This week we look ahead to what's coming in 2015, as well as talk about cinematics in gaming!
We are a podcast dedicated to the best adventures and RPGs that gaming has to offer. Check out our new website at www.fngaming.net!
Monday, December 29, 2014
Monday, December 15, 2014
Episode 52 - Our Top 5 PS1 Games
Monday, December 1, 2014
Episode 51 - A New Side of Suikoden
Monday, November 17, 2014
Episode 50 - A Massively Effective Episode
Monday, November 3, 2014
Episode 49 - Our Top 5 Horror Games
Monday, October 20, 2014
Episode 48 - Our Top 5 NES Games
Tuesday, October 7, 2014
Episode 47 - Our Top 5 Guilty Pleasure Games
Monday, September 22, 2014
Episode 46 - Our Top 5 Gaming Controllers
Monday, September 15, 2014
Monday, September 8, 2014
Episode 44 - Our Top 5 Video Game Sidekicks
Monday, September 1, 2014
Episode 43 - To the Future!
Monday, August 25, 2014
Episode 42 - Our Top 5 Video Game Publishers
Monday, August 18, 2014
Episode 41 - A Different Perspective
Monday, August 11, 2014
Episode 40 - Our Top 5 Video Game Plots
Monday, August 4, 2014
Episode 39 - We're All Gamers (Part 2)
Monday, July 28, 2014
Episode 38 - We're All Gamers (Part 1)
It's the first of our two-part special where we talk about girls and
gaming! This episode we are joined by our friends Katie and Rachel from
the podcast "Terra and Lightning's RPG Roundup!" We talk about some of
the stereotypes and misconceptions that some people may have when it
comes to video games and the girls that play them. Next week: Part 2!
Sunday, July 20, 2014
Episode 37 - "Rampunched!"
Monday, July 14, 2014
Episode 36 - Our Top 5 Non-RPGs
Monday, July 7, 2014
Episode 35 - Matt's Effect
Thursday, July 3, 2014
State of the North Address 1
State of the North
Well,
it’s been a full year since I got a couple of my friends together and decided
to make a podcast about story-focused video games. The Frozen North has come a long way from
just 3 guys hanging out and talking about the characters and adventures that we
grew up with. I’d like to take the time
to address some of the highlights that we’ve had over the past year.
1.
Learning
to Cast
a. Honestly
the three of us had virtually no clue what we were doing at the start. I had done some minor recording sessions with
Marc a few years prior, totally for fun, and never released anything, but I
knew that The Frozen North was something I really wanted to try to make succeed
and share with others. I recently went
back and listened to episode 1, just to see how much we have changed since
then. All I can say is “Wow.” How anyone could have ever been a fan of the
show right at the beginning is still a mystery to me, and it’s amazing to see
how far we’ve come as a group. The three
of us have learned how to improve our sound quality, have cut down on the
“um’s” and “uh’s” by a huge margin, and really feel a lot more comfortable in
front of the mic. I can say that, with
confidence, we’ve come a long way from where we were.
2.
Other
Podcasts
a. We
have gotten shout-outs and mentions on several other shows, and been influenced
by quite a few of them. I’d like to take
a quick second to just mention a few of the big ones that have stood out to me,
and have never disappointed in entertaining and motivating me to make a better
show.
i.
The RPG Cast (RPGamer.com)
ii.
Terra and Lightning’s RPG Roundup
iii.
The Dice Tower
iv.
The Sean Widmer Podcast
v.
The Video Games Show
b. All
of these are fantastic shows that, if you haven’t checked them out, head on
over to iTunes and download their latest episode and give them a listen. You won’t be disappointed!
3.
Interview
with Ryan of the Suikoden Revival Movement
a. On
Episode #19, “Saving Suikoden”, we talked with Ryan, who is one of the admins
over at the “Suikoden Revival Movement.”
Marc and I just thought it would be cool to get in touch with a group
that is working to revive a series that he and I are both really big fans of,
but instead we got so much more. Ryan
talked to us about Suikoden such a great and memorable series, in addition to
the state of modern RPGs, the gaming industry, and the direction of
story-focused gaming. It’s one of my
favorite episodes that we’ve done so far, and the overwhelmingly positive
response that we got from listeners (even ones who had never played a Suikoden
title) was all the proof we needed to know that we had recorded something
special. I’m glad that I still keep in
touch with Ryan every now and then as well, because not only did I find someone
who could give us insight into a fantastic movement to revive a wonderful and
breathtaking video game series, but I also made a great new friend to keep in
touch with and talk about gaming every now and then. I can’t thank Ryan enough for taking the time
to come on our show, and anyone who has not gone to support their movement
needs to go check them out!
