Shatter - Breakout meets Geo Wars Out now!!

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Christopher
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PostShatter - Breakout meets Geo Wars Out now!!
by Christopher » Thu Jul 16, 2009 8:35 am

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Platform: PlayStation 3
Publsiher: Sidhe
Developer: Sidhe
Release: 23/7/09
Price: £4.79
Official website:http://www.shattergame.com/ http://twitter.com/sidhenz

Trailer:
[gametrailers]52664[/gametrailers]

Interviews:
http://proxoq.com/PSNation/2009/06/26/ps-blogs-interview-for-shatter-psn/
http://www.1upgamers.com/gaming-interviews/sidhe-shatter-interview/
DL : Tell our readers a bit more about your new PSN game, Shatter ?

MW : Shatter is a game that is inspired by the retro titles like BreakOut and Arkanoid, the kind of classic breaking titles, but totally reinvented for modern consoles and the more modern gaming audience.
We’ve done that by adding physics, great graphics, great sound and a really great soundtrack. Adding much more immediacy and connection through the controls and adding depth to what you can do in terms of those sorts of games. GripShift was a fairly complex game in a lot of ways, which had a steep learning curve that we were never really able to lessen over the different versions that we did. After GripShift, we wanted to find a game that would be a lot easier for people to get into and still have a great amount of depth that we could try.
We looked at games that we played and inspired us when we were kids, that we were still playing today. The one consistent genre that we found was those Breakout games, so we really wanted to see what we could do with that and see how far we could just take that genre.

DL : So like an easy to play, but hard to master kind of game ?

MW : Yes, that’s the classic thing that developers strive for. Easy to get into, hard to master.

DL : Will Shatter support any co-op or multi-player modes ?

MW : Shatter is single player only at this stage but has multiple game modes as well as leader-boards so you can compete against others and your friends.

DL : How long has Shatter been in development, from initial game spark to passing PSN approval ?

MW : Its been cooking for a long time and I guess that’s one of the things when you are self publishing can make a difference. We actually started exploring and doing some experimentation and concepts in late 2007, so its been in development in one form or another for over a year now. We’ve been able to iterate with a very small team.
So for most of the project we’ve only had 3 or 4 people on the project. A very small team who feel very empowered. That’s allowed us to iterate and iterate and to add more polish over time. I’ve no qualms in saying that this is the most polished title we have ever produced, because we’ve had that time to really iterate and improve on what we had and as a company we’ve been willing to make that investment and release when we think the time is right, which is soon.

DL : It certainly looks like it could. Is there an official release date yet, has that been announced yet?

MW : Yes Shatter will be available from July 23rd on the American PSN for $7.99 and for €5.99 and £4.99 respectively, on the European PSN.


http://www.mygamer.com/index.php?page=interviews&mode=viewinterviews&id=50

MG: Was there a specific reason why you selected the PSN as the distribution method for Shatter? Will we ever see this game on other platforms?

Sidhe: We have found Sony very receptive to working with independent developers, and while the process of getting a title up on PSN is very involved, it is a straightforward one. Shatter may come to other platforms if the title is successful.

MG: From the trailer, it looks like boss battles and unique level design are going to be a dominate feature. Can you tell us more about the approach you took to level design and the addition of bosses?

Sidhe: The addition of physics and complex brick interactions allows for a lot of different gameplay scenarios, but it took a long time and a lot of iteration to really learn to get the most out of what we had available and build compelling levels. We created hundreds, if not thousands, of levels throughout the course of the development, eventually whittling them down and honing them into the set we have in the game.

Bosses were an early addition to the game when we started experimenting with bricks with more complex and intelligent behavior. We then made the connection to more traditional SHMUP boss battles and immediately realized the potential. The bosses provide the gamer another way to use the skills they learn throughout the game, and definitely add a fun, narrative element.

MG: The trailer featured some very cool music to match the unique gameplay. What can players expect from the soundtrack and can you give some insight as to how your tunes were produced?

Sidhe: The soundtrack is something we are really proud of. We worked with a local musician, Module, who produced an original score of over 90 minutes of great music. Initially, he just worked from concept art and early prototypes, but as the game evolved and was fleshed out he evolved the soundtrack also. It was a great collaborative process and a labor of love, the results of which we think gamers will really appreciate.



Reviews: IGN 9.0 http://uk.ps3.ign.com/articles/100/1005893p1.html

This is one of my most wanted games of the year. Looks like it could well be as addictive as Geometry Wars. This and Gravity Crash can't come soon enough.

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PostRe: Shatter - Breakout meets Geo Wars
by HSH28 » Thu Jul 16, 2009 8:38 am

Yeah it looks good, first PSN game I've wanted to pick up in a while.

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samoza
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PostRe: Shatter - Breakout meets Geo Wars
by samoza » Thu Jul 16, 2009 2:34 pm

Does look nice. I loved Breakout when I played it years ago so will snap this up at £5.

I am a writer at Co-optimus - a site dedicated to co-op gaming
http://www.co-optimus.com/
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jiggles
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PostRe: Shatter - Breakout meets Geo Wars
by jiggles » Thu Jul 16, 2009 2:39 pm

Looks like a reskinned Magic Ball, to be honest. :|

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Christopher
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PostRe: Shatter - Breakout meets Geo Wars
by Christopher » Thu Jul 16, 2009 3:06 pm

jiggles wrote:Looks like a reskinned Magic Ball, to be honest. :|


:|

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jiggles
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PostRe: Shatter - Breakout meets Geo Wars
by jiggles » Thu Jul 16, 2009 3:12 pm

Obviously, it's going to be a better game (because it's Sidhe), but it's pretty much the same thing with a vastly superior style.

