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September 3, 2014

The Crowdfunder: Hard West, Star Traders 2, and more

I'm your Great Old Huckleberry.

I’m your Great Old Huckleberry.

PT reader Mark Sable wrote in to point us in the general direction of Hard West, a currently-Kickstarting tactical game set in what the developers call “the Weird West”. I think they mean Portland.

Hard West reaches right into my brain and fervently prods the desire module: turn-based XCOM-style combat, exploration in the strategy layer, a world where George Washington Carver might play hold ‘em with Cthulhu. Here’s the rub: there’s no plans on their Kickstarter page for a mobile version, just PC. But that’s where Mark comes back in — he’s talked to Polish devs CreativeForge, and they’ve told him that Hard West for tablets is entirely possible. Hmmmm.

Watch the pitch video for Hard West and three other intriguing crowdfunding campaigns after the jump.

Hard West‘s campaign is all over but the Necronomicon-induced crying at this point: CreativeForge was after $70,000 Canadian and they’re well past $80,000 now with three days left on the clock. I wouldn’t Kickstart this one unless you also had a gaming PC, maybe, as there’s no guarantee of getting a tablet version. And when I say that I mean even less of a guarantee than usual for Kickstarters.

Long-time readers will recall my extended infatuation with Star Traders, the Trese Brothers’ lo-fi 2D Elite-like game for iOS and Android. With every new release, the Treses get a little less lo-fi, and Star Traders 2 seems their most ambitious game yet, with a big procedurally-generated living universe with a dynamic economy. This is exactly what Star Traders needs, in my opinion. I have a lot of affection for the original game but it’s quite dated now, and when you go back to it you’re struck by how small your corner of the galaxy is.

Los Hermanos Trese are after $50,000 — they’ve raised $10K of that and there’s still a whole month to go.

Boss Monster is a “dungeon-building” card game that already exists on the tabletop. Creators Brotherwise Games are going to bring it to iOS and Android — their Kickstarter to do just that has already raised the $85K they were after and is now chasing stretch goals.

I think that the idea behind the game is really clever: you have to build a side-scrolling 2D dungeon (think the Bowser levels from Super Mario Brothers) and create an attractive dungeon that lure in more heroes than your opponents’. But there’s another pressure that demands your resources: your dungeon needs to be deadly as well as alluring.

Boss Monster looks wonderful. If it ships on time, it’ll be on the App Store and Android markets next January.

Finally, I’m less convinced by Game Master, which is another one of those build-your-own-game tabletop systems made for tablets. We’ve seen a couple of these over the years (most notably the insipidly-named wargaming Lego set Wars and Battles) and it never seems to go very well.

Game Master needs a whopping £130,000 to hit its mark and it’s raised not-quite five grand with 23 days to go. This is probably not the horse to back, barring a Christmas miracle. Remember that it’s September.

Yardmaster for iOS pulls into the station

What a haul.

What a haul.

Yardmaster, the rail-themed card game that was introduced this summer with 2014′s most perplexing trailer, has hit the App Store worldwide. The app description is a few freight cars short of informative, but it’s a Universal app for 2 to 5 players – but is there single-player? Is there online multiplayer? Do you get a stripey engineer’s cap to wear? All mysteries.

Yardmaster looks like an Uno-esque hand-management game where you match sets of cargo cards with train cards that you can exchange and trade Catan-style. I love the flat silhouetted design, but I haven’t played the game myself. It was successfully Kickstarted back in the spring. I’ve dropped a note to Arizona-based Crash Games to see if they’ll give us some more details. This one’s totally unrelated to the older Codito puzzler of the same name, by the by.

After the jump, a gameplay video of the physical card game. Yardmaster is $4.

Hat-tip to Brett Nolan.

September 2, 2014

Carving out the light: Eric Sabee, the artist of Ascension’s weird, wonderful world

"I think my favorite card so far is the Hectic Scribe. I think I see myself when I look at him."

“I think my favorite card so far is the Hectic Scribe. I think I see myself when I look at him.”

On a couch in a cramped Boston apartment — one of those glorified cubicles for recent grads where you just reach your kitchen sink from your bed — Eric Sabee and Justin Gary are playing Tekken 4. (Justin prefers Panda, for the record.) It’s 2002. Sabee, who works in a picture framing shop, and Gary, a law student, live down the hall from one another and spend a lot of free time hanging out in front of the Playstation.

