The Astronauts, studio by PCF founder working on PC exclusiv
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consolitis
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PostPosted: Thu, 11th Oct 2012 17:04    Post subject: The Astronauts, studio by PCF founder working on PC exclusiv
Adrian Chmielarz, Andrzej Poznanski and Michal Kosieradzki left Epic's People Can Fly in the summer. Their roles were founder and creative director, lead artist and principal artist respectively. http://mobile.theverge.com/2012/8/12/3237687/Adrian-Chmielarz-leaves-epic-games

Now they formed a new Polish studio and they licensed UE3 once more for multiple titles. Their game is coming in 2013 on unspecified platforms and they are "on a quest to map uncharted waters". http://www.gamespot.com/news/people-can-fly-vets-form-new-studio-6398062

Uncharted waters? So.. iOS game? We'll see.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY


Last edited by consolitis on Mon, 5th Nov 2012 17:23; edited 1 time in total
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Thu, 11th Oct 2012 17:31    Post subject:
It's safe to say that the name People Can Fly doesn't mean anything anymore. Instead we need to be glad when we hear the names Flying Wild Hog and The Astronauts, although these guys still have to prove themselves first. Smile
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WaldoJ
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PostPosted: Thu, 11th Oct 2012 17:41    Post subject:
lol uncharted pc game in the like of painkiller with colours with sea battles... \o/


Sin317 wrote:
I win, you lose. Or Go fuck yourself.
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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Thu, 11th Oct 2012 18:00    Post subject:
Quote:
“create high-quality game experiences focused on imaginative visuals and rich story-telling”

They didn't mention any of the visceral/cinematic/authentic buzzwords, it's a good start Very Happy
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consolitis
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PostPosted: Mon, 5th Nov 2012 17:43    Post subject:
Saw the title change? Good.

http://www.edge-online.com/news/ex-people-can-fly-devs-the-astronauts-debut-game-for-pc-first-next-gen-may-follow-announcement-this-year/

Quote:
“We think we can create worlds that look really beautiful, and for that we need fairly advanced technology, so we’re starting on PC,” he tells us. “We try to be platform agnostic, and we would like this game to be released on more platforms, but I doubt that the current generation of consoles is going to be able to handle what we’re doing.

“The plan at the moment is for it to be released on PC first, and then we’ll see. When the next generation arrives we’re going to be fighting hard to be one of the launch titles – but digital distribution, not retail.

“We’ll be one of the first games for the next generation. But currently we are 100 per cent focused on PC.”


Quote:
“The point is to make a game that you can finish in one evening, and if you want to return to it and explore it more then go ahead and spend a month in it,” he says. “Like Dear Esther, or Journey, when you can be done with it in two hours but you can also spend ten hours in that world if you want. I’m a great believer that it’s time for these games.

“You see that in The Walking Dead. At the end of the day it’s still going to be like 10 hours or so, but you play only an hour or two every month or two. And that’s great: when you launch the game you know that you’re going to be done with it in one take, maximum two takes.

“That’s why our game is going to be in 2013. We’re not going to be replicating what we’ve been doing at People Can Fly but on a smaller scale; we’re going after a completely different market. I’m hoping that we’ll release more information about the game this year.”


http://www.theastronauts.com/2012/10/hidden-in-the-bushes-we-eavesdrop-on-the-conversation/

Quote:
A certain xxiv speculated on on Shacknews that it’s “kickstarter in 3..2..“. We admit: it’s tempting. Kickstarter is not just a fantastic funding platform, but also a highly effective marketing tool (whether we like it or not). But we would have a hard time explaining our first game to the public without having it half done already. It’s one thing to get people excited about a remake or a sequel of the game they loved in the past (nothing wrong with that!), and it’s another to get significant following for the project that’s kind of hard to compare to anything else out there. Not that we’re doing a crazy, experimental game no one ever thought of, but still, we feel it’s unique. In the end, we have decided to self-fund the studio.


Quote:
Guys, we are not making a shooter. Let us repeat that: we are not making a shooter.

Are we making a mobile game? While we can’t (scratch that, we can, we’re not just fully ready yet) reveal details about our game at the moment, it’s not a mobile game. And we can only agree with “low budget” in the literal sense (as it’s simply lower compared to what big studios are doing), but not with the final effect.

Finally, totakeke on C&VG says: “Got a feeling Cliffy B may end up here too. He seemed to be pretty interested in People Can Fly“. We can confirm it’s 100% not the case.


Quote:
We had a discussion the other day about when we could reveal the game to the public. We all agreed we wanted to do it this year. We actually agreed on something a bit more aggressive, but it’s a secret.


