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Video: A game dev’s romp through interesting 2017 game market data

What’s going on with the game industry this year?

At GDC 2017, EEDAR co-founder and Experiment 7 creative director Geoffrey Zatkin hopped onstage to try and shed some light on that topic by presenting a “tour de force romp” through a smorgasbord of game industry data.

It was a bit of interesting perspective for game devs because Zatkin tried to highlight notable trends in the market, covering everything from VR/AR to next generation consoles, mobile games, eSports, the diversification of monetization methodologies and everything in-between.

It was an intriguing presentation that was chock full of market data, so if that’s what you’re into (or even if you just want to get a quick overview of Where We’re At in 2017) make sure to take advantage of the fact that you can now watch Zatkin’s talk for free via the GDC YouTube channel!

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas

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Don’t Miss: Deconstructing the Gothic horror music of Bloodborne

What does it take to score a game like Bloodborne?

According to SCEA’s Peter Scaturro, who served as senior music producer on the game, it’s roughly:

  • 2.5 years
  • 6 composers
  • 130 minutes of music
  • Production across 3 continents and 5 Sony campuses

He shared those statistics at GDC 2016 as part of a behind-the-scenes rundown of how the lauded soundtrack for From Software’s striking action-horror game was produced. 

It was a fascinating talk, especially because the trio of presenters dug into everything from the musical style and orchestral approaches in the score to the dissonant harmonies, the horror-inspired melodic gestures, the “wall of sound” approaches and the blood-curdling action music. 

The presenters also spoke frankly about the challenges of working across continents with multiple creative teams from different cultures, and shared some key lessons learned from the process.

So if that sounds like something you might enjoy, take this opportunity to watch the whole thing for free via the official GDC YouTube channel.

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

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Review: Putty Pals (Switch eShop)

The Nintendo Switch has brought social gaming back to the couch with aplomb. With the ability to literally disconnect two controllers and hand one to a buddy, how could it not? While competitive multiplayer has been the main thrust, cooperative experiences seem to be fewer and far between. Putty Pals is your friendly reminder that playing with friends is as fun as playing against them. Rather than shoe-horn a second player into an adventure meant for one, Putty Pals is built around working your way through levels with another player.

The game has you controlling two balls of clay that must traverse a world that you can only overcome with both of them put to work. The move set is simple; you can jump, you can turn into a trampoline so your partner can jump high, and you can hold hands. The crux of Putty Pals is that you must often conquer obstacles by using each other to do so. For example, you can adhere to sticky ceilings but can’t move on unless you hold each other’s hands and alternate jumping so you can pendulum swing across. Everything from colour-specific platforms to opening gates by collecting the proper doodads is built with two players in mind.

It can’t be emphasized enough that Putty Pals should be played as a cooperative experience. You could conceivably play it as a solo experience with you using both Joy-Cons in a grip, but something is definitely lost in translation. You’ll often get frustrated with trying to maneuver your heroes by alternating tapping the shoulder buttons to jump, or save the other from peril by grasping hands – achieved by pressing the analogue sticks in. It’s very much a “pat your head and rub your tummy” scenario that just isn’t worth exploring by yourself. Grab a child, a friend or a significant other and it becomes a great game of communication, laughter and teamwork.

Putty Pal’s presentation, however, is a bit of a letdown. While colorful and filled with happiness-inducing sound effects, the worlds are bereft of the type of details and life that make other games feel like a genuine place. Sure, there are jungles and beaches and ice-covered caves, but with your gelatinous protagonists being the only things that are actually animated, it can feel a little stark and dull. Perhaps the developers felt this would distract from the action, but a few googly eyes here and there wouldn’t have hurt.

The game comes equipped with 28 standard stages, which are both lengthy by design and by the fact that there are hidden doohickeys to collect in each one. There are unlockable challenge stages that tend to focus on a smaller, more complex puzzle as well as time trials for those who want to speed run the game. While not necessarily a long experience, it does a good job of not overstaying its welcome with the type of bloat that can sometimes superficially extend the lifespan of a game.

Conclusion

Even though there are no frills, Putty Pals is an entertaining and well thought out puzzle platformer that is a perfect fit for the Nintendo Switch. The analogy of the initial teaser trailer for the Switch, showing someone handing a Joy-Con to a friend at a moment’s notice, could have very well shown gameplay from Putty Pals to drive the point home. Play it with a friend and only a friend, as solo players could become a bit frustrated from trying to move forward in a game that’s obviously built for two. Our recommendation is for the co-op experience – if you’re flying solo this may not be the game for you.

