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FORGE Interview with Dark Vale Games

“An interview conducted with Dark Vale Games”

In effort to provide the most up-to-date knowledge in the video game world, Capsule Computers strives to get in touch with those behind the game’s creation. Dark Vale Games opened their doors to our questions and provided in-depth knowledge behind their upcoming class based third person PvP shooter named FORGE.


Question 1: Forge makes for an interesting title. How did this name come to fruition?

We needed a name to fit the overall lore of the game, the backbone of where the game is headed once our initial release is in player’s hands and we transition into expanding the meta-game and MMO aspects of the title. There will be structured battle over a territorial map, one that the player’s shape as they create their own nation, form unions and alliances and ultimately shape the face of a world they all inhabit together. Forge seemed to fit this well, a place of burning heat and friction where creations come to life.

Question 2: When I first saw Forge, I became excited seeing there was a fantasy themed background. What can we expect for a storyline line to develop as the game is strictly PvP?

The further we get into development of the game, the more the lore becomes an important part of why you’re doing what you’re doing, even in PvP. As an example, a game mode we’re releasing soon is called “Labyrinth”. In this game mode, you’ll face off as a raid boss and their minions against standard Forge classes on a round by round basis. These raid bosses are some of the gods that have been released through your play in the game from now until that point. The further we get into the game’s life, the deeper and more powerful the beings released will become, requiring larger teams and more coordinated efforts to defeat them.

It will also influence the new factions that appear, new maps, other new gameplay modes and even the classes that are launched.

Question 3: Starting off in the closed beta, I felt overwhelmed by the amount of skills and jumping straight into the action. What steps are you taking in making the “Tutorial Zone” to combat these feelings?

We walk the player through several aspects of the game in the tutorial map. It’s built in four phases, walking the player through mobility, class specific “special” skills like Shadow Leap and Flame Burst, defense against attacks using block and finally using the remaining abilities in combat. This combined with the in game tutorial tips and ALT tutorial mode where you can hover over every element, it’s very easy for the user to get a feeling for the game.

On the flip side of that, there is always going to be a sense of discovery with the game. The easiest abilities to use, those which require the least information to get started with, play off the left mouse button by default and are effective enough to get a player started in combat. Mastering the game is not something we anticipate everyone will do quickly. It will take some time. But, we are taking steps as described above to ensure that while the game isn’t something you can master in a match or two, it is something you can have fun with until you get there.

Question 4: Players like a variety of characters to choose from. With the given set of five classes is there any chance we could see more classes beyond initial release?

Absolutely. In fact, the Ravager class is deep in production already. It’s a melee class built to stay in the thick of things and has a grappling hook as its primary means of mobility from point to point on the map as well as between players. We have a total of twelve classes planned, five of which are released at retail launch on December 4th, the others to follow as development continues.

Question 5: Of the five playable classes, my favorite to class to play as is the Pyromancer due to his unique special effects (Skill: Wall of Flame). As a developer what class was your most favorite to work on and why?

I think our favorite class shifted as development progressed. For a long time, the Assassin and Pathfinder were at the top of the list for many of us simply because they struck a chord with the types of characters we generally like to play in these settings. At this point, it’s so spread that I’m not sure we could even come up with one that stands out for us as a whole as the favorite, though the Pathfinder would probably be our most played if you checked hours from the start of the game’s development.

Question 6: Skill and attribute customization is in the works right now. Can you give an example of how this can affect the PvP experience between low level and high level players?

Mainly in the options they have available to them. It was critical to provide players a way to customize their characters for their own play preferences and build this into a progression system that would provide them with something to look forward to as they play. We want players to feel that as they grow to know the game inside and out and figure out what their preferences are, they have a way to tweak their character to specialize in those preferences. Maybe they prefer speed over defense, or find that they never feel they have enough resources at their disposal. Using the customization points they can shift these values around for their character. It may also be that they feel they have an easy time with one class but a more difficult time with another. Armor points allow them to shift their armor into an area that helps protect them against those classes they have a harder time with while reducing their protection against those classes they do not.

