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Clandestine - stealth spy game from the Logic Artists

Darth Roxor

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What the fuck is up with the constant WUBWUBWUB in that video. Had to turn it off after a minute because it made my head hurt.
 

Infinitron

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http://www.rpgwatch.com/show/article?articleid=247
A short Q&A with Logic Artists
by Andre "Gorath" Wolf, 2014-08-08

We had a brief Q&A with Logic Artists from Denmark about their new game Clandestineand a possible Expeditions: Conquistador sequel.

Thanks to Logic Artists for taking the time to answer our questions and for being friendly and helpful despite me sitting on this piece forever. New infos about Clandestine should come at the GamesCom in Cologne (Germany) next week.

RPGWatch: In the meantime Expeditions: Conquistador got the second wind. It created a lot of buzz in a Humble Bundle and winter sales on GoG or Steam. What are the chances for Expeditions: The Sequel after your next game?
Logic Artists: We’ve been planning a sequel to Conquistador since before the first game was released. The whole idea of the Expeditions prefix is that we really want to do more games like Conquistador - turn-based RPGs built around a strong narrative core. The heart of the Expeditions series, as we hope it will become, is the idea of setting out into the unknown with a small group of people under your command. It’s about exploration in historical settings, it’s about the clash of vastly different cultures, and it’s about letting the player experiment with values and mindsets that are very far removed from our modern, more or less enlightened age. The next Expeditions game will take place in a different time and a different part of the world than Conquistador, but it will maintain the core gameplay of its predecessor.

RPGWatch: You definitely hit the sweet spot of the RPGWatch community. Expeditions: Conquistador was the runner up at our GOTY Awards for Best RPG 2013. Your game received nearly every 10th vote. Congratulations!
Logic Artists: Thank you! We’ve always considered the RPGWatch and sites like it to be our target audience, and it’s very reassuring to see that we struck a cord with your community.

RPGWatch: Both our team and the community were quite surprised the top spots at our GOTY Awards were taken by indie games. Do you think it's a good time for indies, and if so, why?
Logic Artists: Yeah times have never been better for indies. The most obvious reason is that digital distribution has really caught on within the last 5-6 years, and digital platforms are still growing larger and more diverse. Another reason is that the audience is expanding and maturing, and this creates more niches, and bigger niches, for smaller development groups to fill. It’s very nice for a new studio like ours, that we can operate relatively independently without having to sell everything to a big publishing house to reach our audience.

RPGWatch: I guess you can talk now. Later in 2013 you announced your new game “Clandestine”. What's it all about?
Logic Artists:Clandestine comes from a whole other place than Conquistador. It was originally intended to be a small management game where you would build an intelligence agency, build your network, and send your operatives on missions around the world, but over several design iterations and prototypes it ended up being a third-person stealth game with a very unique co-op component.



Basically, one player is the field agent – they have the physical presence in the game world, and they have a pistol. The other player is a hacker, sitting in front of a bank of PC monitors an inconspicuous van somewhere in the level, and the hacker has to guide the spy through the mission, supply the spy with all the information that they need to stay alive and out of too much trouble, and provide more direct assistance by hacking security cameras, unlocking electronic doors, providing distractions at crucial moments, and so on and so forth. It’ll also be playable in singleplayer, where you’ll play as the spy but some of the hacker stuff is available if you physically access a PC, and other things can be activated through a context-sensitive command wheel.

It does have some RPG elements, because that is our main pedigree – your basic dialogue system, with some new cool co-op features, a basic skill system, and as much choice and consequence as we can manage. But Clandestine is definitely coming fromLogic Artists as fans of Looking Glass Studios rather than Logic Artists as fans of Black Isle.

RPGWatch: A stealth spy thriller playing in the 1990s. Will Clandestine be similar to Alpha Protocol? Is it story-driven?
Alpha Protocol is one of our main inspirations, along with Thief 2, Deus Ex, Hitman Blood Money and Splinter Cell Chaos Theory. As mentioned it will have some light RPG elements, but the intention is to make it first and foremost a spy game, rather than trying to fit it into the RPG category. As such it will primarily be a stealth game, and a damn sight more robust at stealth than Alpha Protocol. Clandestine will have a fairly complex narrative, but above all it is character driven. As it is primarily a co-op game, we can’t allow the story to get in the way of the interactions between the two players, but if you do take the time to delve into the story of the game, there’s plenty of depth there to discover.



RPGWatch: How much time will the player spend in combat, and what will combat be like? Are there tactical elements?
Logic Artists: Combat in Clandestine will be chaotic and unforgiving. The spy does have a pistol you can use to pick off isolated enemies, or you can knock them out with stealth takedowns if you get up close, but if you get into an all-out firefight, it’s best to pop off a few shots and then make a run for it. At best you can take out the immediate threats to buy you time to relocate before the reinforcements arrive. Think about Splinter Cell Chaos Theory – you can’t take more than a few hits before it’s game over, but you have plenty of options for escape and evasion.

RPGWatch: You stress the “asynchronous multi-player” in your product announcement. Will Clandestine have a full scale single player campaign and what kind of multi-player do you support?
Logic Artists: So far we’re only planning two-player co-op as described above. We’ve talked about other options, but we want to focus on our main unique selling point, which is the spy/hacker co-op dynamic. We’re doing our best to make sure as much as possible of that dynamic carries over into singleplayer though, because we do realize that a lot of people prefer to play games alone. The AI and scripted events will take over a lot of the hacker duties in singleplayer, and you’ll be able to request certain actions of the AI with a command wheel. Other than that, the co-op campaign and the singleplayer campaign are the same missions in the same order.