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King Oddball is Looking to Rule the Switch eShop Very Soon

Certainly one of the crazier concepts for a game we have seen in recent times, King Oddball is set to land on the Switch’s eShop with a bang – and there’s not long to wait until it does.

You take control of a boulder (the King of boulders it would seem) with the aim of using your ridiculously long tongue to lick up other, smaller boulders, before launching them at tanks and helicopters. Despite sounding like something we’ve made up for the world’s earliest (or latest) April Fools article, the game is very much real and actually looks like a whole lot of fun. You can check out this rather comical trailer for an earlier release of the game below.

In order to succeed you will have to master the timing of each swing, releasing your boulder buddies at just the right time to smash everything in sight. The game has over 120 increasingly-difficult levels for you to conquer, as well as hidden secrets for you to try and find. Boasting “single button gameplay”, this looks like it could be another fun addition to the Switch’s software library.

King Oddball is set to release on October 30th for $4.99 USD / £3.99 and we’ll be sure to give it a spin when it arrives. Is this a game that you might add to your wishlist? Let us know your thoughts in the comments.

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Minecraft-Like Title Battleminerz is Heading to 3DS This Year

The world has seen a small army of Minecraft clones make their way to gaming consoles – some have been successful, others not so much. Developer Wobbly Tooth Games is the latest to join the trend (for a second time, actually) by bringing Battleminerz to Nintendo 3DS.

The game is a sequel to the studio’s earlier effort Battleminer (a game released back in 2014 that we weren’t particularly keen on). This new edition has been shown off in a trailer (which you can see below) and promises to ‘build’ (sorry) upon the original with a whole bunch of new additions.

The trailer states that the game will feature several modes including Adventure, Creative, Horde, and Battle, as well as supporting local and online multiplayer. There are functions for character customisation and this sequel includes new tools, weapons, and items. Oh, and you can ride a giraffe (which is always welcome in our minds).

Something perhaps worth mentioning is that Battleminerz will be available across all Nintendo 3DS models. This is hardly surprising but, for anyone who couldn’t play Minecraft: New Nintendo 3DS Edition thanks to not having the updated console, this new game will be available to owners of all systems.

The game is scheduled for release in ‘Winter 2017 and, naturally, we’ll wait to see how this turns out before we jump on board. Would you welcome another game of this style on the 3DS, or do you think there are already enough options out there? Feel free to voice your opinions in the comments below.

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Zoo Tycoon: Ultimate Animal Collection Q&A

Last week we announced that Zoo Tycoon: Ultimate Animal Collection was available for pre-order and coming to Xbox One and Windows Store on October 31.

We recently had the opportunity to have an in-depth chat with Jorg Neumann, Head of Production, Global Publishing, Microsoft Studios to talk in greater detail about the re-imagining of this game.

Tell us about Zoo Tycoon: Ultimate Animal Collection and what is new and different with this version of Zoo Tycoon.

When we initially brought the popular Zoo Tycoon franchise to Xbox 360 and Xbox One in 2013, our goal was to create the most beautiful animals in all of gaming and that is something we believe we absolutely achieved. We are quite proud of that accomplishment.

For this new version, we focused on empowering our fans to do more of what they wanted – specifically the ability to build much larger zoos, increase their control over path construction and enclosure customization. Zoo Tycoon: Ultimate Animal Collection is designed to appeal to traditional Tycoon fans and new players alike, offering the most detailed environments ever seen in the franchise and even more of the most beautiful animals we love, this time from South America and Australia.

Beyond that, we also added ten all-new campaigns in these new regions and we also added another all-new challenge zoo.

 Zoo Tycoon: Ultimate Animal Collection is also by far the prettiest game of the series. On Xbox One X, it features awesome 4K Ultra HD visuals and HDR support. On Xbox One and Xbox One S, the game runs natively at 1080p and features HDR support on Xbox One S. It is also available on compatible Windows 10 PCs.

Lastly, the game features Xbox Play Anywhere, where you can pick up where you left off on another Xbox One device or Windows 10 PC, bringing all your saves, game add-ons and achievements with you.