4.
Our
Own Website
a. Facebook
and Twitter have been great, but I’m so glad we finally got the website up and
running. Truthfully, I didn’t even think
that we’d be anywhere near getting an actual site within the first year. Well, to be fair, I wasn’t even sure we were
going to LAST a year if no one liked our show!
With the emails we were getting and the requests for a forum, we figured
“What the heck?” and gave it a shot. I
like what we have. I’m hoping to do a
lot more with it over the next few months, and hopefully we can get some more
traffic over there to get more people involved in the conversations we have on
the forum. I’m extremely pleased with
the way it’s working out so far.
5.
New
Addition(s) to the FN Family
a. After
creating the website, it was clear we wanted to start expanding. So we put the call out there for people to
join us as reviewers, forum moderators, and contributors. The first person to join the three of us here
at The Frozen North was Matt, a longtime friend of Marc’s and mine. Matt joined us as our first forum moderator,
and has been doing a great job so far.
We plan on bringing him on the show very soon as well, so that everyone
can get to know him better. We DID also
bring on one other person as our first official reviewer, but we are waiting to
announce that until a little further down the road. Needless to say, we are extremely excited!
6.
The
FN Podcast
a. Brian
i.
Brian has come a long way from when we
first started. He’s always excited no
matter what’s happening, and jumps the gun on giving every opinion he has,
usually before getting all the facts.
That’s why we love him. He’s got
personality coming out of his ears, and to listen to the way he talked in the
beginning and how he sounds on the show now, it’s amazing to think that it’s
only been a year. Without Brian, I think
the show would have gotten stale pretty quick.
b. Marc
i.
Simply put, there would be no Frozen
North without Marc. I have no clue what
I’m doing when it comes to the sound equipment, but Marc has taught himself
from the ground up, and has done a spectacular job making sure that our sound
quality is the best it can be with the equipment we have. What’s funny is (and he’ll hate me for saying
this), Marc is typically pretty quiet around people he doesn’t know, but if you
listen to the show, you’d never know it.
I’m so glad that the world gets to hear Marc’s wonderful personality,
and I’m extremely grateful to him for showing the same passion for the success
of the show as myself. The amount of
time and effort he has put in to the show has been invaluable, and I can’t
thank him enough.
Truth be told, I don’t
fully know what the road ahead holds for the show. I can tell you that I’m insanely excited to
find out though. We’ve got guests, new
segments and top 5 lists, reviews, and all of the crazy inside jokes and goofy
humor that you’ve come to expect from The Frozen North, planned for the coming
months. Again, I can’t believe it’s been
an entire year already. This podcast,
we’ve talked so much about all of the stories in these great games, gone over
our favorites, our least favorites, and everything in between. However, I’m writing this as a sort of log to
keep track of another story that I find compelling: Our own.
I can’t thank the fans enough for the overwhelming support we’ve gotten
in such a short time, and it’s already more than living up to my
expectations. Please keep the feedback
coming, we want to hear from you! If you
all promise to stick with us, I promise that we will do our best to continue
bringing you the best that story-focused gaming has to offer. Until then, keep on gaming!
Sincerely and Most
Grateful,
Joseph “JJ” Santaniello
Monday, June 30, 2014
Episode 34 - Our Top 5 Games in Our Backlog
Sunday, June 22, 2014
Episode 33 - Gamer Burnout
Monday, June 16, 2014
Sunday, June 8, 2014
Episode 31 - P. I. Poe
Monday, June 2, 2014
Episode 30 - Our Top 5 Western RPGs
Episode 30! First off we'd like to thank everyone who's supported us and stuck with us so far! We really appreciate all of the kind words we've received over the past year, and hope to continue to entertain! This episode we talk about our top 5 western RPGs. Also, Brian makes up a new word....."Drorigins?"