As for ability customization, things become very specialized there. It’s impossible to build a version of an ability that is the best version for everyone. Someone will always have a way an ability would work better for them, if only it was done just slightly differently. Ability focus options allow us to provide those choices to them. As an example:

Camouflage is an ability for the Pathfinder that has several uses. They can use it to mostly hide themselves from the enemy, as well as while in camouflage to target an enemy or ally and swap locations with them. Currently, this ability requires that the Pathfinder stand still or the effect breaks. They’re also able to attack while Camouflaged because of this “you must remain stationary” requirement.

With the ability focus options, they can choose a camouflage that allows them to move at the expense of the ability to swap locations and a 50% damage reduction while camouflaged.

Tweaks like these are inherently balanced through the act of forcing a sacrifice to the ability in order to gain a benefit, but still provide the player with a way to make the ability and their class their own.

Question 7: Sticking with the customization topic, at the moment characters of the same class look the same. Will there be a discernible factor between characters – color, armor?

We will have a few skin options available very soon after launch for each of the launch classes. One of the skins is reserved for our Pre-Order customers as part of thanking them for getting in early and the other for characters that reach level 99. As the game progresses, more skins and even factions (where the entire theme of the class is different, switching from Valkndar to the Mopachi faction for example takes you from a faction based on Nordic themes to one of Clockwork/Mayan will further diversify the look and feel of each class and player.

Question 8: Other games have incorporated bots for players to practice new characters or builds before facing real combatants. Can we expect something similar in the works for Forge?

Absolutely, but we don’t have a timetable we can announce for that just yet.

Question 9: Currently matches can be accessed by finding a specific player or by jumping to a random game. Will this be consistent with the release, or will players be able to access a list of open/private games?

These two will be the primary methods of finding a game on release. Soon after we’ll expand the options to include joining as a group as well as looking through a specific list of servers similar to what you get through a server browser in a typical FPS.

Question 10: Being selected in Steam’s Greenlight must be exciting for an upcoming release of an indie title. How are you feeling right now with over 20,000 players having tested Forge in the closed beta?

It was and is extremely exciting. The field of competition was extremely tough. There were many games that were already released elsewhere with large, established fanbases ready to come in and help them get onto the Steam platform. That we still ended up in the top 10 and made it through the Greenlight process as early as we did gave us a lot of confidence that while we are just getting started, we have something special.

We feel great as far as the Beta is concerned. It’s easy to forget, especially for some players coming in, that this isn’t a title built with a budget or team anywhere near what is common for games they compare us to. As a true Indie developer, to be even mentioned in the same breath as industry juggernauts for whom we have the utmost respect can be at times overwhelming. The Beta has not been without its challenges, but that truly is what the Beta is for. At this stage, where we are now, we’re feeling great and are excited to get the retail release into everyone’s hands.


After conducting this interview, I feel that Dark Vale Games is taking consideration from its fanbase to incorporate ideals that make a strong online multiplayer. Notably, they are preparing for future additions before the initial game is being released – classes, maps, and character customization. With over 20,000 testers in on the mix, Dark Vale Games is surely to get their hands dirty to provide a well developed title. Stay tuned for more news regarding FORGE and its Steam debut.

Check out our preview for FORGE (here).

– Joshua Moris (A.k.A The Poid Pipper)

The Gaming Connection Episode 5 – Mario Kart Tournament Sydney

 

Welcome to the fifth episode of The Gaming Connection with me as your host, Benjamin “LinkageAX” Webb. This week we look at the Mario Kart Tournament held in Sydney a couple of weeks ago. What happened at the tournament?

The tournament was an opportunity for gaming websites and their communities to battle it out and to see who was the best at Kart racing. Did us here at Capsule Computers win? We did better than Gamespot, IGN and Kotaku at any rate. Check out the video for a full rundown of the days events.

Gameplay is included.

The Episode is titled The Gaming Connection with LinkageAX – LAN Gaming. Hope you enjoy it!

