A while back Press Play gave the community a choice of three gaming concepts to choose from, only one of which would be taken forwards to be refined and released later as a finished product. You have voted for Project Knoxville and it is going forward to the next step. Knoxville is a game that features seven contestants and seven ‘get out alive’ tokens, you can work with or against people around to ensure they make it out alive or stay in with the deadly monsters populating the world.
This was my front running choice of the three games we saw and I cannot wait to see the end product. On Thursday September 17th Press Play will launch their first bi-weekly Twitch Stream join them at 8am New York/ 2PM Copenhagen time to get the chance to talk to with some of the design team as well as receiving a look at some of their design processes.
This week Microsoft announced that the development studio Press Play, who have been behind games such as “Kalimba” and “Max: The Curse of Brotherhood” will be creating a new game, this new development initiative will see Press Play take feedback from the gaming community so they can work together on creating the studio’s next game.
Grab a bunch of friends and become a band of legendary dwarven treasure hunters, explore the underworld filled with gold and all kinds of monstrosities. With the survival skills of dwarves and an endless array of tools to overcome any kind of obstacle let nothing stand in your way. Get in! Grab that gold! Get out!
Project: Karoo A physics-based multiplayer construction game set in an open world. In Karoo you can construct any kind of vehicle and travel far and wide to find new types of items with your friends, But beware hitting walls, crashing and colliding will see your vehicle being obliterated into thousands of pieces.
Project: Knoxville A multiplayer action-survival game where players must both work together and against each other. An arena filled with deadly monsters, 7 contestants and 7 ‘get out alive’ tokens, work together to find them and ensure everyone makes it out or let greed get the best of you and let others perish. Will you be exiting the arena with everyone else that entered?
The community will get the chance to engage with Press Play throughout the development of which ever game is voted for, some of ways this will happen is through regular forum and blog activity as well as sharing early builds of the game and allowing community members join meetings and project reviews via Skype.
Front runner for me is Knoxville, what will you be voting for?
Danish based dev team Press Play, creators of Max: The Curse of Brotherhood, have announced a brand new title, currently called Project Totem, coming to Xbox One and Xbox 360 this year.
Project Totem is a playful yet precise platforming game where players control two totem pole pieces with one controller. The initial idea came from brothers Asger Strandby (Game Director) and Bo Strandby (Lead Designer) who wanted to put a distinctive spin on the platform genre. On top of the single player campaign, the game offers a local couch multiplayer mode where players must work closely together to succeed – just the way the two brothers played games in their childhood.
“It is one of those games, where the basic premise is hard to describe, but once you have the controller in your hand, it is so obviously fun that you immediately get it.” says Rune Dittmer, Studio Director at Press Play. “So when Asger and Bo showed us the prototype at a party, it was a no-brainer to give them some time to elaborate on the core concept. And now a year later we are proud to announce Press Play’s second game for Xbox One.”
Project Totem is set for release this fall and might not be every bit the “Brothers A Tale of Two Sons” inspiration it is currently portraying itself as?
When Max wishes for his annoying little brother to be whisked away, he gets more than he bargained for. Armed only with a marker, he sets out on a perilous journey to get his younger sibling back.
Xbox’s Larry ‘Major Nelson’ Hryb got the chance to interview Mikkle Thorsted, Press Play Studio Director for ‘Max: The Curse of Brotherhood’, released yesterday on Xbox One and coming to Xbox 360 in early 2014.
Xbox: Xbox gamers might not be familiar with your previous title, Max and the Magic Marker. How is it related to and how is it different from Max: The Curse of Brotherhood?
Mikkel Thorsted, Press Play: Max: The Curse of Brotherhood is a re-imagining of the original idea behind the previous title, rather than an actual sequel. Basically, we wanted another go at it, only much, much more ambitious. When we made the last game, we were fewer people, less skilled, and did not have access to the kind of budget we do now. Max: The Curse of Brotherhood is by far the biggest game we’ve made to date and we are very proud of the final result. The new game is bigger in every way – more story, more puzzles, more powers, and more worlds.
Xbox: What new elements does Max bring to the platforming genre?
Press Play: There are a lot of puzzle platformers out there these days, so it is hard to stand out as totally unique. But we believe our Magic Marker is rather special – we have spent a lot of time and effort on making it feel and play really well with a controller, and I like to think that shows. On top of that, our ambition was to make a “proper” world in our game, so there is a lot of depth to our world compared to a lot of other 2.5 platformers. You are never going to see platforms floating in mid-air or the world being presented in cut-sections. If something is in the world, it is there in a way that makes sense.
Xbox: What types of abilities does Max’s marker present to players?
Press Play: Throughout the game, Max and the Marker unlock new ways to interact with the environment. Scattered around the world are glowing nodes – basically tears in the fabric of reality where Max is able to tap into the raw magic of the world – and depending on the kind of node, Max can create trees to climb, pillars of earth to lift giant boulders, make geysers of water shoot him dozens of feet into the air or fire great balls of fire at his enemies – just to name a few examples.
Xbox: Talk about your approach to gameplay prompts – Kotaku praised the fact that the game lets you figure it out instead of hand-holding. Was that a conscious decision?
Press Play: Very much a conscious decision, and we’re extremely pleased at the way people react to it. There seems to be a trend in many games at the moment where the level of handholding goes to absolutely absurd levels, and we really wanted to avoid that. As far as we’re concerned, that level of handholding is not respecting your players, that’s demeaning them. We want to appeal to players that don’t need to be told how to jump, and who can derive a level of satisfaction from figuring things out on their own simply through intuition and (hopefully) clever level design. As far as we’re concerned, that aspect of discovery simply heightens immersion to the benefit of all.
Xbox: What does working on the Xbox One allow Press Play to accomplish?
Press Play: Well, it’s a whole other ballgame in terms of sheer power, obviously. We can lather on the polygons, shaders and advanced lighting and not have the machine die on us. But perhaps more importantly, it is a lot closer to a regular PC in terms of game development, which means more time spent on making games and less on figuring out the arcane rituals needed to make it do what you want.
Press Play, the developer of titles such as “Max and the Magic Marker” (WiiWare, iOS, PC and Mac) and Tentacles: Enter the Dolphin (iOS and Windows Phone), has announced today an Xbox LIVE Arcade game titled “Max: The Curse of Brotherhood”.
This new title mixes traditional Scandinavian storytelling with an inventive and colorful 2.5D platformer, combining classic jump and run gameplay with smart and innovative puzzles. By using the forces of nature, Max can create impressive pillars of earth, powerful streams of water and other elements with his magic marker Max. He must use them to travel through the elaborate cave systems, forests and gloomy castles of Anotherland to save his brother.
The game is built on foundations of Max & the Magic Marker but is more of a reboot than a traditional sequel. Max is still the star but this game is not aimed only at children. The target audience is broader and the core mechanic – the marker – has been refined greatly.
Max: The Curse of Brotherhood will be showcased for the first time on this year’s PAX East 2013 show in Boston. Here players and press alike will get a taste of the great adventure and a chance to sample what will undoubtedly be one of this year’s most exciting Xbox LIVE Arcade games.
The game is scheduled for release this spring on XBLA.