Are there any new animals in this version?
Absolutely – we love the animals in Zoo Tycoon and added 91 new species (on top of the 100 we originally released in 2013) to give players almost 200 animals total. Thematically, we decided to take all the exotic animals from South America like jaguars, tapirs, and anteaters and from Australia such as kangaroos, koalas and platypuses. It’s awesome to have such a large variety to build zoos with!

Is Zoo Tycoon: Ultimate Animal Collection part of the franchise Microsoft had on the PC?

Yes! Zoo Tycoon was hugely popular on the PC in the early 2000s and first made its debut on Xbox 360 and Xbox One in 2013. Zoo Tycoon: Ultimate Animal Collection is a key milestone for that franchise.

If we look under the hood of this game you’ll agree that this is a true simulation – it was developed initially by Frontier Developments plc, a studio in the UK who are experts in simulation games. We’ve combined the strong foundation of a true simulation game with the most detailed environments ever utilizing intuitive yet powerful controls that will appeal to both Tycoon fans and new players alike.

What’s the overall gameplay mechanics and objectives for the game?

In Zoo Tycoon: Ultimate Animal Collection players have to manage the happiness of both the animals and the guests in their zoos.

Players can attract guests by having exotic and diverse animals in their zoos. How happy these animals are matters greatly to the guests, and players can also affect the number of guests who come to the zoo by setting things like the entrance prices, the concession costs, and numerous other factors to ensure that their zoo visitors are happy.

The true stars of the zoos, however, are the animals. Players need to manage the zoos in such a way that keeps the animals happy. It’s important to keep them appropriately fed, to keep them clean and to ensure that they have appropriate companions in their exhibits. For some of these asks, players can hire appropriate staff like zoo keepers and janitors and even specialized breeders. Given that this is a true simulation, there is a robust in-game economy that drives all of this.

As far as objectives, Zoo Tycoon: Ultimate Animal Collection features 30 campaigns (20 from the original 2013 release, 5 new Australian campaigns and 5 new South American campaigns), 21 challenge zoos, as well as a “sandbox mode” where players can freely build zoos in the game’s 21 unique locations all over the planet without the full economy simulation being active.

Are there any multiplayer features to play together with friends and family?

In this re-imagining of the game, we wanted to make sure that Zoo Tycoon fans can easily connect with each other, which is why we include social features including four-person multiplayer over Xbox Live on the Xbox One family of devices and Windows 10 PCs.

What excites me is about that is that players can join in on the fun to create and manage zoos together, trade animals and communicate with their friends via the ZooNews feature – for example if my zoo has the new birth of a female Maltese tiger, I can trade you one my other animals for your male Maltese tiger so they can breed and expand our tiger exhibit.

Did you consult with any animal experts in making this game?

We worked closely with experts at National Geographic to ensure that our animals were well researched and that the game was a scientifically accurate depiction of the real world. When players interact with the animals, they will see that they have likes and dislikes when it comes to food, habitat and social settings based on real animals. All of these behaviors were modelled after the research and information provided by countless animal experts across the world.

Our game also features the Zoopedia, which gives players a encyclopedia of the latest facts on the 190+ animals we have assembled for Zoo Tycoon: Ultimate Animal Collection.

Is there anything else you’d like to add?

I can’t wait to get this re-imagined version of the Zoo Tycoon franchise into the hands of “Tycoon” fans as well as new fans. You can pre-order now for $29.99 USD and it launches on October 31 at any major retailer, on Xbox.com, or in the Xbox Store or Windows Store.

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Review: Party Golf (Switch eShop)

The Switch is slowly but surely becoming one of the best available entertainment systems for multiplayer fun. The eShop is positively bursting at the seams with great co-op adventures and games that focus on simple, pick-up-and-play action for multiple players to enjoy. Party Golf is one of the latest titles to jump on board, hoping to find its way into your living room and give you a good laugh in the process. Does it succeed? Let’s take a look.

The entire game focuses around one extremely simple concept and, as you might expect from the title, that is to get the ball into a hole. Despite the initial simplicity, though, Party Golf has actually been designed really well; it takes that very basic aspect of golf and evolves it into something slightly different. In normal gameplay, four players (human or AI) will all be competing to reach the hole first and scores are given at the end of each round (reflecting how quickly each player managed to get to the goal). If anyone doesn’t make it to the goal before the round ends, scores are then dished out based on how far away from the hole they finished.