This weeks agenda is as follows –

The Gaming Connection –
With LinkageAX.

Topic: Mario Kart Tournament in Sydney

Agenda –

Mario Kart Tournament Footage.

Just remember guys, you can contact me on Twitter with any feedback and responses for the show @LinkageAX. You can also reach me privately at my email address [email protected].

The opinions shared in this series are my own and not reflect the views of Capsule Computers as a whole. Check out the video embedded below for this weeks Gaming Connection goodness.

Halo 4 Review

Halo 4
Developer: 343 Industries
Publisher: Microsoft Studios
Platform: Xbox 360
Release Date: November 6th, 2012
Price: $59.99 – Available Here

Overview
People always wonder what will happen to an IP when it is handed off to another company.  Fall apart?  Meet it’s predecessors?  Soar even higher?  It’s always hard to speculate, best to just wait and see what happens.  Well, when Halo 4 was first announced it’s been known to be a new company developing this time around and we’ve all waited.  Now the game is here for us all to scrutinize and discover it’s faults, if any.  Toted as the first in a new trilogy dubbed the “Reclaimer Saga”, Halo 4 has to prove itself both to fans becrying the loss of development by Bungie and non-fans wondering how much longer the series can continue.  Once more into the MJOLNIR armor to see how the Master Chief is fairing.

Story
Who is the man behind the armor?  Besides never seeing his face some is known about him, but not much.  Much more in the books and extended universe of Halo is told about Chief, but Halo 4 it seems is the start of learning more about him.  Starting out in the prologue the story hammers home some interesting ideas not many have thought to bring up before about the hero of the Halo series.  Stated as sociopathic and broken in terms of humanity, all Chief is good for is killing and killing and killing, but just because the prologue condemns that about him doesn’t mean this is an all new direction for Chief.  No, it’s just him killing and killing and killing, and now it’s an elephant in the room eating your peanuts while you play.  The best characters are those that grow, that become familiar to us and that’s the point here.  Master Chief growing as a person doesn’t mean anything unless you realize and care that all he does right now is kill without caring about anything besides the greater good.  A serious and dark path to take, it’s honestly the best.  We’ve seen Chief save the world and universe now we’re seeing him do more.

The story isn’t just Chief-centric however, there are other important elements, Cortana, the giant ship Infinity, the Forerunners.   The Forerunner being the second biggest change to the Halo formula besides the exploration of Chief.  They’re shown, they’re there, and it’s a good thing.  Some might argue that it might have been good to never look in that particular box, but there are plenty of other boxes to keep sealed *cough* Chief’s entire face *cough*.  What is added to the story by the addition is exceptionally executed.  There was no ball dropping in this court and everyone can sigh relieved.  The last biggest change compared to previous games are the cutscenes.  No longer simple intros and endings to levels to bridge the change of scenery and fill in some plot, the cutscenes take Halo 4 to a whole new cinematic level for the series.  The information and backstory covered are vast and feel closer to the extended universe of Halo works than ever before.  The writing it seems is good enough to sustain a trilogy unto itself.

There is more to the story than just the campaign too.  After Master Chief’s work is done the rest is left to the Spartan-IVs in the new mode Spartan Ops.  A pseudo replacement for Firefight, Spartan Ops tasks the multiplayer Spartan-IV with short missions to complete, broken up into Episodes and Chapters.  While only the latest Episode and Chapters are available for public matchmaking, the past Episodes are available for party or solo play, so no one will miss any missions regardless of when they get started.  Able to be taken alone or together as a whole the Episodes are an interesting addition, but until they’ve all been released it’s difficult to tell.  So far they seem to be building up to something, only more time will tell what it is.

