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Viewing posts tagged with: Press »
David Carrigg
Recently I did an interview with Pixabyte. We talked about the current progress of the game, a bit about the backstory, some of the platforms Snapshot will be on, as well as when you'll be able to play it.

Check it out:

Peter Jones
Just a quick heads up today. We were featured on Indie Superstar, an online magazine devoted to the little developer. It's an incredibly well-written article about Retro Affect, Snapshot, and everything in between. Here's a snippet:

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"Amidst this demand seems to be the misuse of "retro." Games needn't and shouldn't be mere copycats of some 10-20 year-old formula. A game can pull on nostalgic strings instantaneously whilst creating an experience that expands or reinvents gaming genres. So aptly named is the company Retro Affect, whose members have taken up the call for creating a dualistic retro and innovative experience with their upcoming Snapshot."

You can read the rest of it here, but make sure you spend some time perusing! Lots of other cool games are being made, and you might not even know it...
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Peter Jones
Last post, I mentioned that we landed a spot in IndieDB's top 100 Upcoming Indies of 2010. If you haven't already, you should hop on over and cast your vote for the number one spot (preferably voting for Snapshot...thanks!). So that we don't feel bad about ourselves when we're trumped by Minecraft, let's take a self-deprecating look into some of the other awesome indies that deserve a look and a vote...I guess.

Overgrowth
Overgrowth's open development is much of what inspired our own RAE Day (certainly not to be confused with Rae Days, sorry Ontario). They've been developing some incredible tech. Any aspiring developers should take a look and preorder if it piques your interest.

Bastion
What's not to like about an incredibly rich and beautiful game laid on a rock solid foundation of classic RPG?

Monaco
Four words: four, player, coop, heist.

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Peter Jones
We're pleased to bring you the first footage in over a year! Boasting gorgeous new art, amazing new music, an exciting new adventure and the same awesome camera that we all know and love (with a few added features of course).



Now, objects caught in motion, continue moving once they're pasted! Snap a picture of a falling bomb, and paste the picture upside down to see it come hurtling up at your enemies! Also, is that rock too big to capture in a picture? Take a picture of yourself and gain an extra set of hands to help push it out of the way! These are just a couple of the new and exciting gameplay elements we've been adding, and we're certainly not stopping there.

So...why are you still reading this? Go check it out!
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Peter Jones
Last night I had the pleasure of speaking to the Boston Indies about the importance self-imposed restrictions during in game design. It was sort of a pre-mortem of Snapshot as we've now come into our own developmental stride. The bad news is I'm not going to reiterate the entire presentation online; the good news is that we've posted some new screenshots!


I know we've kept a low profile, but it's high time for a little more show and tell, don't you think? Exciting updates are on the horizon!
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Peter Jones
Pun-free from here on out, I swear. Today we're participating in a collective commentary on game length and the value of media consumption. It's a topic that hasn't necessarily been at the forefront of debate, but still manages to creep into the most sane person's reasoning why a game "isn't worth [x] dollars".

For the majority of the game industry's short history, length has been touted as a measure of quality. Since every new game was the same sixty dollars, length, graphics and sound quality were decent, albeit overly-simplified selling points (Fig. A*). Fast forward twenty years into a whole new ball game.
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So why do we still expect a certain duration of game play? Even from games that are free? It's hard to say and is certainly not limited to one culprit, but I suspect the rapidly diversifying market is a key issue. The iPhone, for better or worse, has opened a floodgate of development; flash portals like Kongregate and Newgrounds have made available free versions of nearly every game imaginable; and services like XBLA, WiiWare and PSN have embraced the small studio. The rise of the independent portal has paved the way for a whole spectrum of games ranging from $125.00 to FREE. Is it possible to line up every game based on length and draw any comparison in quality? Of course not (Fig. B*).
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Our perception of what makes a game enjoyable is lagging behind, and when one fails to meet those expectations we retreat to those traditional measures. Consider a painting with too little paint or a canvas that's too small. Would you pass over a book because it didn't look as though it had enough pages? "It was too short," is likely pointing to a larger issue.

Make sure you check out these other perspectives on game length:
Ron Carmel of 2DBoy
Chris DeLeon
Dave Gilbert of Wadjet Eye Games
Cliff Harris of Positech Games
Martin of Broken Rules
Lau Korsgaard
Jeffrey Rosen of Wolfire
Chris Hecker

*These charts are probably not scientifically accurate
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Peter Jones
There's now another way to show Retro Affect some love through the internet...

Become a part of the fandom through Facebook. Facebook not your style? Remember, we're on Twitter too. Not into Twitter either? Well, that's all we got....

We also accept hugs.
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Retro Affect LLC
28 Lang Street
Meredith NH 03253
info@retroaffect.com

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