RPGWatch: Thanks for your time and good luck with Clandestine!
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I'll probably end up getting it. Expeditions: Conquistador was a really positive surprise. I took a gamble and bought it on release and was not disappointed. I might not pick up Clandestine on release, but it will end up in my games library at some point.
 

7h30n

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Anyone noticed "Helios Cam"? :D

Other than that, the game seems rather promising. Hopefully it will be even better than E:C (which was a nice surprise).
Too bad the gameplay feels rather popamole... How many hits did she take? Cover shootah...
 

Jaedar

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Anyone noticed "Helios Cam"? :D

Other than that, the game seems rather promising. Hopefully it will be even better than E:C (which was a nice surprise).
Too bad the gameplay feels rather popamole... How many hits did she take? Cover shootah...
I think shooting is supposed to be like a failure state. It's a stealth game, so you shouldn't get into combat.
 

7h30n

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Anyone noticed "Helios Cam"? :D

Other than that, the game seems rather promising. Hopefully it will be even better than E:C (which was a nice surprise).
Too bad the gameplay feels rather popamole... How many hits did she take? Cover shootah...
I think shooting is supposed to be like a failure state. It's a stealth game, so you shouldn't get into combat.

I hope they think so too, because that action sequence looked too easy. But then again, the stealth also looked too easy.
 

Avonaeon

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I know she didn't in the video, but in the game she's gonna go down about as fast as the AI.
 

deuxhero

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Game needs a subtitle, nobody will ever find the game searching for "Clandestine" and "Clandestine game" returns at least 1 unrelated result in the top 5.

Looks interesting. Is a proper "ghost" playthrough (no trace of the player left beyond their objectives, including whacking people over the head, not the casualized "no alarms" which we already had a term, "no alarms"/"no alerts" for) supported?
 

Avonaeon

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Game needs a subtitle, nobody will ever find the game searching for "Clandestine" and "Clandestine game" returns at least 1 unrelated result in the top 5.

Looks interesting. Is a proper "ghost" playthrough (no trace of the player left beyond their objectives, including whacking people over the head, not the casualized "no alarms" which we already had a term, "no alarms"/"no alerts" for) supported?

Yes, it is. It's going to be difficult though. There's going to be a mission summary that tells you how much footprint you left behind. The less, the better.
 

deuxhero

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Neat. Thanks.

edit: On top of that ALL image results are unrelated, so yeah, subtitle.
 
Last edited:

WhiteGuts

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My Alpha Protocol detector is off the charts.

Now, you may ask why do I possess such a device ? It's simple
 

Infinitron

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EARLY ACCESS now available: http://store.steampowered.com/app/290530/



Why Early Access?

“We know that a lot of players really enjoy participating in the game development process, and we hope that Steam Early Access will introduce even more players to this type of collaboration. We're excited to say that Clandestine is at a state where the core mechanics are in place and we feel it is ready to be subjected to the scrutiny of the players. Now that we're transitioning from establishing the foundation of our gameplay to adding new features and building more missions, this is the perfect time to involve our passionate community. It's really valuable for us to include our players in the development process, and Early Access is one of the best venues for indie developers to do that.”

How long will this game be in Early Access?


“Our timeline sets the game for release in February 2015. Depending on the success of the Early Access release, we would consider extending this timeline further with the purpose of delivering additional storyline missions and new game mechanics. The measuring of that success will be based on the volume and feedback of players who join us in Early Access.”

How is the full version planned to differ from the Early Access version?


“In order to avoid storyline spoilers, the Early Access version does not contain any of the campaign missions - only stand-alone, highly repeatable Challenge Missions. The full storyline will feature play style tracking and social engineering based on a rich branching dialogue system, as well as character skill and equipment progression.

In addition to the campaign, we will be adding more weapons, gadgets, local assets, enemies, and game modes during the Early Access phase. In short, the full version will be bigger, better, and it will have a storyline.”

What is the current state of the Early Access version?

“The game currently offers four Challenge Missions - essentially side-missions from the game designed to have minimal narrative context and be highly replayable with a large degree of randomisation and 3 different game modes each. All levels are playable alone or in co-op. The game currently has 3 weapons, 4 gadgets, 3 local assets, and one type of enemy.

All basic features and systems are implemented, including:
  • Stealth and combat AI
  • Loadout selection menu (selection of outfits, weapons, and gadgets)
  • Melee takedowns (lethal/non-lethal takedowns and corner takedowns)
  • Cover system designed for both stealth and combat use
  • Climbing (mantling and vaulting)
  • Hacking (control cameras, crack security keypads, disable alarms)
  • Tracking of player footprint (how much evidence you've left behind)

The following systems will be introduced in updates during the early access period:
  • Purchasing new equipment and hacking tools
  • Enemy AI in the hacking system (currently disabled pending implementation of hacking tools)
  • The character skill system

A branching dialogue system for social engineering is finished and working, but is unused in the Challenge Missions
and will therefore not be available in Early Access.”

Will the game be priced differently during and after Early Access?

“We offer the Early Access version at a 10% discount. If you buy the Early Access version, we also promise you one piece of DLC for free, containing one new Challenge Mission and a cool new gadget - after the game has launched, this DLC will be sold at 4.99.”

How are you planning on involving the Community in your development process?

“With our last game, Expeditions: Conquistador, we built up a great rapport with our fans, both on our own forums and on the Steam forums, where members of our development team have been very active. As a 12-man studio, we don't have a PR team to separate the developers from the fans, so expect plenty of direct interaction between the community and the team.”
 

Darth Roxor

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I'm going to be playing this on co-op with Logic Artists' Alex Mintsioulis on wednesday.

Maybe I should stream it for the unwashed masses :M
 

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