Arkane’s The Crossing On Hold

Arkane Software’s The Crossing is now on hold. Arkane’s Raphale Colantonio tells Joystiq, “We ran into an unexpected financial challenge some months ago and we had to put The Crossing on hold”. 1)http://www.joystiq.com/2009/05/15/valve-and-arkanes-the-crossing-on-hold/ They speculate that Arkane’s crumbling partnership with EA is the reason for this indefinite delay.

According to Colantonio, Arkane is now working on two other projects – an FPS RPG and an iPhone game – instead. Since Ubisoft owns the rights to the Might & Magic franchise, we’re in shallow waters with speculation as to what “FPS RPG” means at this juncture.

In any case, only another forthcoming Source game from Arkane will save me from a broken heart.

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Downfall

Remigiusz Michalski’s new 2D horror adventure game, Downfall, is the latest AGS-based indie project to make it gloriously over to the retail market. The game, designed to attract those craving “…for an intellectual adventure that puts complex storyline and immersive dialogues before the polygon count”, and features “scenes of violence and gore, sexual content and strong language and it is suitable only for persons of 18 years and over”.

From the Harvester Games website:

“Quiet Haven Hotel was supposed to be just a one night shelter for Joe and Lucy Davis. But things soon start to go wrong. Lucy’s panic attacks get worse and soon she disappears. And in the morning hotel changes too. Nothing is what it seems anymore. Joe is left alone, trying to understand what is happening, trapped between reality and the nightmare.”

While the game is obviously another testament to Chris Jones’ fantastic adventure game platform, it’s also a delightful example of perseverance: Back in 2007, Downfall was a mere batch of relatively clumsy, gorey screenshots posted over at the AGS forums. In fact, an early demo version(!) is still available for download in case you’re the kind of person to obsess over a game’s entire production curve. Here is a comparison, of the “old” and “new” Downfall, to really drive home the amount of improvement that’s gone into the project:

At this juncture, the game looks fierce, and sports an interesting, aesthetically cohesive look and feel. The game will be sold, for the modest price tag of $9.99, at Direct2Drive.

Update:

A demo has been released for the game and is currently available on FilePlanet.

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Ghost Pirates of Vooju Island

Over at the Autumn Moon blog, Bill Tiller spilled the beans on an all-new game series called the Ghost Pirates of Vooju. The game, seemingly designed to take advantage of the current piracy boom – Tiller freely admits that a pirate-themed game “would be less risky than some of the other unusual ideas we had proposed, and would be easier to market” – is interestingly slated for release before the already publicized sequel to A Vampyre Story that we just reported on a mere few weeks ago. The estimated release date for Ghost Pirates is early 2010, while A Bat’s Tale will follow some six months later.

As far as the game’s register, ‘The Biller’ (as we affectionally call him here at The Slowdown) elaborates that he wishes to see the game enter a slightly more dramatic space not unlike “…Full Throttle or the movie The Incredibles.”

What do you make of this? Personally, I’m nothing but delighted that Tiller – who practically has the rights to computer gaming piracy anyway, having almost singlehandedly crafted the look to the beautiful Curse of Monkey Island – and indeed, in another post, Tiller outlines how he also feels “…people really liked the art I did on Curse of Monkey Island and wanted to see some more of it.”

Styles make fights, so why not games? Adventure-Treff have some hot scans and The Pumpkin Post have posted a lowdown of the game’s characters – that’s about it for now.

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Batman: Arkham Asylum PC Requirements, Delays, Alternative Solutions

We thought we’d mention that the PC requirements for Batman: Arkham Asylum were underhandedly revealed unto the Eidos Games forums by an “International Man of Mystery”. If you do find yourself struggling to meet the requirements – or simply cannot bear the fact that the game has been officially postponed – then we have an alternative to offer you in the form of Batman Doom!

The Doom II -based total conversion can be downloaded here and was intriguingly developed by the core members of ACE Team, now better known as the developers of Zeno Clash. If you do decide to take us up on this tip, there are several revised Doom engines you can use to play; Richard recommended to us either Edge or ZDoom. The original Doom II wad files are not required. Here is a side-by-side comparison of the two engines:

If you’re as big a Batman fan as we are, then you probably won’t mind if we sum up this post with the latest Baz Luhrmann –inspired Arkham Asylum fight trailer after the jump.

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GOG.com Fallout Editorials

GOG.com have recently published two interesting Fallout editorials, full with commentary from original Black Isle Studios game designers: Tim Cain, Chris Taylor and Chris Avellone.

The first editorial discusses Fallout 1, and touches – among other diverse topics – on how the team ultimately settled on devising SPECIAL instead of utilizing GURPS or D&D, and how the team came to settle on the more transparent register:

“We picked up on the ‘less is more’ storytelling style, and didn’t fully explain everything,” confirms Taylor. “I was a little shocked to read some of the message boards when the game came out and players were filling in the bits that we purposely–or accidentally–left vague.”

Against this backdrop I find it very intriguing that Chris Avellone should have put out the incredibly interesting Fallout Bible series that detailed the game intricately and specifically. Elsewhere, Cain hits the nail on the head in describing the game, ultimately, as a binary construct: “…funny but dark, nostalgic but futuristic, optimistic but depressing”.

The second article, then, deals with the sequel.

Unsurprisingly, none of the interviewees find the second game better than the first – Taylor cites a lack of consistency, Cain believes both its humour and pacing were ‘off’. Lead designer Avellone nonchalantly states the obvious, that Interplay was already hurting badly for funding and that the staff at hand was simply too limited to produce a bug-free game of such immense scope in a ridiculously modest timeframe of 10 months, and endearingly reminisces how the team worked on

“…the boxing ring rules in New Reno literally in the last hour before the game was scheduled for its final submission.”

In an interesting turn of events, the latter piece also notes that Chris Taylor is still working on Interplay’s “V13” Fallout MMO – despite co-creator Jason Anderson recently leaving the project for inXile – and Bethesda delivering a claim to Interplay over an assumed breach of contract. Taylor has commented on the topic as late as April 15th, in a thread on the Interplay forums, stating, “We are still developing Project V13.”

For those interested, there are other editorials available on the site.

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