind just chatting from time to time…
Any plans to release Rochard to other platforms (Xbox, PC, iOS…) as well? As you know, Unity3D makes this pretty easy.
Yes, working with Unity we could theoretically port the game or expand the IP on other platforms without rebuilding all from scratches. As for any real plans, we have to keep our mouth shut for the time being, but as we said in some of the interviews out there, we have big plans for the Rochard IP.
How did you select which voice actor to fit with which character in the game?
We did a lot of casting. The funny thing is that some members of the team didn’t know about the involvement of Jon St. John as the voice of John Rochard. Some just thought he had a spectacular voice, and realized he was “Mr. Duke Nukem” only afterwards.
What programming language did you use and was it hard?
We used C# for most of the programming. Then we assembled the various parts of the game using Unity 3D. It’s a very flexible environment, and it allows easy portings between different platforms. You can read a long in-depth interview about Rochard and Unity here.
How can I become a tester?
Well, the world is your oyster! If you don’t know were to start from, EDGE hosts a good archive of gaming-related jobs. Check it out!
As for Recoil, we will push out job announcements as soon as we have open positions, so stay tuned.
Yesterday we concluded our first competition in collaboration with Poets of the Fall (those guys just rock!). Our grand prizes were copies of Rochard‘s OST signed both by POTF and Rochard‘s Development Team… Now it’s time to know who are the winners!
But before the names, we need to make a little addition: thanks to your overwhelming feedback and the huge amount of comments we received over such a short period of time, we decided to throw on the table another copy of the OST.
Enough with the teasing. The right length was 2164 seconds, and the winners are:
Benjamin G. – 2167 seconds
Nicole G. – 2165 seconds
Simon S. – 2161 seconds
Alex D. - 2160 seconds
Nemanja R. – 2160 seconds
Steffen S. - 2160 seconds
If you see yourself mentioned above, expect a message on Facebook from someone in our Team. If for some reason you don’t get the message within 24h, send your details anyway to firstname.lastname@example.org.
Congrats again on Recoil’s behalf to our lucky winners, and thanks to all the others for taking part in the competition!
Hooray people! Reviews of Rochard keep coming and the average opinion about the game is very, VERY good. But before going into that, a quick recap of what is keeping us busy, sales aside.
First things first: the Part 1 of the Making Of Rochard is now available here. The video focuses on Rochard‘s music: in the full glory of HD, you will have the privilege to see both Markus “Captain” Kaarlonen from Poets of the Fall and Creative Director Burt Kane from Recoil Games discussing how all those fine tunes ended up being the soundtrack for the adventures of a bunch of very special astro-miners.
Also, we threw our first competition on Rochard’s Facebook page. What’s the prize, you ask? A chance to win a copy of Rochard‘s soundtrack signed both by POTF and Recoil’s Team! The competition just ended, and we will announce the winners as soon as we manage to go through the hundreds of comments we got for it.
And now, ladies and gentlemen, let’s hear what the world think of our little baby. Ready? Set? Go!
This game is a unique experience, something that builds on the past of platforming adventure while pulling in aspects from some of the best shooters, and injecting it all with fun and humor. It’s a perfect game, and an absolute must-own for any PlayStation 3 owner.
Rochard is a great game, and it’s made for multiple playthroughs.
Seriously though, Rochard is a great game that is obviously well loved by the development team. A high level of care and polish went into making Rochard a real PSN gem.
When you look past all of the bells and whistles of a game, and just look just at its core gameplay, some titles lose their luster, but “Rochard” manages to hold its own. It’s a hard time of the year for PSN games since they need to share the spotlight with so many other bigger name game, but try not to overlook “Rochard.” It will offer you hours worth of challenging puzzles, and space police to shoot in the face. Really, it’s the best of both worlds.
The game’s production values are well above most ten-dollar games.
Rochard was built for fun and perfect for when you just want to pick up a game and play.
Rochard is not a typical downloadable PSN title. It is of a higher pedigree in the world of digital distribution – just a step under retail releases.
Honestly, this just might be one of the best downloadable games of the year.
Read more reviews from our Coverage page.