Hi, I’m Mike Kennedy, a Senior Producer at Vogster Entertainment, and I’m here to talk about our upcoming brawler for the PSP titled Unbound Saga. Right off the bat, you’re probably thinking “Vogster who?” A reasonable question, considering we’ve only put out one title so far (a critically praised RTS for the Nintendo DS called Robocalypse), but with several more hot titles in the pipeline (including the persistent-world next-gen Shooter CrimeCraft), you should be hearing about us more in the months to come, starting with Unbound Saga dropping onto the PlayStation Network in July.
In a nugget, Unbound Saga is an old-school, arcade-style brawler that puts you in the shoes of Rick Ajax, a surly comic book tough guy trapped in a world of endless trouble. The thing is, he knows he’s a comic book character, and after 30 years of dealing with one ridiculous plotline after another, he’s had about enough. So you get to take him on an epic adventure to escape the pages of the comic in search of The Maker, the mysterious entity responsible for his daily misadventure.
So why make it a brawler? Well, aside from the logical activity perpetuated by the lead character, we frankly couldn’t get enough brawlers growing up in the 8-bit and 16-bit days, and there doesn’t seem to be enough of ‘em coming out any more these days. We were hooked on games like Streets of Rage, Final Fight, TMNT Arcade, X-men Arcade, Captain American and The Avengers, etc. They were colorful, visceral, over-the-top, and tons of fun. The gameplay was easily accessible, with simple to understand controls — Punch, Kick, Grab, Throw — that could be strung together to pull off easy-to-execute combinations. There were no blocks, counter-blocks, reversals, deflections, none of those thorny hardcore fighting game maneuvers. Just the satisfaction of knocking down bad guy after bad guy in rapid succession. Sure, nobody would credit any of those early-90’s plotlines as any sort of attempt at Shakespeare, but that campiness and Hollywood-style machismo is what made them so magnetic. Mohawked street punks and muscle-bound mafia hitmen wandering gutted city streets and other action-movie settings, occasionally having to fight a kangaroo in colorful boxing shorts or a robot zombie or two… it was that sort of over-the-top unpredictability that made us want to keep playing. That and the endless head-smashing.
Quote:
With Unbound Saga, the team wanted to recapture some of that fun and nostalgia, but with many layers of extra awesomeness. While sticking to an accessible arcade-style control scheme and the fixed left-right perspective, everything has been ramped up with the latest technology: sharp 3D graphics, real-time physics and ragdoll reactions, real-time lighting FX, etc. The gameplay itself has been given some extra strategic depth with the ability to switch between the two main playable characters, either Rick and Lori Machete, on the fly. Each of them has a completely different fighting style, with individual abilities that can complement the other character when things get sticky.
Rick is the muscle, the tank, the heavy hitter who relies on bodyslams and brute smashing strength to get things done. Lori is more about speed, stealth, and her bag of ‘ninja tricks,’ like smoke bombs and gas grenades, to finish the job. Both characters can be upgraded through individual skill trees, allowing the player to tailor their characters with more unlockable powers and moves. Both offer unique gameplay experiences, but you’ll have to take advantage of each one’s strength to get through the campaign.
In the next entry, we’ll talk about bringing the comic book world to life in our game, and how we’ve partnered up with experienced, recognizable industry talent to give our brand some authentic comic-book style.
Ah, the future. We are all interested in the future, for that is where you and I are going to spend the rest of our lives. John M Richardson Jr once said “When it comes to the future, there are three kinds of people: those who let it happen, those who make it happen, and those who wonder what happened.” We at Vogster would like to think of ourselves as part of that second camp, The Makers, not to be confused with THE MAKER, the mysterious omniscient entity responsible for the misadventures that plague Rick Ajax and Lori Machete in Unbound Saga for the PSP, available now for download exclusively on the PlayStation Network.
See what I did there? Bridge quotes about the future to a reference to Unbound Saga, which then leads to the topic of digital distribution? Yes, Unbound Saga is available for download only. You can’t walk into Gamezoinks, or wherever else you typically buy your disc-based gaming fix, and walk out with a plastic box full of brawling Unbound goodness. You can, however, buy this game from the comfort of your own home, while still in your bathrobe and bunny slippers. Click-click-clack, simple as that. Super easy, and all you need is an internet connection and a PlayStation Network account. And a PlayStation device to play the game on, of course.
But why would Vogster, or any other publisher for that matter, buck the trend and do something as radical as bypassing brick-and-mortar? What do we have against the good people at Gamezoinks? Nothing at all, I assure you (In fact, we just made that name up.). But the benefits of digital distribution cannot be overlooked. For the consumer, digital download offers unparalleled convenience. If you want it, you can have it NOW, regardless of weather, bus schedules, gas prices, etc. RIGHT NOW. In fact, I just bought the first three seasons of Dexter from the PlayStation Store while writing this. My fingers barely left the keyboard. How convenient is THAT?? It also guarantees availability. It would have stunk to drive all the way to the mall for that set of DVDs only to find they were sold out. Well, the internet is never sold out, and it is open 24-7. How ‘bout them apples?
Digital distribution is good for the developer, too. It is easier to get the product onto the market, cheaper to manufacture and distribute, and it bypasses the growing used- and rental- markets that eat into sales. The traditional model makes it that much harder for smaller companies to compete, even those with amazing new ideas and talent. Wouldn’t you rather have more good games to choose from? Going digital gives developers a viable stage to present their products for the gameplaying market to enjoy.
We certainly haven’t turned our back on the tactile satisfaction of holding something groovy and colorful in your hands. That’s why we’re hard at working producing spiffy Unbound Saga comics and sweet, sweet action statuettes to adorn your desktops and Unbound Saga shrines (Check out our Facebook Fan page some nifty pix.). And as DLC becomes available, you’ll be able to hop into the new content instantly, thanks to the uber-convenience of it all!
So yes, the digital download method is relatively new, and sometimes new can be scary. But you survived the change from 8-bit to HD, from 2D to 3D, from cartridge to CD to DVD to Blu-ray. I think we will not only survive the change from disc to digital, but we’ll all benefit from the process. And if you don’t believe me, here’s a rock-solid offer to try it for yourself: FIVE FREE CODES FOR YOUR OWN COPY OF UNBOUND SAGA! (codes are for North America only — sorry Lost Continent of Atlantis!)
Wait, what? FREE?? You bet, but because downloading digital content to your PSP is so darn easy (signed in from the PlayStation Store, select “Redeem Codes”) , we decided to throw in a little extra challenge just to emphasize how easy the actual process is WITHOUT the silly contest challenge. Here are the codes — all you have to do is guess the missing characters. (And yes, there is a pattern related to this posting…)