Monday, May 26, 2014
Episode 29 - Pre E3 4 Thee
Sunday, May 18, 2014
Episode 28 - Our Top 5 Underrated Games
Saturday, May 10, 2014
Episode 27 - Bravely Repetitive
Monday, May 5, 2014
Episode 26 - Our Top 5 Least Favorite Games
Saturday, April 26, 2014
Episode 25 - Walking a Fine Line
Saturday, April 19, 2014
Episode 24 - Our Top 5 Games We Bought on a Whim
Saturday, April 12, 2014
Episode 23 - F F V I I
Sunday, April 6, 2014
Episode 22 - Our Top 5 Video Game Developers
This week we've got a few more announcements, and we go over our top 5 video game developers!
http://archive. org/download/Ep isode22_20140406/E pisode%2022.mp3
Saturday, March 29, 2014
Episode 21 - FN Horror Stories
This week we complete our review of the Mass Effect Storyline with Mass
Effect 3! We also talk about some horror stories that we've had to
endure throughout our gaming lives!
http://archive. org/download/Ep isode21_20140329/E pisode%2021.mp3
Saturday, March 22, 2014
Episode 20 - Our Top 5 Things We Miss from Gaming
Brian is back just in time for our 20th episode! This week we talk about the things that we miss from our old gaming lives.
http://archive. org/download/Ep isode20_20140323/E pisode%2020.mp3
Friday, March 14, 2014
Spotlight - Celestian Tales: Old North (Ekuator Games Interview)
Last week we had a chance to talk to Cipto Adiguno, Producer of Celestian Tales: Old North at Ekuator Games, about their Kickstarter campaign. While the Kickstarter campaign has since surpassed its goal, you still have time to help them reach their stretch goals. A prototype of the game is available here.
TFN: Thanks for taking the time to talk with us! How would you describe Celestian Tales: Old North to someone who knows nothing about it?
Ekuator Games: As it says on the campaign page, Celestian Tales: Old North is a game that aims to redefine the classic RPG. It does this by combining classic gameplay aspects with refreshing visuals, unique storytelling method with multiple characters, and a heavy storyline very unusual to the genre.
TFN: In your Kickstarter description you call out RPGs in which you play as the "chosen hero", who fights dragons and saves the world. What is your opinion on these cliches and do you consider Celestian Tales a rejection of the aforementioned cliches?
Ekuator Games: These clichés work. It's very hard to go wrong with the standard formula, and players don't usually complain if they become the savior yet again. With this in mind, it's understandable why few games want to stray from the 'safe lane'. In some ways Celestian Tales rejects that in an RPG we're always the 'good guys'. Remember when we stole from boxes inside people's houses, and did it right in front of their eyes? Yeah.
TFN: Celestian Tales will be released in three parts, with a plot spanning three decades. What are the challenges and rewards of telling a story over such an extended period of time?
Ekuator Games: The biggest challenge is to make sure that everything do change. How do the lands change, how did characters grow and mature, and how your choices affect them. They have very broad possibilities and describing it into the game is very tough.
The reward is that players can forge a bond better with both the world and the characters. Having your decisions matter makes you take responsibility for what happens, and that integrates you to become part of the game itself. You can understand how the world and characters become what they are right now because you've witnessed life-changing events of the past. No media other than games can deliver this kind of experience.
TFN: In many ways your game strikes me as a tribute to Japanese style RPGs, but the deep choices and consequences you've hinted at are more characteristic of Western RPGs. Are you fans of both, and what do you consider the strengths of each sub-genre?
Ekuator Games: I'm personally a fan of both. JRPGs fill up most of my time in the PlayStation / PS2 era, while WRPGs in the last few years of PC era.
When I return to my consoles play JRPGs, it struck me how they often show a world that is much brighter and happier than the real world. Even when it's about a land torn by war, the vibrant colours and character designs make those problems seem trivial. WRPGs on the other hand aim to be as close as possible to the reality, describing the grave matters at hand as it should be, but sometimes lacking the 'fantasy' aspects.
TFN: On your page and updates, you've mentioned famine, most notably with the phrase "Honor doesn't fill your stomach". Unpleasant truths like this would be glossed over by many RPGs, but seem to be a core concept in Celestian Tales. Can you describe your approach/philosophy in developing the plot?
Ekuator Games: We want to build a story where the biggest enemy is humanity itself. A story where the player will be unsure whether all the sacrifices made were worth the outcome. We want to touch the player in a personal level, up to a point where he/she might even question his/her own sense of morality.
Ekuator's vision is for its games to ultimately be part of you. This is one of the ways we do it.
TFN: Are there any games, movies, or other sources that have served as inspiration for Celestian Tales?
