You asked for it, we teased you trying to keep the secret for way too many weeks, and now…we can finally announce it! Rochard is ready to grab your PC with a G-Lifter in just EIGHT days. The game will be released through Steam at a really reasonable price point.
Read below the full Press Release to find out all the details and don’t forget to check out our new Launch Trailer!
HELSINKI, FINLAND – NOVEMBER 7, 2011 – Recoil Games today announced that Rochard, its action-packed side-scrolling puzzle platformer, is set to debut on PC on November 15th. Having enjoyed a successful launch on the PlayStation® Network earlier this September, Rochard has so far won ten awards including Editors’ Choice from IGN.
The game will be available for download through Steam, Valve’s digital distribution platform, with a price point set to $9.99 for the US, £7.99 for the UK and 9.99€ for the rest of Europe.
Rochard takes gamers on a gravity-bending adventure packed with puzzles, action, humor and a rich story full of fascinating alien mysteries.
“Rochard is a fun, original experience designed to test players’ wits and coordination,” said Samuli Syvähuoko, Founder of Recoil Games Ltd. “We’re incredibly excited to bring this game to PC users, since it’s a natural fit for gamers across consoles as well as on PC. We can’t wait to see PC gamers take Rochard through his adventure and watch the fun ways they use the game’s mechanics to manipulate gravity and solve all of the challenges and puzzles.”
Rochard follows the story of the humble astro-miner John Rochard as he and his mining team discover an ancient structure hidden deep in an asteroid, mankind’s first proof of extraterrestrial life. Soon after, his team goes missing without a trace and space pirates attack the mine, and John quickly realizes there are dangerous forces at work, determined to use the mysterious discovery for their own means. Using only his wits, everyday mining tools and a healthy dose of sarcasm, John must fend off the pirates, save his team and solve the mystery behind his discovery.
Rochard features a modest hero, nefarious villains, big explosions, even bigger stunts and hilarious one-liners. The game allows players to change gravity at will to solve environmental puzzles and advance through each level. By using the main tool of the game, the upgradable G-Lifter, players can lift and maneuver boxes and heavy objects around the environment and can eventually swing, jump and propel themselves huge distances throughout each level. For more information, please visit www.rochardthegame.com.
About Recoil Games
Recoil Games is a privately-held game development company focused on the creation of original entertainment properties for games and other media. The company’s core expertise is in the development of premium console games that bring together adventure, gameplay and action in exciting new ways. Central to Recoil’s strategy is also the use of deep story lines, engaging characters and immersive game worlds in maximizing the appeal of its properties. Recoil is based in Helsinki, Finland.
Steam, created by Valve Corporation, is the leading platform for PC and Mac games and digital entertainment, serving over 1500 games to over 35 million active users worldwide. For more information, please visit www.steamgames.com.
Recoil Games and Rochard are registered trademarks or trademarks of Recoil Games, Ltd. All other trademarks and trade names are properties of their respective owners.
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.
Hello there, astro-miners. A bit unexpectedly, the second entry on our backstage series is not the direct continuation of the video about Rochard’s soundtrack you appreciated so much. But dry your tears, that’s coming too… just wait a few extra days.
What we have on offer today is instead a detailed overview of the features of the Unity engine and how they have been used to put the game together. We are therefore proud to welcome Rochard’s Producer Kalle Kaivola on the mic, and let him raise the curtain on the technology under the hood.
Press play and see for yourself!
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.