Gameplay
Halo 4 is still a Halo game in terms of gameplay, with all the new bells and whistles the very core feels the same and past players will feel at home in the new digs.  There are a few differences to better accommodate some of the changes, such as everyone having sprint all the time now, but after that brief learning curve it’s smooth sailing.  The new armor abilities are interesting as well, from the hardlight shield to the Promethean vision there are new strategies to learn and better planning to be had.  The three new enemy types likewise throw a wrench into the standard fair of Elites, Jackals, and Grunts, but after the first few encounters it’s no problem finding that groove again as they follow the same basic rules as the other three.  Other additions to the gameplay of the campaign are the action scenes players control Master Chief during, from climbing the bulkhead of a ship to other special actions, these new sections give some more cinematicness to the game and not overly much to make it in a bad way.  It’s new and different than the mostly rigid way players control Chief throughout the rest of the game.

Multiplayer though, is where gameplay can fail a game.  Yes, Promethean vision and hardlight shields are interesting and fun to use against hordes of Covenant and Prometheans, but having them used against you is another matter.  Balance is key and with the additions to multiplayer it seems like the game has found a pretty good one.  Depending on the game mode there are more than just Armor Abilities though, as there are addition tactical packages and **** that will also change how players go about their business.  These are however, minor for the most part with only one applied at a time give too big of an advantage to anyone, sure some could spawn with two primary weapons, but anyone else could just pick their second one up from the ground.  For the most part then players have the chance to build loadouts to fit their style, without worry that they might be handicapped by their choices.  These also carry over to Spartan Ops, as the multiplayer Spartan is the same as the one for missions, so building loadouts to customize that experience is useful as well.  Even better is that it adds an additional level of planning when replaying Chapters for fun or XP and knowing what’s coming and being able to be ready with the appropriate equipment.

Visuals
If one was to believe certain talk, every Halo game looks exactly the same and while that is true stylistically the graphics do actually continue to improve.  This is most clearly present in the aforementioned prologue, where depending on knowledge of CGI technology one might have trouble telling it from live action.  In game graphics aren’t nearly as good as the cutscenes, but still outclass Halo: Reach.  There seems to be much more going on in the world with Halo 4, with vibrant colors and great particle effects that add to the scenes, one of the best being the dissolving of Promethean Knights from the last point of impact that always seems to be satisfying.

Taking a cue from Halo: ODST it seems, Halo 4 put a lot of effort into the faces of the characters.  A lot of detail is put into the faces for realism as well it seems, as none of them are simply flat from pock-marked to wrinkled, they all look fantastically done and found a great level to keep them from seeming too creepy or unnatural.  In this it seems they are almost setting a new bar for themselves, so it will be interesting to see where they can go from here as they continue this new trilogy.

Audio
Fans of the Halo games know what Master Chief sounds like despite how infrequently he talks and it is great to finally his his voice again in the long wait since Halo 3.  But, there is more to his voice this time, as with the seriousness of the story with Master Chief’s personal growth there seems to be more in the voice this time around.  While still the same man filling the vocal cues, the time he has been providing the voice hasn’t been wasted.  He knows how to do it and he is doing it well.  Cortana too continues to sound great and explores new dimensions than those from her time with Gravemind the direction her character goes fits well showing the strength of her voice actress.  All the voices do an amazing job in fact, the only let down being the lack of slight comedy present with the Covenant, even while using the skull for the rarer dialogues to pop up.  It’s great that the game is going for serious, but comedy can be good too to prevent players from getting too burned out on too much of it.  The one refuge of this however is the RvB easter eggs in Spartan Ops, which while nice isn’t the joy of those laughable Grunts.

The music this time is not composed by Marty O’Donnell and while still sounds great and impressing the appropriate mood, it doesn’t always feel Halo.  In some ways the music could be pulled and if listened to in the world it might be hard to tell just what it is from.  Perhaps with time the music will become either closer to the Halo series or become more synonymous, but for now while providing amazing support to the game in mood and tone, it has a ways to go to live up to the standards the Marty set.