Ekuator Games: The storytelling in Celestian Tales is heavily influenced by western works such as George R.R. Martin's Song of Ice and Fire, Metal Gear Solid 3, and Mass Effect.
TFN: We are very impressed with the visual design in Celestian Tales: Old North! Can you explain how important it was to pursue a handcrafted 2D perspective versus a 3D or tile-based approach?
Ekuator Games: From the start we wanted to re-imagine the classic RPG. Top-down perspective was the norm back then, and so we decided to pursue that angle. Using 3D for the environment and sprites, while possible, would stray too far from the original intention. The game wouldn't be a re-imagining but something else entirely, and so we set aside that idea.
We originally tried to use tiles for the environment, but weren't satisfied with how it looked. It was more like a vintage remake than a re-imagining. In this time and age, we thought we need better graphics than a game released two decades ago. After a lot of trials, hand-painted environments and pixel sprites was the answer. They're malleable enough for us to create almost anything needed, and look good enough for the game to have its own unique identity.
TFN: Ekuator Games ran a Kickstarter campaign in 2013 which did not meet its goal within the allotted time, but you've come back with some vast improvements and it looks very likely you will exceed the goal with time to spare. Is there any advice you’d offer to aspiring game designers looking at the Kickstarter platform?
Ekuator Games: There are lots! The biggest advice is this: *listen to your backers. *They are people who believe in your dreams and idea, and contributed to it. You don't need any more reason to treat them as well as you can.
Also: *don't hide your game. *The old adage, "Obscurity is worse than piracy" is true. Build it as good as you can and share it with as many people you can find. If your story has a great twist, don't hide it. If your characters are quirky, show it. You'll receive a lot of feedbacks and have people interested. When you've taken those feedbacks into your game and have nurtured a community, that's when you should go for Kickstarter.
TFN: Our podcast is known for doing Top 5 lists every week, Celestian Tales is shaping up to be an incredible RPG. What are your Top 5 Role Playing Games?
Ekuator Games: Only 5? That's going to be hard... well, this an assorted personal pick:
- Suikoden 2 & 3
- Mass Effect Trilogy (though the ending is a bit disappointing)
- Chrono Trigger
- Final Fantasy VI
- Metal Gear Solid 3 (great story, but maybe doesn't count as an RPG)
TFN: Again, thank you so much for talking with us! Is there anything else you'd like to communicate about Celestian Tales: Old North?
Ekuator Games: Thank you for talking with us! Celestian Tales has evolved a long way up to this point, and it's thanks to everyone who believed in the project. We couldn't have made it here without you :)
Check out the Celestian Tales: Old North Kickstarter and consider donating over at: https://www.kickstarter.com/projects/ekuatorgames/celestian-tales-old-north-redefining-the-classic-r
TFN: Thanks for taking the time to talk with us! How would you describe Celestian Tales: Old North to someone who knows nothing about it?
Ekuator Games: As it says on the campaign page, Celestian Tales: Old North is a game that aims to redefine the classic RPG. It does this by combining classic gameplay aspects with refreshing visuals, unique storytelling method with multiple characters, and a heavy storyline very unusual to the genre.
TFN: In your Kickstarter description you call out RPGs in which you play as the "chosen hero", who fights dragons and saves the world. What is your opinion on these cliches and do you consider Celestian Tales a rejection of the aforementioned cliches?
Ekuator Games: These clichés work. It's very hard to go wrong with the standard formula, and players don't usually complain if they become the savior yet again. With this in mind, it's understandable why few games want to stray from the 'safe lane'. In some ways Celestian Tales rejects that in an RPG we're always the 'good guys'. Remember when we stole from boxes inside people's houses, and did it right in front of their eyes? Yeah.
TFN: Celestian Tales will be released in three parts, with a plot spanning three decades. What are the challenges and rewards of telling a story over such an extended period of time?
Ekuator Games: The biggest challenge is to make sure that everything do change. How do the lands change, how did characters grow and mature, and how your choices affect them. They have very broad possibilities and describing it into the game is very tough.
The reward is that players can forge a bond better with both the world and the characters. Having your decisions matter makes you take responsibility for what happens, and that integrates you to become part of the game itself. You can understand how the world and characters become what they are right now because you've witnessed life-changing events of the past. No media other than games can deliver this kind of experience.