Quote:

We will support 3D

We want to properly support 3D in our game
, so we were checking out some games that do it right. The best one, hands down, is Trine 2. We were stunned. The game should have a subtitle: 3D Done Right. If you need a killer app so you can rub your new 3D monitor or TV in your friends’ faces then nothing else comes even close. And it’s an enjoyable game, too. They have just released a DLC (or an add-on, whatever) which is even more impressive, if that’s even possible.


http://www.theastronauts.com/2012/10/the-art-of-adam-bryla/

Quote:
Dropped out of college to make games? Check. Literally wrote a book on 3D graphics? Check. Is slightly insane? Check. Hi, Adam, welcome to The Astronauts.

If you’d like to know more about Adam’s stints like being a university lecturer or the Art Director of Afterfall: InSanity survival horror game, go ahead and see his Linked In profile. You’ll find a pleasant surprise there, too, a link that should make every texture hunter happy.


http://www.theastronauts.com/2012/10/reboot-your-aaa-brain/

Quote:
Let’s try something here. Think of that AAA game you are making right now.

And?

And would the game still be fun if people played it in god mode? If yes, then why don’t you allow for such mode to be one of the difficulty options? Is it to make the game better or is it to hide the fact it’s not very long, really?

Would people love your game even if the visuals sucked? Catch 22 is an excellent book even in Comic Sans, and Unforgiven is a fantastic movie even on a small black and white TV in a cheap roadside motel. How about your game? Are your fancy graphics an extra layer, or a crutch?

After watching all 144 hours of Buffy, how much of it would you cut off to make it even better? Is it more percent than the percent of forgettable, meaningless padding in your game?

Would your game still be fun if you removed all violence from it? Would it even exist? Is it too easy to name three direct competitors to your game? Is the game’s story better than the story in your favorite book or a movie?

Okay, that last one was a low blow. Consider it my whim to have at least one guaranteed win here.


Quote:
Indie games? That’s it? That’s all you got?

No, but it’s a good first step.

Look, I play a lot of indie games.

See? That’s what I mean. You hear, but you don’t listen. I didn’t say “play indie games”, I said “open yourself up” to them.

Let’s be honest (see how that’s a recurring theme?) here for a moment. You look down on indie games. You think most of them are crap, and those that are good are merely fun little distractions. You play them, but then you go back to bigger, better things.

Indie games are like kids to you. They can say something smart every now and then, but then at best that’s just amusing. No reason to re-evaluate your life.

But tell me one thing. You consider yourself to be creative and open-minded, right?

I try.

Have you ever, and I mean ever, done anything as creative as Stanley Parable?

Have you ever questioned the very core of what’s expected in your game like Amnesia did with the removal of combat?

Has any of your games touched people the way To the Moon does?

No?

Then start listening.

Listen to gamers evangelizing a small mod they just played not because they’re pretentious pricks, but because they found something special there, something that does not exist anywhere else.

Wonder why some indie games make more money than your games even though they don’t look as pretty.

Investigate why millions of people can be good at an indie game even though this game does not feature a tutorial you put so much faith and so many resources into.

Or, to put it in one sentence, start noticing how indie games can be more interesting and engaging than anything you do just because they question things that you consider unquestionable.

Indie games can surprise people. Your games do not. You have a magic marker and all you do with it is paint dicks on a wall.

Change that. Reboot your AAA brain and make better games.


And http://www.theastronauts.com/2012/11/ten-indie-games-that-will-make-you-feel-things/

*fap**fap**fap**fap**fap*
*fap**fap**fap**fap**fap*
*fap**fap**fap**fap**fap*


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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consolitis
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Posts: 27318

PostPosted: Fri, 9th Nov 2012 00:38    Post subject:
http://www.theastronauts.com/2012/11/why-we-need-to-kill-gameplay-to-make-better-games/

Quote:
Does it mean that if you want a deeply emotional game, you should drop regular gameplay, with all its core combat loops, gameplay mechanics and other voodoo?

Yes.


Any proof for that hypothesis?

The Walking Dead, for example.

Yeah, sure, it features “real gameplay” in the form of “survival moments” (fire a gun at a zombie) or light puzzle solving (pick up a key lying next to a chest to open the chest), but we all know these are just a fig leaf. Remove them and you would still get goose bumps just the same.

But if we remove the challenge and trial and error gameplay from video games, can we even still call them video games?

Who cares? Do you play games to pass the time or to create memories?


Reaaaaaaaally curious about what kind of game they are making.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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randir14




Posts: 4950

PostPosted: Fri, 9th Nov 2012 00:40    Post subject:
So...uh...he wants to make one long cutscene?
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consolitis
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Posts: 27318

PostPosted: Fri, 9th Nov 2012 00:45    Post subject:
I love good "non-gameplay" games (Dear Esther, The Walking Dead, ..) so it's fine for me.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Fri, 9th Nov 2012 04:40    Post subject:
I'm interested too, although I'd like if there was some kind of rudimentary gameplay in it. Dear Esther was a nice experiment but I don't consider it exactly a game .
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 6th Feb 2013 18:27    Post subject:
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