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Christopher
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PostRe: Shatter - Breakout meets Geo Wars
by Christopher » Thu Jul 16, 2009 3:42 pm

jiggles wrote:Obviously, it's going to be a better game (because it's Sidhe), but it's pretty much the same thing with a vastly superior style.


I have yet to play Magic Ball :shifty:

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Eighthours
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PostRe: Shatter - Breakout meets Geo Wars
by Eighthours » Thu Jul 16, 2009 4:02 pm

They had to mention Geometry Wars, didn't they? AUTOMATIC DAY ONE PURCHASE.

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Harry Bizzle
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PostRe: Shatter - Breakout meets Geo Wars
by Harry Bizzle » Thu Jul 16, 2009 4:06 pm

Looks a bit meh to me but if there's a trial I'll definitely give it a whirl.

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Christopher
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PostRe: Shatter - Breakout meets Geo Wars
by Christopher » Mon Jul 20, 2009 8:40 am

This and WipEout Fury are the only thing getting me through this milestone week at work.

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mitch
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PostRe: Shatter - Breakout meets Geo Wars
by mitch » Mon Jul 20, 2009 9:26 am

I'll bite, I don't think I have bought an original PSN game for ages. Sensible pricing as well.

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Ironhide
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PostRe: Shatter - Breakout meets Geo Wars
by Ironhide » Mon Jul 20, 2009 5:31 pm

It doesn't look like anything special to me.

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cooldawn
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PostRe: Shatter - Breakout meets Geo Wars
by cooldawn » Mon Jul 20, 2009 5:40 pm

suzzopher wrote:This and WipEout Fury are the only thing getting me through this milestone week at work.

Hope everything is alright fella but I always thought that milestone's were a good thing.

"Race drivers don't really care how fast they're going..we keep going faster and faster until we approach that limit of control and that's when we balance ourselves..that's how we make good time."
JOHN FITCH
1950's Le Mans driver
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Christopher
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PostRe: Shatter - Breakout meets Geo Wars
by Christopher » Mon Jul 20, 2009 5:40 pm

I guess those people who said it was the downloadable game of E3 saw something different.

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Jingle Ord The Way
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PostRe: Shatter - Breakout meets Geo Wars
by Jingle Ord The Way » Mon Jul 20, 2009 6:01 pm

I'm looking forward to Shatter more than any other DLC coming out this year. I think this looks strawberry floating great!

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Christopher
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PostRe: Shatter - Breakout meets Geo Wars
by Christopher » Tue Jul 21, 2009 4:19 pm


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Christopher
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PostRe: Shatter - Breakout meets Geo Wars
by Christopher » Wed Jul 22, 2009 8:39 am

IGN Review: http://uk.ps3.ign.com/articles/100/1005893p1.html

8.5 Presentation
Shatter sits right alongside the greats in the genre like Breakout and Arkanoid.
8.5 Graphics
Flashy effects and a slick, robotic design.
9.5 Sound
Catchy, energetic electronica. Many sound effects have a retro, lo-fi aesthetic that pays homage to arcade classics.
9.0 Gameplay
The new gameplay mechanics Shatter brings to the table revolutionize the brick-breaking genre.
7.5 Lasting Appeal
Ten worlds to play through and they're fun from beginning to end. Beyond the story mode, though, there isn't a whole lot to do.
9.0
Outstanding OVERALL
(out of 10 / not an average)

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Christopher
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PostRe: Shatter - Breakout meets Geo Wars
by Christopher » Thu Jul 23, 2009 4:24 pm


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Jingle Ord The Way
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PostRe: Shatter - Breakout meets Geo Wars Out now!!
by Jingle Ord The Way » Thu Jul 23, 2009 6:25 pm

Played this for a bit today. It's as awesome as I thought it would be. Love it.

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cooldawn
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PostRe: Shatter - Breakout meets Geo Wars Out now!!
by cooldawn » Thu Jul 23, 2009 10:36 pm

Well NeoGAF seems to like it. Also one of the dev people from Sidhe has been posting in there and gave away some info.

At the £5 price point he said...
We decided Europe had suffered enough.

...which is for.
10 worlds each with 7 levels, a Boss battle and a bonus stage plus seperate Boss Rush Mode and Bonus Mode, all with leaderboard support.

The soundtrack, which is supposed to be good, is coming to iTunes...
That is proceeding at the moment. Will probably have more to say on that in a day or two.

...and maybe PSN.
The soundtrack won't be available through the PSN Store for a little while. We want to build a wrapper like the PixelJunk guys did and that will take a little time.

It will be available via Itunes etc before then, but we are still working out the timing on that.

Why they decided against multiplayer!
Yeah, we tried a couple of different multiplayer modes out in prototyping, and couldn't find anything compelling. Co-op especially didn't work as the suck/blow mechanic of multiple bats becomes confusing and unpredictable for the player.

In the end we decided we weren't going to have it for the sake of it, and priced the title accordingly.

We still have some ideas on where to go with multiplayer, so if the game does well and multiplayer is highly requested we may look to revive those prototypes.

What about a demo?
No demo yet, but we'll be starting work on one soon.

And the future.
We have 4 other games in full production that I can't really say anything about without a publisher giving me a permission slip first and a marketing guy standing over my shoulder.

"Race drivers don't really care how fast they're going..we keep going faster and faster until we approach that limit of control and that's when we balance ourselves..that's how we make good time."
JOHN FITCH
1950's Le Mans driver

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