TFN: In many ways your game strikes me as a tribute to Japanese style RPGs, but the deep choices and consequences you've hinted at are more characteristic of Western RPGs. Are you fans of both, and what do you consider the strengths of each sub-genre?
Ekuator Games: I'm personally a fan of both. JRPGs fill up most of my time in the PlayStation / PS2 era, while WRPGs in the last few years of PC era.
When I return to my consoles play JRPGs, it struck me how they often show a world that is much brighter and happier than the real world. Even when it's about a land torn by war, the vibrant colours and character designs make those problems seem trivial. WRPGs on the other hand aim to be as close as possible to the reality, describing the grave matters at hand as it should be, but sometimes lacking the 'fantasy' aspects.
TFN: On your page and updates, you've mentioned famine, most notably with the phrase "Honor doesn't fill your stomach". Unpleasant truths like this would be glossed over by many RPGs, but seem to be a core concept in Celestian Tales. Can you describe your approach/philosophy in developing the plot?
Ekuator Games: We want to build a story where the biggest enemy is humanity itself. A story where the player will be unsure whether all the sacrifices made were worth the outcome. We want to touch the player in a personal level, up to a point where he/she might even question his/her own sense of morality.
Ekuator's vision is for its games to ultimately be part of you. This is one of the ways we do it.
TFN: Are there any games, movies, or other sources that have served as inspiration for Celestian Tales?
Ekuator Games: The storytelling in Celestian Tales is heavily influenced by western works such as George R.R. Martin's Song of Ice and Fire, Metal Gear Solid 3, and Mass Effect.
TFN: We are very impressed with the visual design in Celestian Tales: Old North! Can you explain how important it was to pursue a handcrafted 2D perspective versus a 3D or tile-based approach?
Ekuator Games: From the start we wanted to re-imagine the classic RPG. Top-down perspective was the norm back then, and so we decided to pursue that angle. Using 3D for the environment and sprites, while possible, would stray too far from the original intention. The game wouldn't be a re-imagining but something else entirely, and so we set aside that idea.
We originally tried to use tiles for the environment, but weren't satisfied with how it looked. It was more like a vintage remake than a re-imagining. In this time and age, we thought we need better graphics than a game released two decades ago. After a lot of trials, hand-painted environments and pixel sprites was the answer. They're malleable enough for us to create almost anything needed, and look good enough for the game to have its own unique identity.
TFN: Ekuator Games ran a Kickstarter campaign in 2013 which did not meet its goal within the allotted time, but you've come back with some vast improvements and it looks very likely you will exceed the goal with time to spare. Is there any advice you’d offer to aspiring game designers looking at the Kickstarter platform?
Ekuator Games: There are lots! The biggest advice is this: *listen to your backers. *They are people who believe in your dreams and idea, and contributed to it. You don't need any more reason to treat them as well as you can.
Also: *don't hide your game. *The old adage, "Obscurity is worse than piracy" is true. Build it as good as you can and share it with as many people you can find. If your story has a great twist, don't hide it. If your characters are quirky, show it. You'll receive a lot of feedbacks and have people interested. When you've taken those feedbacks into your game and have nurtured a community, that's when you should go for Kickstarter.
TFN: Our podcast is known for doing Top 5 lists every week, Celestian Tales is shaping up to be an incredible RPG. What are your Top 5 Role Playing Games?
Ekuator Games: Only 5? That's going to be hard... well, this an assorted personal pick:
- Suikoden 2 & 3
- Mass Effect Trilogy (though the ending is a bit disappointing)
- Chrono Trigger
- Final Fantasy VI
- Metal Gear Solid 3 (great story, but maybe doesn't count as an RPG)
TFN: Again, thank you so much for talking with us! Is there anything else you'd like to communicate about Celestian Tales: Old North?
Ekuator Games: Thank you for talking with us! Celestian Tales has evolved a long way up to this point, and it's thanks to everyone who believed in the project. We couldn't have made it here without you :)
Check out the Celestian Tales: Old North Kickstarter and consider donating over at: https://www.kickstarter.com/projects/ekuatorgames/celestian-tales-old-north-redefining-the-classic-r
Saturday, March 8, 2014
Episode 19 - Saving Suikoden
It's a "Can't Miss" episode! We talk to Ryan, one of the admins of the
Suikoden Revival Movement, which we mentioned in a previous episode. He
talks to us with his feelings about the Suikoden series, JRPGs in
general, and the future of the movement! We also go over our top 5
funniest games, plus ANNOUNCEMENTS!
