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KickStarter Prey for the Gods, Shadow of the Colossus-inspired game by No Matter Studios

Higher Animal

Arcane
Joined
Aug 11, 2012
Messages
1,854
SoTC worked not because of boss battles but because of whole package.

Weird story, sudo-exploration, amazing art style, absolutely amazing OST, Wanderer Agro romance, and kind of OOT aproach to game design.

Each boss felt more like puzzle than boss fight

SotC largely only exists because it is the product of several ideas being put together over a development span that happened organically within the Sony Japan Studios. The idea for a large, semi-open interactive world was there because the game was originally intended to be an online multiplayer action MMO. The connection to Ico, I believe, was at first incidental, and then evolved to be continuous with Ico's story. Moral ambiguity was also something discovered almost after the completion of the story, and not inserted heavy handed Disney style. The whole thing came together as a result of local development pressure and a specific team's vision coming to fruition under such situations. Ironically,Team ICO's vision for TLG was that it would be a very simple, short followup to SOTC that could be completed in a reasonable amount of time and yet local circumstances again changed the outcome of that development.
 

praetor

Arcane
Joined
Apr 27, 2009
Messages
3,069
Location
Vhoorl
lol. this shit should be illegal. it looks like a cheap reskinned chinese copy. is one of the developers name Yin Yang?
 
Joined
May 8, 2018
Messages
3,535


May 2017:

Bethesda forces indie game Prey for the Gods to change name after trademark dispute

"We really didn't have much of a choice."

Indie developer No Matter Games has changed the name of its survival action game to Praey for the Gods following a dispute with Bethesda.

The game's former title 'Prey for the Gods' displeased the publisher, which claimed the name infringed its own trademark for the Arkane-developed sci-fi game, Prey.

"We could've fought this and we did think about it for quite a while", wrote No Matter Games in a blog post. "Something like a trademark opposition can be long and depending on how far someone wants to fight, it can be very expensive."

No Matter raised $501,252 on Kickstarter last year to fund development of Praey for the Gods, core features of which are "colossal battles with giants"and "non-linear gameplay".

A Bethesda rep told IGN that the studio reached out to No Matter as early as November 2015, before the Kickstarter campaign began.

"We really didn't have much of a choice," said Bethesda. "If we don't oppose the mark, we risk losing our Prey trademark and that isn't acceptable. Unfortunately, that's how trademark law works."

No Matter has now relented and changed the name of its game. The devs had already considered using 'Praey' instead of 'Prey' earlier in development, and eventually switched to the alternate spelling.

"It was something that kept [us] up many nights, and no doubt shifted our focus from our game frequently," added No Matter. "Worrying about the outcome if we went to trial, if we'd lose our fans or walk away from the mark and still potentially get sued for millions on trademark infringement.

"Using backer money towards something that doesn't go towards the development or backer rewards felt horrible to us. Even if we did win we'd have to spend a solid chunk of our funds and in our opinion, it wasn't worth it."

Prey™, the sci-fi shooter created by Dishonoured™ developer Arkane Studios, and published by Fallout 4™ and DOOM™ publisher Bethesda, debuts on PC, Xbox One, and PS4 today (May 5).

http://www.digitalspy.com/gaming/ne...raey-for-the-gods-bethesda-trademark-dispute/
 
Joined
May 8, 2018
Messages
3,535
Hi backers!

We ran another Q&A for the Gods and below are the answers.

If you are interested in being a part of the next Q&A for the Gods, feel free to ask them via our Discord:

https://discord.gg/praeyforthegods

channel #qa_for_the_gods

====================================================

"Will there be any other humans aside from the main character or even traces of civilization in the game? If so, will she have a chance to interact with them?"

Brian: You will see heroes that failed before your arrival. There are traces of their past to see and explore such as paintings explaining beliefs. You can interact with the some of the past heroes but they are not alive.

"Will you have any companions or mounts as you play, such as Argo from SotC? If not, is PftG meant to be a lonelier experience?"

Brian: We are planning some pets that the player can get in the game which we initially offered as Kickstarter rewards. PftG is a single player experience where you are sent to a dying and desolate island but in these creatures you may find companionship.

"Will there be any indications in the animation or model of the main character that show how she is doing? If she is too cold, will she shake a little more? If she is hurt, will she limp?"

Brian: As the player gets colder in the game they'll reach a point where they'll shiver from time to time. Similarly, when the player gets hurt then they will limp and slow a bit.

"Many commenters, myself among them, saw some evident rigidity in the player character's movements in the IGN video. How much refinement can we expect in character animation before full release?"

Brian: We're always refining animations and listening to player feedback. Specifically, we are looking at jump and walk cycles for improvement. Also before full release (i.e., consoles), we'll continue to refine and polish animations as we go.

"I've seen lots of bow-related combat but little as far as melee is concerned. How viable will melee attacks be against minions and Champions? Also, how fleshed out is it, i.e., are there light and heavy attacks, weapon move sets, etc.?"

Brian: Melee is useful against minions and champions. I prefer it at times over bow-related combat but it really depends on the situation. That being said, we don't have crazy melee combo systems, or 100 different special moves as most of those types of attacks would be useless on a boss. You’d be left smacking the boss’ ankles which is pretty silly. Our melee is pretty straight-forward but still fulfilling.

"Will certain glitches currently in the game be kept for the purpose of aiding potential speed running?"

Brian: It's really the nature of using physics to move the character that unplanned stuff will happen once in a while. A good example of this is the bird boss we have shown in videos. You can use his momentum to your advantage if you are daring enough and it's a ton of fun and we can't wait to see it used in speed running. Still, we always try to fix any bugs that will hurt player experience.

"Will there be secrets in PftG that dataminers will be able to explore such as the out-of-bounds areas of SotC? Please say, 'Yes!'"

Brian: Players will be able to get around in the game with a number of tools (grappling hook, parachute, etc). I'm sure they'll find ways to get to places we never thought possible.

"How many hours do you roughly estimate that the game will last?"

Brian: This is a tough question to answer. We saw such a wide range of player skill during the PAX demo and Closed Alpha testing, with some taking a great deal of time on the game and others going on more what we estimated. I'd like to put first time playthrough at roughly around 10-20 hrs but then I see some people take much longer, and I’m sure some will go even faster.

From everyone at No Matter, we'd like to thank you for your questions! Special thanks go to ernst1984, noxyoursox, xXlostwonderXx, Eeiiee, BigSamiAbs, the_austin_e, TropShop, and Twelve_whose questions were included in this month's Q&A for the Gods! Please keep them coming in #qa_for_the_gods on Discord -- if you do, your question might be featured in the next Q&A for the Gods!

Until next time stay pious, stay alive, and Praey for the Gods!

Thanks again for your support!

No Matter Studios

https://www.kickstarter.com/projects/802508750/prey-for-the-gods/posts/2275459
 

waterdeep

Learned
Joined
Feb 28, 2017
Messages
223
Location
Noregr
Another creatively bankrupt early access indie unity game made by devs in Seattle, this shit writes itself
 

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