Gary made a living playing Magic: The Gathering, a fact that amazed Sabee. Gary had played in the professional Magic circuit for years, capping his career with a victory in the 2002 Pro Tour. Gary won’t last much longer in law school. In a little while, he’s going to drop out, move to California, and start his own game company with other folks from the Magic scene.

Sabee graduated from the Rhode Island School of Design with a degree in illustration, and like young artists since time immemorial, was struggling to catch a break into a career in the field. It would be a long time in coming. On the walls of that Boston are oil paintings that Sabee has been making over the past few months.

“I was frustrated with trying to break into illustration and getting nowhere,” Sabee told me a couple of weeks ago. “Someone convinced me to start painting scenes of Boston. People liked them alot. I wanted to emulate Van Gogh so there was a lot of big expressive marks, bright colors.”

One of the people that liked those paintings a lot was Justin Gary. “The first piece Justin ever bought from me was a scene of a restaurant on Brighton Avenue that was familiar to us both,” says Sabee. “He gave me his old big screen TV for it.”

Gary took a few more paintings with him when he left for California. And a few years later, when he started designing the game that would become Ascension, he knew which artist he wanted working on it.

One of Sabee's oil landscapes, the sort that caught Justin Gary's eye a decade ago.

One of Sabee’s oil landscapes, the sort that caught Justin Gary’s eye a decade ago.

For better or worse, gaming on mobile is chiefly characterised by how fast it moves: free and one-dollar games that dominate attention for a few days and are shelved when next week’s new flavour comes along. There’s very few games on iOS that have had the staying power of Ascension, the most accessible of the deck-building genre of games that have taken tabletop gaming by storm over the past few years. Three years since its release, the game still has a robust multiplayer community and receives regular updates with expansions and other content.

The reasons for Ascensions longevity are varied, of course: it’s an easy game to learn with a considerable skill ceiling to master. It rides the coattails of the popularity of its tabletop forbearer, which Justin Gary’s Stone Blade Entertainment continues to support. The app itself is a product of Playdek, one of the most respected mobile games studios. But some of that success has to be down to Ascension’s one-of-a-kind art style.

Ascension’s look bucks every aesthetic trend in gaming. There’s no visible pixels and no wild-haired anime heroes, but there is instead a hallucinogenic world of dwarven mechanical animists, bottled spirits wielded by wild-haired cultists, and a huge pantheon of ethereal plant goddesses and soul-devouring demons. Ascension looks like a game that was carved into a walrus tusk and unearthed by archeologists. Sabee’s style is perhaps divisive, but instantly recognisable and completely unique.

When Justin Gary called his old Tekken sparring partner in 2008 to tell him about the new game he was making, Sabee was also in California, working as a playground designer for a construction company in the Bay Area about a day’s drive north of where Gary had set up shop outside of San Diego. “[The project] didn’t even have a name yet,” Sabee says. “I think they were calling it Rune Scroll or something.

An example of the ballpoint-and-masking-tape style Sabee was working in when he made the first Ascension card set.

An example of the ballpoint-and-masking-tape style Sabee was working in when he made the first Ascension card set.

“Justin had a basic idea of what he wanted. Four factions and monsters. He had a bunch of descriptive words for them but they were really loose ideas. I started sketching. Like crazy. At the time I was just using ballpoint pen and masking tape. It was kinda my thing for a little bit.”

Working with art director Geordie Tait, Sabee brought the original four factions of Ascension: Chronicle of the Godslayer (Mechana, Void, Lifebound, and Enlighted) to life. “[Tait] gave me a lot of room for interpreting his descriptions. If I didn’t think something was working I’d send him what I thought it should look like. He would give me feedback whether he love or hated it and before long we had the basic set.”

The cards had a muted color palette and had been worked to look weathered, as though they had been found in the titular Chronicle. Gary brought Sabee’s first illustrations to a convention, where fans told him that the designs were too drab. Sabee responded by brightening the color palette, and the result was the cards that were printed in Ascension’s core set when it was released as a tabletop game in 2010.

While the game proved an unqualified hit, Sabee’s card designs proved less universally appealing. “There were a lot of mixed reviews about the art for the first set,” Sabee says. “When Justin said he was ready for illustrations for the second set Return of the Fallen I wanted to do something really special.” Sabee’s new direction would be towards an unusual medium that he’d learned in a summer art program at Savannah College of Art and Design when he was 15 years old: scratchboard.

Card art from a later Ascension set, showing Sabee's scratchboard with Photoshop colouring technique.

Card art from a later Ascension set, showing Sabee’s scratchboard with Photoshop colouring technique.