http://archive. org/download/Ep isode19_201403/E pisode%2019.mp3
Tuesday, February 18, 2014
Episode 18 - Power Rangers Meets Final Fantasy Meets Dragons
This episode Marc and JJ talk about what it really means to be a villain in video games, as well as going over their top 5 open world/sandbox games!
http://archive. org/download/Ep isode18_20140219/E pisode%2018.mp3
Monday, February 10, 2014
Episode 17 - Our Top 5 Games of 2013
This week we go over our top 5 games from 2013, and knock out a quick
review of The Legend of Zelda: A Link Between Worlds for the Nintendo
3DS!
http://archive. org/download/Ep isode17_20140210/E pisode%2017.mp3
Sunday, January 26, 2014
Episode 16 - Our Top 5 Plot Twists We Didn't See Coming
Spoilers!....Well not really. In this episode we take you "To the Moon", and then back down to Earth to recruit the 108 Stars of Destiny in the first game in the "Suikoden" series. We also talk about our top 5 plot twists that we didn't see coming!
http://archive. org/download/Ep isode16_20140127/E pisode%2016.mp3
Sunday, January 12, 2014
Episode 15 - Our Top 5 Underrated Video Game Characters
Reviews, reviews, and more reviews! We take a look at a couple of indie
games that you may not have heard of, as well as the first game in the
Amnesia series, and Dead Island! Marc and JJ also stage an intervention
for one of Brian's video game habits!
http://archive. org/download/Ep isode15_20140112/E pisode%2015.mp3
Monday, January 6, 2014
Spotlight: Long Night Q&A with Trickster Face
We had a chance to talk to developer Trickster Face last week about their Kickstarter Survival Horror Game, Long Night. A demo of their upcoming game is available on their website: http://www.trickster-face.com/
TFN: How would you describe Long Night to someone who knows nothing about it?
Trickster Face: Long Night is a third person survival horror about intimate fears coming from family drama. The characters are a bunch of teenagers in an American holyday camp in the 90’s. The player will have to understand the meaning of the fears to face them and use his intelligence and instinct to survive this supernatural night.
TFN: In your Kickstarter video you say, "Survival Horror is more than shooting hordes of monsters." Can you elaborate on how this thought has impacted your game design?
Trickster Face: With Long Night, we choose to remove the weapons from the game design and focus on reflection above destruction. The gameplay was design to answer directly to the scenario and vice versa. It means that all features (exploration, chase, riddles and bosses) make sense in the story. For example, you will not have out of context riddles (find the jewel to put it in the statue to find another item, to finally open a door, to progress). In Long Night, resolve a riddle will help you to understand the psychology of the character and find direct way to face the fears.
TFN: Are there any games, movies or other sources that have inspired and influenced Long Night?
Trickster Face: Of course Long Night was inspired by many sources, like “it” from Stephen King (and his work in general), the urban legends, Silent Hill 2 for the psychological aspect, Resident Evil 1 for its atmosphere. In the movies, we were inspired by classic horror like Psycho, Nightmare on Elm Street, Scream, Friday the 13th… We want to build Long Night as a love declaration to the horror gender.
TFN: How do you feel the long-form storytelling of video-games enables you to explore fear in ways movies (which are typically shorter than three hours) cannot?
Trickster Face: Long Night use an approach closer to the TV shows. We take the video game time to dig into the characters back story. We want the player to feel intimate with those teenagers so they can relate to their own life, past and present.
TFN: Can you describe how player agency has been beneficial and also challenging in designing a Survival Horror game?
Trickster Face: During the development of Long Night we focus on the reward of the player’s implication. Meaning that more the player interact and explore, more knowledge and more horror events he will get. We build the scenario with several level of interpretation so, as a player, you can build your own Long Night experience. It gives to the game a replay value and above the possibility to discuss about your vision of the story with other players.
TFN: What has your experience been with the Kickstarter process and is there any advice you’d offer to aspiring game designers looking at the platform?
Trickster Face: Well, we can say about Kickstarter that it requires a lot of work of presentation and communication. It’s a really living platform, so it’s difficult to be noticed when you’re surrounded by so many ideas. Today, making a game became easier with the accessibility of development tools, but the consequences are that the press is submerge by interesting projects. So, our advice to any game designer looking at this platform, could be: “Don’t come with just an idea, but bring some concrete to your audience so they can understand your project better”.