Overall
Halo 4 is an amazing addition to the Halo series, adding a lot more to gameplay and boasting a ridiculous boost in terms of graphics.  It had a lot to live up to with it’s new developer and aside from some minor stumblings with the audio, which is really only in comparison with the previous games, as on its own played by someone not familiar with the series it falls short to none.  I give Halo 4

9-5-capsules-out-of-10

Storm the Train Review

Storm the Train
Developer: Games Faction
Publisher: Chillingo
Platform: iPhone (reviewed), iPad, iPod Touch
Release Date: November 8, 2012
Price: FREE (HERE)

Overview

Do you like shooting zombies? How about robots? Vampires?’Ninjas? Have you ever been able to shoot all of those on your portable device in the same game before?

If the answer is no, then Storm the Train is here to cater to your blood-lust for murder across the various critters and bogeymen of the multiverse. Does this all-out action shooter carve out a place for itself amongst the App Store puzzlers, or does someone need to put it out of its misery?

Gameplay

Side-scrolling, all-out action shooters are something you may expect as indie titles on Steam or as Xbox Live Arcade titles, but they’re hardly a common occurrence on the iOS platforms. Storm the Train bucks that trend.

The game wastes no time getting you into the action, the second you hit the play button you are taken to the character select screen. Graham is your average action star, and as such he is the most balanced of the characters in terms of health and agility. Mason is the grizzled veteran (and perhaps his name was inspired by the grizzled veteran John Mason from The Rock) who is slower but has a healthy serving of hit points. Carrera is the lithe action-chick. She’s low on health and high in agility.

As soon as you make your choice, you’re helo-dropped onto a train moving through a spooky Transylvanian countryside. Zombies and skeletons begin lumbering towards you and you’ll have to start blasting away at them. As you proceed along the train you’ll run into bosses, collectable coins that serve as the game’s currency, and crates containing a variety of weapons – everything from assault rifles to uzis to rocket launchers. Once you’ve cleared the train, you’ll jump onto the next one.

This time you’ve been launched into what can only be described as Disney’s Tomorrowland gone wrong. Robots are out to get you, and these enemies operate differently to the skeletons and zombies. Some will shoot you, some have a lot more health, and others will run at you much faster than other enemies. It’s a good assortment of foes and that ensures Storm the Train never really feels tedious.

Of course that’s not the only thing that will keep you coming back. A fully-fledged upgrade and power-up purchasing system is included in the game. Using the coins you’ve collected in game (or, if you’re so inclined, you can drop real cash to buy packs of coins) you can buy everything from new guns, to increasing your proficiency with guns you’ve already purchased (so if you want to channel Rambo, I suggest maxing out your Assault Rifle damage first), power-ups that will help you take out your enemies, and health bonuses. The list goes on.

The game also features a variation of the three-star system now so common in iOS games, but with a twist. As you complete these star missions, new in-game missions are automatically unlocked and will appear randomly as you traverse a train. Again, the developers have ensured that you can play this game over and over and always have something new to do or unlock.

Storm the Train is unique. It’s a fun, easy-to-play side-scrolling shooter that will make sure you’ve always got a reason to come back to play it.

Audio & Visual

The art design of Storm the Train falls just short of fantastic. That is to say it looks quite good, but it won’t blow you away. The character designs aren’t unique, but their adherence to action stereotypes is what makes them fun.

The various enemy designs are actually quite creative, and the visual cues on each model do a good job of telling you how a new enemy is capable of eviscerating you. The fantasy and future backgrounds also do a good job setting the tone for each train you traverse.

If you’ve listened to a few gaming podcasts or watched some machinima on YouTube, you’ll probably recognize the game’s soundtrack. That’s because it’s quite literally just modified versions of royalty free tracks. I can’t really fault them for this though because those tracks are actually great and suit the game well. Most importantly, guns in this game do make the right amount of “boom” you’d expect, rather than the “pings” and “zings” I’ve heard in some other iOS games.

Overall

In short, Storm the Train is an all-out action adventure that will keep you coming back. Its smooth controls, upgrade and mission systems, and solid presentation ensure that this is an iOS experience you’re sure not to forget.

In the past Chillingo has released some good, but predictable games that seemed to be following in the footsteps of other iOS puzzlers that involved cutesy animals. Storm the Train bucks that trend and carves out its own spectacular niche on the App Store.

