Author Archives: Recoil Games
A few days ago our Lead Designer Juhana “Hulu” Virtanen has been interviewed by the lads at PS3Blog.net on Rochard. While waiting for the game to blow your mind (it’s coming, just a few more days and we can announce the release date…), check out this great Developer Q&A.
Could you please explain to our audience what’s the premise of Rochard?
Rochard is an action packed side-scrolling platformer taking place in a sci-fi environment where the player gets to manipulate gravity in various ways.
Our hero John Rochard is an ordinary space miner working for a corporation called Skyrig, not an ex-commando or a space marine. John and his crew are working on a remote asteroid field when they discover an ancient structure inside an asteroid, humankind’s first proof of extraterrestrial life. While John goes to call in the amazing find, his whole team vanishes without a trace. He then finds himself facing space bandits armed to the teeth and on his side he has only his wits (or the player’s intuition!) and the “everyday” mining tools. Among those tools there is the G-Lifter, a special gun that can lift, swing and throw objects around. It’s pretty cool, but you have to see it in action to understand its full potential.
The core gameplay revolves around the differences between the natural low gravity of huge asteroids in space and the artificially generated Earth-like gravity. For example, when the first one is at work, the player can jump higher and longer, the trajectories of thrown objects can be altered or huge fans can lift and move the player with ease. Mixing this altered-gravity mechanic with the possibility to switch to normal gravity anytime, the player has access to a whole lot of strategies to solve puzzles and get rid of the enemies.
As a whole, Rochard features a resourceful hero, villains, big explosions, big stunts, big rugged machinery and sharp one-liners. Also, we are quite proud of the visual style we achieved: the stylization of the game is a new mix of animation, space movies and classic side scrolling games.
How many people did it take to take Rochard from concept to the finished product?
The core development team was around 20 people excluding subcontractors. There were some changes in the line-up during the production.
We’re happy that Rochard is a 2D game since that instantly takes us older gamers to our fun experiences back in the day. Was there ever a moment when Rochard was a 3rd person game or did you settle on 2D from the start?
I’m glad that you asked, since the idea of a 2D sidescroller was there from the very beginning. It was one of the cornerstones when we started defining the game we wanted to create. Somehow we believe these kind of games are having a “second youth” in the digital marketplaces, and this can only be positive both for developers and for the gamers.
You can read the rest of this interview directly on PS3Blog.net.
A few days ago, assisted by Shaun Norton from Sandbox (he’s one of the good guys), the fine fellas at Giant Bomb had a long hands on with Rochard. If you have missed it before, now it’s a great time to catch up. You will be introduced to all the basic mechanics of the game and see what awaits you in the first chapter of the game.
Oh, before we forget. These guys also run Bombcast, an excellent (we dare to say, probably the best?) gaming podcast. Give it a try!
Welcome to another update about our upcoming game Rochard. Today we are going to discuss what powers the game, or in other words what allows us to render those exquisite Mississippian mustaches properly and display on screen all those cool effects.
Bringing Rochard to life on Playstation 3 is Unity, a powerful, cutting-edge video game development tool used to design games on multiple platforms including PC, Mac, iOS, Android, PS3, Xbox 360, Wii and Web.
Kalle Kaivola, producer at Recoil Games, thinks great of Unity:
“We were just blown away by it when our team began work on Rochard. We found our designers could go deep into scripts and build functioning prototypes simply on their own. The platform also allowed the team to nail down core gameplay elements extremely fast by editing objects run-time. These advantages carried over into development where designers would build preliminary functionality, have a programmer finalize it and submit it from the designer’s machine. Unity allows us so much flexibility; it was clearly the most powerful engine choice we could hope for Rochard.”
We are proud to announce that Rochard made it to the IGN front page for super-duper-juicy preview!
As everybody knows, IGN is one of the most prominent websites in terms of gaming out there. Founded in 1996, IGN has now well passed the 10-years-of-activity mark.
If you want to hear what Ryan Clements (editor at IGN) said about our game, just take a gooood look at the embedded video below.
As some of you probably know already, Poets of the Fall keyboardist and producer Markus “Captain” Kaarlonen is the main author of Rochard‘s soundtrack, while the whole band can be heard in Rochard‘s trailer song Grinder’s Blues.
The ensemble, on the scenes since 2003, is a Finnish rock combo that happens to be quite popular also among video game fans. One of their first single, Late Goodbye, appeared originally on the soundtrack of the classic hit Max Payne 2. Since then they published four albums and made appearances in several well known game titles produced in Finland.
Today we were glad to host Markus at Recoils offices for an extended gaming session with Rochard. We also discussed about the soundtrack’s last details and grabbed some footage for the upcoming video-making of (ups! That was a secret!).
While you wait for that to happen, why don’t you check again our latest trailer?