TFN: Our podcast is known for doing Top 5 lists every week, Long Night promises to be a truly frightening Survival Horror game. What are your Top 5 Survival Horror games?
Trickster Face: Top Five horror games of Trickster Face
1 Resident Evil Rebirth
2 Silent Hill 2
3 Resident Evil Code Veronica
4 Project Zero 2
5 Alan Wake/Obscure
TFN: Thanks for taking time to talk to us! Is there anything else you’d like to say about Long Night?
Trickster Face: Thanks to you for giving us the opportunity to talk about our first born: Long Night.
Our ambition is to make a game very close to the player, because that’s what fear is about, intimacy…
This isn’t a game about psychosis and unbelievable stories. It’s a game about you, me and the truth inside us.
Check out the Long Night Kickstarter and consider donating over at: http://www.kickstarter.com/projects/1102758921/long-night
TFN: How would you describe Long Night to someone who knows nothing about it?
Trickster Face: Long Night is a third person survival horror about intimate fears coming from family drama. The characters are a bunch of teenagers in an American holyday camp in the 90’s. The player will have to understand the meaning of the fears to face them and use his intelligence and instinct to survive this supernatural night.
TFN: In your Kickstarter video you say, "Survival Horror is more than shooting hordes of monsters." Can you elaborate on how this thought has impacted your game design?
Trickster Face: With Long Night, we choose to remove the weapons from the game design and focus on reflection above destruction. The gameplay was design to answer directly to the scenario and vice versa. It means that all features (exploration, chase, riddles and bosses) make sense in the story. For example, you will not have out of context riddles (find the jewel to put it in the statue to find another item, to finally open a door, to progress). In Long Night, resolve a riddle will help you to understand the psychology of the character and find direct way to face the fears.
TFN: Are there any games, movies or other sources that have inspired and influenced Long Night?
Trickster Face: Of course Long Night was inspired by many sources, like “it” from Stephen King (and his work in general), the urban legends, Silent Hill 2 for the psychological aspect, Resident Evil 1 for its atmosphere. In the movies, we were inspired by classic horror like Psycho, Nightmare on Elm Street, Scream, Friday the 13th… We want to build Long Night as a love declaration to the horror gender.
TFN: How do you feel the long-form storytelling of video-games enables you to explore fear in ways movies (which are typically shorter than three hours) cannot?
Trickster Face: Long Night use an approach closer to the TV shows. We take the video game time to dig into the characters back story. We want the player to feel intimate with those teenagers so they can relate to their own life, past and present.
TFN: Can you describe how player agency has been beneficial and also challenging in designing a Survival Horror game?
Trickster Face: During the development of Long Night we focus on the reward of the player’s implication. Meaning that more the player interact and explore, more knowledge and more horror events he will get. We build the scenario with several level of interpretation so, as a player, you can build your own Long Night experience. It gives to the game a replay value and above the possibility to discuss about your vision of the story with other players.
TFN: What has your experience been with the Kickstarter process and is there any advice you’d offer to aspiring game designers looking at the platform?
Trickster Face: Well, we can say about Kickstarter that it requires a lot of work of presentation and communication. It’s a really living platform, so it’s difficult to be noticed when you’re surrounded by so many ideas. Today, making a game became easier with the accessibility of development tools, but the consequences are that the press is submerge by interesting projects. So, our advice to any game designer looking at this platform, could be: “Don’t come with just an idea, but bring some concrete to your audience so they can understand your project better”.
TFN: Our podcast is known for doing Top 5 lists every week, Long Night promises to be a truly frightening Survival Horror game. What are your Top 5 Survival Horror games?
Trickster Face: Top Five horror games of Trickster Face
1 Resident Evil Rebirth
2 Silent Hill 2
3 Resident Evil Code Veronica
4 Project Zero 2
5 Alan Wake/Obscure
TFN: Thanks for taking time to talk to us! Is there anything else you’d like to say about Long Night?
Trickster Face: Thanks to you for giving us the opportunity to talk about our first born: Long Night.
Our ambition is to make a game very close to the player, because that’s what fear is about, intimacy…
This isn’t a game about psychosis and unbelievable stories. It’s a game about you, me and the truth inside us.
Check out the Long Night Kickstarter and consider donating over at: http://www.kickstarter.com/projects/1102758921/long-night
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