Unlike real golf, though, everyone is in a mad rush to fire their ball across the screen at the same time; balls collide in the air, power-ups can enable you to mess with nearby players, and there is a general sense of madness in every round. The game is perfectly functional as a solo experience but, like most party games, it is definitely enjoyed best with friends. Having multiple players sit around the TV, yelling at each other for knocking their ball off the stage as they were about to execute a perfect hole-in-one, is perhaps the game’s most enjoyable aspect and that cannot be replicated when playing alone. There is a rather nice solo player mode available, though, which we’ll get to a little later on.

Before that, let’s take a look at the main, multiplayer experience. The game boasts of having “over 100” modes available to play and this is (sort of) correct. The default mode is where you’ll definitely want to begin; players compete through as many rounds as necessary (you win by leading the table with 500 or more points and then winning another round) and everything is left at its standard settings. These other modes are basically the same fundamental idea but with different varieties on a whole host of parameters. As an example, the second available mode (called ‘Fruit Salad’) gives a random ball shape and size to each player which changes each round. These can be hilarious too – at one point our team of four were flinging around rubber ducks, bananas, a sand-timer, and a ridiculously over-sized brick that caused issues for everyone.

Some of these modes are great fun – one example has you playing in the dark, forcing you to locate the hole by illuminating sections of the screen with your ball’s flight path; unfortunately, though, others aren’t quite as strong. One particular level (which is actually great when played by four human players) is let down in single player thanks to the AI not understanding the specific task. In ‘Checking In’, you must hit a number of checkpoints before trying to sink your ball; the AI don’t try to do this, though – instead just flinging themselves right at the goal. This means that you will win every single round (as long as you complete the task) which eliminates the fun of competition.

Perhaps the game’s crowing jewel, though, is its ‘Custom Game’ mode. Here, you can make your own game modes by changing all of the parameters however you see fit. The options are truly staggering – you can change how balls are sized and shaped, their spin and bounce capabilities, the shape of the terrain, the scoring system, where tee-offs and holes are located, whether you want to put water on the course or not, whether or not to include a voting system which will allow players to change parameters between each round, specific rules to shots, how the camera works, how the aiming works, environmental factors, and so on. If we kept going we’d need to start a new website called ‘Party Golf Life’ just to have enough room for all the information – it is a very impressive feature indeed.

The solo player mode, which we touched upon earlier, is made up of a series of trials. These trials have you trying to sink the ball over a set amount of rounds with restrictions in place such as limits to the amount of shots or time you have. They are surprisingly challenging too – often even the slightest mistake has the potential to cost you the victory. Considering the game has such a multiplayer-heavy focus (you can actually play with eight players locally if you have enough Joy-Con controllers to share), this feature has a surprising amount of content.

For some, despite the amazing generosity offered in the customisation of the game’s settings, the game will likely work best in short bursts. We’d argue that the variety of ways to play (just about) justify the game’s cost but, essentially, you would have to enjoy the core ‘party-type’ gameplay to get the most out of this title. There are also a couple of little factors such as a temperamental loading screen and framerate drops (especially when playing with eight players) which stop the game from being perfect but, ultimately, it does its job rather nicely on the whole and there is an awful lot of fun to be had in the right company.

Conclusion

To answer our initial question of whether or not Party Golf can successfully join the eShop’s masterful collection of multiplayer goodness: quite simply, yes. The amount of customisation options are mind-blowing and essentially allow you to make the game be whatever you want it to be. The asking price at launch feels just a tad steep (a bit more polish and a slightly higher level of presentation wouldn’t go amiss) but, with the right friends around you, you’ll be having so much fun laughing at each other’s mistakes that you’ll hardly care. 

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Anniversary: It’s One Year Since Nintendo Showed Us The Switch

Incredibly, it’s now one year since Nintendo lifted the lid on the Switch – and Nintendo Karen.

Leaked many months ahead of the official reveal, the hybrid nature of the Switch – then known as “NX” – left some unconvinced. Even the announcement video itself – which focused on the system’s ability to transition smoothly between home console and handheld modes – left some unanswered questions, and it wasn’t until the machine was actually in the hands of the general public a few months later that the unique nature of Nintendo’s vision finally shone through. 

The rest, as they say, is history; Switch is selling like hot cakes and is inundated with quality games. But dammit, we still don’t have that cool in-car attachment. What gives, Nintendo?

What were your initial thoughts when you watched this trailer 12 months ago, and have they changed since then? Let us know with a comment.