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Game News Whalenought Studios reveal their next RPG - Copper Dreams

Infinitron

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Tags: Copper Dreams; Whalenought Studios

After originally teasing it last month in their interview with Shane Plays, today Joe and Hannah Williams of Whalenought Studios have officially announced their "80s sci-fi cyberpunk" RPG - Copper Dreams. Set on the dystopian island planet of Calitana, Copper Dreams will include some atypical features such as vertical exploration, physically simulated stealth, and a "turn-based, time-based" combat system, which I suspect will turn out to be something akin to Frozen Synapse. Here are the details from the game's official website:

AN OPEN CITY

Dumped onto the island world of Calitana, you are one of hundreds drafted to ease the overcrowding that is rapidly miring the citizens of Earth in famine, violence and poverty. Once a beacon of hope, the isolated Calitana quickly devolved from lustrous to disastrous, unable to support its settlers, and overrun with unbridled corruption and lawless syndicates.

From waterways to rooftops, adaptability on the island means scaling the city heights, be it to avoid syndicate eyes or to explore the depths and secrets within. An isometric, fully 3d world allows for vertical freedom and movement. Traverse through districts by vaulting through windows, grappling hook to decks above, or jumping building to building. There's no way off Calitana, but there are a myriad of ways through it.

TURN-BASED COMBAT, TIME-BASED RESOLUTION

Engage enemies in strategic, turn-based combat with time-based resolution. Execution time for a turn's actions adds an extra tactical element, and gauging when to attack, hide, intercept or engage in a full-party assault can turn the tide of battle in your favor.

The means to survival not only rests in strategic planning, but the tools and training at your disposal. A variety of ammunition and weapons carry different strengths for different situations, and skills like engineering and chemistry widen your range of tactics in combat.

SHADOWS AND STEALTH

The best way to engage an enemy is on your own terms. Realtime shadows, sounds, and enemy vision are dangers and aides as you grapple to get the upper hand in encounters in a city that is suspicious at best and hostile at worst.

Learn to manipulate the electric grid, shoot out lights and cameras, and re-program patrols to control your environment. If an enemy can't see you, they can't put a bullet in you, saving precious healing resources to tape yourself up and avoiding critical ailments that require your precious time and money for clinics.

CYBERNETICS

Stagger the odds in your favor with good hardware. A torso shell to house the brain, a chainsaw arm, built in wrist recoil, cloaking rigs, and mobile eyes are among the specialties of the cybernetics artists in Calitana, where food is scarce but copper is cheap.

Construct your party with cybernetic enhancements, synergizing with skills and items, to create unique builds for your team.

INTERACTIVE ITEMS

Giving you access to a vast amount of tools and technology to affect the world around you gives life to new gameplay scenarios you control. Keep item GUI on screen, such as scanners and terminals, as you survey your surroundings and fill your bags with weapons and goods that you pick up throughout the city.​

Sounds very cool. Copper Dreams is scheduled to be released next year, with a gameplay reveal trailer in December. No mention of a Kickstarter campaign. More details as we learn them.
 

vonAchdorf

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Chainswords

city.png
 

clemens

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Tags: Copper Dreams; Whalenought Studios

TURN-BASED COMBAT, TIME-BASED RESOLUTION

Engage enemies in strategic, turn-based combat with time-based resolution. Execution time for a turn's actions adds an extra tactical element, and gauging when to attack, hide, intercept or engage in a full-party assault can turn the tide of battle in your favor.

The means to survival not only rests in strategic planning, but the tools and training at your disposal. A variety of ammunition and weapons carry different strengths for different situations, and skills like engineering and chemistry widen your range of tactics in combat.



That sounds exciting.​
 

m_s0

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I'm really glad to hear SitS sold enough. Curious how the next game is going to turn out. Also, sci-fi crpg and really cool, passionate people making it.

:takemyjewgold:
 

Ninjerk

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RELEASE next year? That sounds really optimistic given that they just released a game this year.
 

Mustawd

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RELEASE next year? That sounds really optimistic given that they just released a game this year.

Not to mention they still have yet to release their expansion to SiTS. Yeah, the timeline definitely seems aggressive, but it might be more of a business decision as

1. SiTS might have sold enough to allow them to make another game, but not enough for a long developing time
2. Expansion is free for all SiTS owners. They'll still probably get some additional sales from it, but not charging for it doesn't do them any financial favors.


EDIT: Hyped about this for sure...looking forward to the art.
 

Bumvelcrow

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Looks good. Like the art. Having missed the SitS kickstarter (and wailing through my fingers at the horror of not having one of those leather-bound manuals) I'm ready to thrown all my remaining money at this one. Or I will be when I've recovered from D:OS2 debt. Life was so much simpler when all games were crap and I could save money for non-frivolous items like a mature adult. :(

Edit: Not that I consider a mature adult to be a complete waste of money...
 

APGunner

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Meh, hope the graphics aren't dogshit tier this time. Otherwise optimistic.
 

Mustawd

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Meh, hope the graphics aren't dogshit tier this time. Otherwise optimistic.

Don't have a source, but from listening and reading their interviews I get the sense that they might be dropping the heavily pixelated look.
 

Bumvelcrow

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Don't have a source, but from listening and reading their interviews I get the sense that they might be dropping the heavily pixelated look.

I thought pixel art was a gimmick initially (when the trend started), but it certainly makes sense when you have limited resources. I'm no artist but Whalenought_Joe could probably tell you that it's much quicker to create graphics at that resolution than super-mega-HD. Also, HD shows all the blemishes. I'd much rather good quality pixel-art (and I thought SitS looked great) than poor quality HD.
 

JarlFrank

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Waiting for SitS expansion before I play through it, but what I played of it was already better than Pillars of Eternity.
 
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Graphics are different in this one - not rendered at 400x300 or whatever. I believe source assets will be 1920x1080. 3D world/2D characters.
Nice. Not as much for the grafics but for interface design.
 

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