9-0-capsules-out-of-10

 

InuYasha The Final Act Set 1 arrives on November 20th

In case you didn’t know, Viz Media is releasing the first half of InuYasha The Final Act on November 20th and today the company released a new trailer showing what fans can expect with the release. The company is planning on releasing the DVD and Blu-ray versions of the show separately but the Blu-ray version contains exclusive bonus features such as storyboard art and the original Japanese trailers for InuYasha The Final Act.

While some of you may already know what the English dub for InuYasha The Final Act sounds like since the show has been airing on Neon Alley, everyone else can check out the below preview trailer and listen to Kagome’s new voice actress Kira Tozer.

Take a closer look at Bioshock Infinite’s Songbird Statue in this video

In case you happened to miss it, a special Ultimate Songbird Edition of BioShock Infinite will be released alongside the standard version of the game next year and contained in this package is a special Songbird Statue.

Now many people can be concerned when it comes to a statue that comes with a special edition of the game and today Irrational Games has released the below video to try and put these people’s fears to rest. The video below provides a small look at how the company has spent a lot of time making sure that the Songbird Statue is of high quality.

Jet Set Radio skates onto the Vita on November 20

After we learned back in October that both the Vita and mobile versions of Jet Set Radio HD were delayed many people were concerned, but it seems they won’t have to wait much longer. In case you didn’t already hear about it, Jet Set Radio is going to be one of the six free games for PlayStation Plus members on the PlayStation Vita.

This also means that Sega has just come out and announced the official release date of Jet Set Radio on the Vita as November 20th, which makes sense considering the game would have to be released to be given away. The company also revealed that the iOS and Android versions of the game will be available on November 29th.

Dress up like Square Enix’s past characters with Sleeping Dogs’ latest DLC

Today Square Enix announced some more DLC for Sleeping Dogs and this time around they are focusing on a number of costumes for players to dress Wei Shen up in. The Square Enix Character Pack will be released on November 14th on the Xbox for 160 MSP and on November 20th for the PS3 for $1.99. This character pack will allow Wei to dress up as Adam Jensen from Deus Ex or a strange looking Agent 47 from Hitman.

Also released are a number of additional packs will be released that will provide gamers with many of the costumes which were previously only available as pre-order bonuses. Check out the images below for more details on some of these packs and keep an eye out for them on November 14th and 20th.

PlayStation Plus comes to the Vita with a number of free games on Nov. 19th

Today Sony announced when the PlayStation Vita will be given the premium membership program PlayStation Plus and thankfully that day isn’t too far off. The company is planning on launching the PlayStation Vita Plus on November 19th with the version 2.0 firmware update.

To kick off the PlayStation Plus on the Vita they are offering a number of free games in the Instant Game Collection such as Vita: Uncharted: Golden Abyss, Jet Set Radio HD, WipEout 2048, Gravity Rush, Tales From Space: Mutant Blobs Attack! and the PSP title Final Fantasy Tactics.

The company is also planning on upgrading the online cloud storage up to 2GB, upgrading the web browser and adding a few new little tidbits to the Vita with this update. Check out the video below for a few more details and prepare to download a number of great games if you are already a Plus subscriber.

Some Black Ops II shipped with Commander Shepard

Someone, somewhere, is getting fired.  The behemoth that is Call of Duty Black Ops II arrived in the world yesterday and will probably be reporting enormous sales numbers that point and laugh at the money making abilities of all other games. Unfortunately some gamers who nabbed a  retail PC copy of the game are not quite getting in on the fun…so speaking of pointing and laughing:

Turns out the second disc of some copies of the game is actually loaded with Mass Effect 2. It’s an issue that can be worked around very easily (pending an internet connection and Steam) but is nonetheless very embarrassing and fuel to the fire for the anti COD brigade; after all, Mass Effect > COD.

The scale of the problem is still being investigated, with Activison asking BLOPS II community members to get in touch with the location details of their purchase, presumably so they can hunt down the person responsible and out them as an EA spy.