Tag Archives: game
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.
Hi there! We are getting close to the release date and as you can guess everyone at Recoil is getting really excited!
Today we decided to share some backstage material featuring old concept arts of characters that didn’t make it into the final game. Turns out those pirates were just too afraid to make an appearance…
Oh, you will also see a scrapped model of Rochard himself, but don’t worry: our mustachioed hero is gonna meet you as planned the 27th (US) and 28th (EU) of September.
Take a seat and enjoy
Hi guys! A new week is starting, and while everyone is out sun-bathing we at Recoil are “enjoying” the beautiful weather behind our desks, waiting to announce the release date*, with all curtains down (these glossy screens are a bane in the summer) and air conditioning at maximum power.
A few days ago GamingBolt published a really nice interview on Rochard. Behind the mic our Marketing Manager, Tommaso De Benetti, and Recoil’s Lead Designer Juhana Virtanen. Want a sample? Read on.
Can you please tell us a bit about the gameplay? How different it will be from other similar games available on the PSN and XBL?
We dare to say “quite different”. Later in the game players will be able to shoot, but the game is very much puzzle-centric. Each room is a different challenge. Sometime you can overcome it just with a vulgar display of power, but most of the times using your brain is the best weapon. It’s also often the most rewarding way to deal with the enemies. There’s also good replay value there, meaning that each puzzle can be solved in a multitude of ways making use of the different weapons and environmental tools available to John. We think Rochard stands to platformers as Portal stands for the FPS genre. It looks like one but it plays different.
Recently some screens were released for Rochard. And I observed there were a lot of boxes scattered here and there, which led me to believe that there might be some rag doll physics involved. If yes how will it affect gameplay or make it better?
Absolutely. We can proudly state that Rochard is the first Unity-powered PS3 game. Using the Unity engine allowed us to implement realistic physic both in the way characters interact with the environment and the way objects behave. When you couple this with the G-Lifter and the possibility to alter gravity, you get a better picture of what are the tricks up John’s sleeve.
For the whole story, check it out over at GamingBolt.
*We know you are waiting for this one. You will know it before the end of this month, promise.