WEBVTT

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lineus Tech tips coverage of pxs 2013 is brought to you by Western Digital Intel

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and steel series hey guys we're here at the Indie Mega Booth checking out as tez

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I had to check this game out not only because the art style looks amazing but

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there's blood everywhere and that's just awesome so what can you tell me about

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this game so ases is a it's actually two games it's a beat them up and also a

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strategy game so the idea is that you're going to go back and forth between the

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two going to have some fun real time beat them up segments and then kind of

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make some decisions and and think a little bit um the reason we did that

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it's just cuz we're tired of the standard beat them up formula and just want to see something new so for sure

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what can you tell me more about the the building mode or the the the nation

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controlling mode so you're basically going to be looking at a giant map of

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the Aztec empire shortly before the Spanish show up and the idea is that

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you're you're going to be pushing on the boundaries of the Empire trying to expand it but also managing chaos so

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when it happens you're going to enter one of the many City environments and

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and knock some heads around so you know it's kind of the way the Aztec did

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things Yeah so basically if someone messes with your Turf you go knock them

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out which sounds pretty cool yeah exactly now one thing is when you go to

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knock these guys out you can control different characters can you tell me more about that you're actually

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controlling a like a Special Forces Unit almost so this is just like a very very

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powerful get in there make a mess send the message get out um but when it's all

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said and done you'll be able to look however you want you'll be able to use

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one of four different weapons we want it to be very expressive and feel like it's

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it's you know you're making a ision and it's a reflection of you but but it is

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just a uh a non-descript special forces Warrior so that's cool that's cool I

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noticed again you said making a mess uh

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as I mentioned earlier there's blood everywhere what can you tell me about the blood mechanic so the reason there's

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a blood mechanic because the Aztecs were very very big on blood it was actually

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part of their religious belief system um they believed that the sun was moving

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through the sky on an engine of blood which is why they were so crazy about

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sacrifice like those aren't Legends they actually did that a lot so we figured it

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would really pipe into what was cool about the Aztec to have the blood

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actually be a part of the game so the way it works is that in the game you're

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spilling blood constantly because of the fighting you can absorb it and and based

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on different factors it'll do different things for you always advantageous but

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it's just a way to to make something that's always there actually be useful

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yeah right and that ties into the combo points and amount of hits you can get in

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what way uh it depends sometimes it'll give you health back sometimes it'll

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extend your your combo meter we we're thinking at this point and it's not

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finalized yet but we're thinking at this point we want to give you a choice what do you want the blood to do so that's

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great and like uh with the combo stuff wow sorry I just had to point out that

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was an insane amount of blood that just flew through the screen um certain like

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every once in a while you hear an eagle sound and the guy jumps up is that just the jump or is that something else going

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on there we're trying to give every single enemy attack a distinct tell and

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that means a very specific Visual and a very specific piece of audio so when

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you're hearing that eagle scream that basically means that it's a specific

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attack that's about to happen and so it kind of gives you mentally prepared for

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what's happening in the next second yeah right and the whole mental preparedness

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this is not a game that's based around button mashing if you notice when he

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just whiffed right there a whiff is when you miss a person so you're trying to

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grow up your combo you're trying to get all those extra points you whiff you

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lose your combo so it's more about strategy listening to the key points

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like you were just talking about and making sure that you land all those hits

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because that is how you can get more blood and more points um one other thing

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that I had to touch on is the art style because the second you walk past this

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booth you notice it's very unique what can you tell me about that so the reason

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we have an art style that looks like this is because a I thought it would be

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a cool challenge I've never really done anything like this before and I'm the

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only artist on the project so the other reason something like this makes a lot

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of sense is because if we had a very very complex art style it would be

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difficult to create a lot of assets so we had to do something that would make

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us stand out and that also made sense from a production point of view and

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that's kind kind of why we ended up here um the only other reason is that it sort

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of makes sense and kind of looks as techy at the end of the day so it's just

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it's it's what ended up making the most sense for us yeah it looks fantastic and

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you're definitely right it does look as sucky but there must have been some amount of challenges in running this as

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well because making things pop out must have been interesting was was that

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difficult oh yeah I mean it took a long time to get it to the point to where it was both interesting and not difficult

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to look at so I mean people compare it to Mad World a lot which I totally

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understand but the thing about mad world is that there's no gray and it's

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actually very very difficult on a lot of people's eyes so I was trying to get as

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far away from something like that as possible because obviously I don't want to create any physical pain in anyone

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playing my game but it did take a while to get it to the sweet spot so it's a

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really good point about the gray because when you look at this game it's not it's

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sharp contrast but it's not sharp because it's still comfortable and

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smooth to look at and it's really cool that you were able to capture that yeah for sure I mean the the trick is really

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that the characters and the effects are black the foreground is like a dark gray

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and then it just slowly creates this fake sense of depth by just lightening

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the gray so it is it is ultimately so very simple but it's helping create the

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distinction in the layers for the eyeballs so yeah that's really cool and

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one thing that they also added in is that you can play this on Oculus Rift

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luckily in unity it's not really that hard to add Rift support so they added

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that and honestly if I was to play this game I'd love to pick up on Oculus Rift

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so I'm super happy that you guys implemented that they've slightly changed the angle so that it makes a lot

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more sense what can you tell me about that so the only thing that we really did is that we brought the camera a

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little bit lower and a little bit closer into the characters so what that means

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is that um you've got to actually look to the left in the right to see what's

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happening around you and it's just very compelling something about it made it

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much more engaging it made it much more interesting but since you have to look

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around it also makes the environment much more alive and so that was the only

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change we made in 5 minutes we're like let's try this and ended up being

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awesome so we're sticking with it but yeah I mean like I said it's Unity it's

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an easy implementation so you'll be able to play on the rift when the game is out

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yeah that's great to hear a recurring theme I find with this game is that you

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guys made something that seems simple a change that seems simple that made all

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the difference and will make in my opinion will make this game which is

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really great to hear I appreciate thank you for running us through the booth yeah thank you um if you'd like to see

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all of our content in the Indie Mega Booth if you'd like to see all of our content at PS be sure to subscribe to

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