Scratchboard is an artistic medium that calls for a unique technique. A piece of stiff cardboard is covered with successive layers of white clay and black ink. By scraping off the ink with a tool (“I usually use an exacto blade”), the white underneath is revealed. Scratchboard arose alongside the popularity of mass-printed newspapers and magazines in the 19th century — it could be copied for publication with much greater fidelity than wood-engraved illustrations. “Scratchboard was like you were creating the light in the drawing,” Sabee tells me. “Instead of drawing the lines and the shadow in I could carve out the light.”

Inspired by printmakers and engravers like Barry Moser, Mark Summers, and Albrecht Durer, Sabee had taken to scratchboard with a passion in high school, and now years later he knew it was the unique style he could use to make Return of the Fallen‘s cards unforgettable.

Sabee made all of Return of the Fallen’s cards in scratchboard, engraving a master for each card which he would scan in and then color in Photoshop. Sabee had originally gotten Justin Gary’s attention with his bold and colourful oil landscapes, and his style explodes through the scratchboard. Look at other artists using that medium and you’ll see fine, intricate, mathematically precise work. Sabee’s scratchboard Ascension cards almost vibrate, conveying energy and movement and mystery. They’re fireworks made from clay. The style proved popular and each of Ascension’s five subsequent card sets have been styled the same way.

"If I had to pick a favorite? I'd pick the Mechana. They have so much personality and humor. I could do a whole game just about the Mechana. Also I come from a family of engineers."

“If I had to pick a favorite? I’d pick the Mechana. They have so much personality and humor. I could do a whole game just about the Mechana. Also I come from a family of engineers.”

Sabee is definitely not designing playgrounds anymore. He’s a full-time freelance illustrator, and besides the work he does for Stone Blade, he also works for clients like Anchor Brewing and various California wineries creating bottle labels. He isn’t bored of Ascension yet, either. “I just finished the illustrations for another installment. And I think they are going to surprise a lot of people. It’s a lot different from the other sets art wise.”

Does he still experiment with new mediums? “I still like oil paints a lot and hope to keep doing some later. Maybe more landscapes. Not Boston ones, though.”

Whiskey chaser: Debut trailer for 2D space sim Jameson the Pilot

I'm not such a bad pilot myself.

I’m not such a bad pilot myself.

Why is it that games where you flit around an open world trading swashbuckling always take place in space? Doesn’t anybody want to be a rogue trader on the Spice Road? Or the Roman Mediterranean? Or Cleveland?

11-bit have just announced Jameson The Pilot, an apparently unrelated-to-mid-tier-whiskey sci fi adventure where you can mine, pirate, trade, or be a bus driver, apparently. The tone is decidedly more light-hearted than your average Elite-like — the trailer talks about seducing giant space octopi, which will definitely be the most entertaining reason yet that a game is banned in Australia.

Jameson will be tapped for Steam Early Access “this autumn”, with mobile releases following. After years of laser-focus on the Anomaly series of tower offence games, Polish devs 11-bit are really branching out as publishers — they’ve got the very intriguing civilians-in-a-war-zone sim This War of Mine and space strategy game Spacecom in the works.

Watch the trailer below.

Swords into plowshares: The end of Infinity Blade comes this week

"The noise of a large pot galloping in the fire, mixed with the rumble of a gigantic tom-cat purring."

“The noise of a large pot galloping in the fire, mixed with the rumble of a gigantic tom-cat purring.”

Paradoxical though it may seem for a game franchise called “Infinity Blade”, Chair Entertainment’s 4-year-old series is drawing to a close. “All good things must come to an end, even the Infinity Blade trilogy,” the developers said on their blog last week. “On September 4, Chair will release the final content update for Infinity Blade III, titled Kingdom Come.” The update will include one final quest to defeat “one very pissed-off dragon”, presumably the scaly chap in the screenshot up there.

We’ve never written too much about Infinity Blade around here. The battles in the swipe-controlled action games are simple affairs that I never really felt like I was in control of, like a modern spin on laserdisc games like Dragon’s Lair. But Infinity Blade games are a bit of a national treasure for iOS: the first game was unveiled at the Steve Jobs-hosted Apple event in 2010 and there’s a whole universe of spun-off novels, a web video series, and customised collectible figurines 3D-printed from your in-game character.

This is surely not the end of iOS games from Epic Games subsidiary Chair, though. We’ll keep our ears to the ground for what they’re doing next. A video retrospective of the Infinity Blade series is below.