Monday Backer Update & Kickstarter Live
Hey Guys,
We have scheduled our
Kickstarter Live QA session for:
Wednesday - Feb 15
8:00 PM, Greenwich Mean Time (GMT)
12:00 PM, Pacific Time (PT)
3:00 PM, Eastern Time (ET)
You can see a LIVE countdown here:
https://live.kickstarter.com/broadcast/13431/overview
We won't do a backer update tomorrow, so feel free to come through on Wednesday and say HI!
You can also submit a question now at
that link.
INTERVIEW
We had the pleasure of doing an HUGE interview with
startingthingsup.com and Przem Wierzbicki:
A link to the entire conversation:
https://www.startingthingsup.com/crowdfunding-beautiful-desolation-the-brotherhood-interviewed/
(Here are a few key questions and answers)
Przem Wierzbicki (StartingThingsUp.com): Beautiful Desolation’s setting is truly unique. I have never seen anything like it!
Chris Bischoff (THE BROTHERHOOD): I live at the tip of Africa – a stone throw away from the beach and right next to a wild nature reserve. BEAUTIFUL DESOLATION is an attempt to capture a bit of this magic around me and use it as a vehicle to tell a story. I want to show a desolate wasteland with a unique twist to it, and Africa is largely unexplored in science fiction and provides amazing potential for interesting design, characters and locations.
I was wondering. Who came up with the name? Beautiful Desolation. What a masterpiece of a name!
While brainstorming ideas for a name, I recalled that Buzz Aldrin wrote a book on his journey to the moon and called it Magnificent Desolation – since hearing it, it stuck at the back of my mind as a poetic name for a project. Joseph Kosinski called his vision for the film Oblivion “a beautiful desolation”.
With this in mind, BEAUTIFUL DESOLATION was an easy pick as a descriptive and emotive name for our game. It succinctly coveys both the descriptive nature of the project as well as the genre in only two words.
What were your most important inspirations? You have mentioned A Boy and His Dog…
I feel that science fiction has an incredible ability to distill complex ideas in simple personal stories. We grew up on Star Wars, Star Trek, and 80s sci-fi films like The Thing and ALIENS, and as you mentioned L.Q. Jones’s A Boy and His Dog (clearly inspiring POOCH) to name a few.
I think these films were largely inspiring in terms of our graphical elements and the look and feel design, especially in STASIS. But if I was to choose a single thematic inspiration for BEAUTIFUL DESOLATION, it would be Mad Max.
And how did you like the latest Mad Max?
The latest edition to the Mad Max series is probably one of the finest movies of this new century. They captured the essence of what made Max awesome and made it even better! George Miller is an incredible director and you can see that Fury Road was well planned and executed… and don’t get me started on the music! Wow.
About A Boy and His Dog. Pooch is obviously going to play a big role in the game, both mechanics- and narrative-wise. There’s a lot of games that explore this kind of theme, this kind of bond: a bond between a person and his/her animal companion (the latest one is, I believe, The Last Guardian). What’s your approach here? What makes the relation between Mark and Pooch unique? Given the fact that Pooch is a machine, there’s a lot of possibilities…
Perhaps the best recent example of this is the dependency showcased in the relationship between Ellie and Joel in The Last of Us. It is both subtle and emotional, and it builds up from the start of the game to the climatic ending that has most players crying. A core bond resonates with the audience and will develop between these characters as they journey through the game becoming increasingly reliant on each other.
Although POOCH is a mere robot, her sentience will speak to her past and we hope this explores and expands to a new territory for our stories. POOCH will assist Mark in the puzzles, but we trust that this relationship becomes more than a game mechanic. POOCH is fondly named after our pet labradoodle and we want to imbue a bit of her personality into this character, too. Can we make POOCH feel like a real anthropomorphic character? This is the challenge!
You’re also going to explore the relation between two brothers, right? Can you tell us something more?
YES! First and foremost, we see our games as a way to tell interesting stories. It is often said to “write what you know”. As brothers developing this game, we have a keen understanding on how our relationship works. Mark and Don will have separate stories through the game that are intertwined in the larger story events. Unlike the relationship between POOCH and Mark, Mark and Don have a history together, and with that comes messy, but interesting, intricacies. We hope that this gives the characters an unusual character arc as they come to terms with what has happened and how they need each other to survive.
In one of your updates, you’ve mentioned that Beautiful Desolation will emphasize exploration. How exactly?
We are still fleshing the technicalities of aspect but we want BEAUTIFUL DESOLATION to be more open than STASIS and CAYNE. We’ll be using a world that will have multiple places that can be explored at any time rather than keeping the player locked in an area.
I have also noticed that you have this Fallout-kind of world map mechanic in the game (I mean, it resembles the map from the original Fallouts; God, how I’ve missed it)…
Yes, Fallout is a massive stylistic influence on BEAUTIFUL DESOLATION, but I’d say that Star Control 2 is a larger design influence. Star Control 2 had a world that just felt gigantic, and you were overwhelmed when you first saw the star map – we want to capture that feeling again!
Will the game feature any action sequences? Are we going to see combat? Stealth? Something turn-based, possibly?
Not in the traditional RPG or ARPG sense of the word. We’re staying close to the point-and-click routes of combat, through subterfuge rather than direct action.
What about the conversations? Choices?
We’ve experimented with a conversation system similar to the one found Oxenfree, but it requires large amounts of dialogue – written and recorded. Considering all of our characters are voiced, we’ll probably be sticking to the same automatic conversation system found in STASIS and CAYNE...
Please read even the entire interview here: https://www.startingthingsup.com/crowdfunding-beautiful-desolation-the-brotherhood-interviewed/
Chat on Wednesday!
Chris