![]() In a sense, Outcast was the result of that core ‘living world” idea pushed to its limits. ![]() For instance, each alien has its own backstory and behaviors, and your actions will have an impact on them. One thing leading to another and we had to create a lot of gameplay pieces that came together as the game you know. With Outcast, we wanted to create a world that felt consistent and that you could explore freely and interactively. And that’s what we’ve tried to pursue as a studio since the 90s: to create fun and multifaceted living worlds through intelligent systems and interactive narration. What is it about the franchise that’s endured through the ages among its loyal fans?įrom the feedback we got from our incredible community, there is something about the world that feels alive and unique. Second Contact is that same remake project, but with a larger scope and more improvements. That plus the good buzz we had from the Kickstarter made it much easier to find a publisher to fund the project. Our priority was to have an early prototype to show. The feedback from the players, the fans and the press had been great! We were now positive: Outcast needed a proper remake. As crazy as it might appear, when the dust settled, this failure actually strengthened our spirit. On the days following the campaign we analyzed in detail what we did wrong. It was our first crowd funding campaign and we were inspired by the same thirst for adventure, the same craziness, maybe the same over-confidence, that 15 years ago led us to create the original game. From the beginning of the campaign, we knew that we were lacking content and that the goal was high. It’s nowhere near the goal we had set, but looking back at it, it’s still an amazing pledge. The Outcast HD Kickstarter raised about $270.000 from over 5,100 fans. ![]() What happened after Outcast HD failed to secure funding? How did you go about raising the money and why did you settle on Outcast: Second Contact? "With Outcast, we wanted to create a world that felt consistent and that you could explore freely and interactively." To find out what’s new while the game stays true to its precedessor, GamingBolt spoke to developer Appeal about everything from the series’ everlasting appeal to the different features that define Outcast: Second Contact. Seeing Outcast: Second Contact, a remake of the original, made us think whether it still had a place in today’s industry of open world titles and 3D sandboxes. If you wanted to participate in the main story, that was fine as well but in terms of free 3D exploration, it was one of a kind. It featured a huge world and oodles of freedom, allowing you go anywhere. When Outcast first released in 1999, it was unlike most games at the time.
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