The past few days saw several new feature additions to A Valley Without Wind highlighted (at least I'd say) by the addition of the store in 1.009.
Tom Chick talks to Chris for a good two and a half hours on Quarter To Three's podcast, chatting on AVWW, Arcen, some preferred genres, and gaming in general.
Also a reminder that there's still a day or so left in the SavyGamer anniversary sale. Here's the rest of the coverage that's come in this past week for AVWW/Arcen:
[Just Press Start] A Valley Without Wind - Reviewed
[Gather Your Party] Interview: Chris Park, CEO Of Arcen Games And Creator Of A Valley Without Wind
[Gather Your Party] A Valley Without Wind Review
[XBLAFans] Downloadable games growing beyond their bytes
[Gamespot] A Valley Without Wind Review
[BagofGames] A Valley Without Wind Review
[Destructoid] Review: A Valley Without Wind
[2nd Opinion Productions] Arcen Games: A Valley Without Wind Review
[IGN] A Valley Without Wind Review
[Co-Optimus] A Valley Without Wind Co-Op Review
[Hidden Exit] Review: A Valley Without Wind
[I'm Not Doctor Who] #oneaday Day 838: Still No Wind Here
[Gry-Online] Straight from Indie #5 (Polish)
[PlayerAffinity] A Valley Without Wind - Review
Video Coverage
[Tenatios] Let's Try - A Valley Without Wind + Steam Code Giveaway
[RockLeeSmile] Indie Impressions - A Valley Without Wind
[IZTheJack] A Valley Without Wind Part 4 - Our First Mission and Part 5 - Seeking Materials and Part 6 - The Endless Chunk
[SundayGamerHD] Let's Play A Valley Without Wind Part 1 - Kinky Skelebot Dungeons!
[GryOnlinePL] Straight from Indie - A Valley Without Wind] (Polish)
[SoftpediaGamesReview] A Valley Without Wind - Softpedia Gameplay
[NightDiRaven] Let's Play: A Valley Without Wind | Part 1 (Russian)
Showing posts with label Interviews. Show all posts
Showing posts with label Interviews. Show all posts
Tuesday, May 8, 2012
Thursday, April 19, 2012
More PAX East 2012 Coverage For A Valley Without Wind
PAX East coverage for A Valley Without Wind continues to roll in...
Just Press Start's Jeff Ortloff got the full tour of the Arcen Booth, posting audio interviews with both Chris and Pablo.
Gameinpublic posted the first ten minutes of the indie game talk I took part in. This was day two (we did a similar talk with different devs each day of the conference).
Andrew Whipple III of Gamer's guide to Life seems very pleased we're fleshing out a title in the sidescrolling action genre.
Patrick Lindsey put together a solid preview of the game over on BeefJack as well.
The Mash Those Buttons guys talk about the game for a decent chunk of their PAX East podcast.
Luigi Guarnuccio of Gamers Haven called AVWW 'a gem of a game' in his preview.
Matthew Jay discovers there's more to the game than what can be gathered at first glance in his preview over on Snackbar Games
OnLiveFans' Jeremy Burg mentioned us as one of the gems he got to play on the show floor in his round-up of the event.
Finally, GiantBomb snapped and posted a shot of the Arcen Games booth, check out those sweet banners. :)
Oh, one last item: 2nd Opinion Podcast's Chris Dunham will be live streaming A Valley Without Wind today at 3:45 PM ET for a good couple of hours. Tune in then to his Twitch.TV channel for a longer form, on-the-fly look at the game.
Just Press Start's Jeff Ortloff got the full tour of the Arcen Booth, posting audio interviews with both Chris and Pablo.
Gameinpublic posted the first ten minutes of the indie game talk I took part in. This was day two (we did a similar talk with different devs each day of the conference).
Andrew Whipple III of Gamer's guide to Life seems very pleased we're fleshing out a title in the sidescrolling action genre.
Patrick Lindsey put together a solid preview of the game over on BeefJack as well.
The Mash Those Buttons guys talk about the game for a decent chunk of their PAX East podcast.
Luigi Guarnuccio of Gamers Haven called AVWW 'a gem of a game' in his preview.
Matthew Jay discovers there's more to the game than what can be gathered at first glance in his preview over on Snackbar Games
OnLiveFans' Jeremy Burg mentioned us as one of the gems he got to play on the show floor in his round-up of the event.
Finally, GiantBomb snapped and posted a shot of the Arcen Games booth, check out those sweet banners. :)
Oh, one last item: 2nd Opinion Podcast's Chris Dunham will be live streaming A Valley Without Wind today at 3:45 PM ET for a good couple of hours. Tune in then to his Twitch.TV channel for a longer form, on-the-fly look at the game.
Labels:
A Valley Without Wind,
General Press,
Interviews,
Podcasts,
Videos
Friday, April 13, 2012
PAX East 2012 Coverage For A Valley Without Wind
We spent much of our time at PAX East chatting it up with press, filling interview appointments and having them take a quick tour of A Valley Without Wind.
Here's the coverage to come about from our trip to Boston thus far:
John Polson interviews Chris in an excellent piece on IndieGames.com entitled Indie Devs Weigh in on Imitating Versus Innovating.
Platform Nation's Gaming Hands On Quick Hits touches on AVWW's surprising amount of depth.
Nearly 15 minutes of Front Towards Gamer's latest Gametwerp Podcast is taken up by a live interview with Chris.
The intriguing Ditto Monster stopped by for an enjoyable and surprising interview with Chris.
Anthony of TryIndie was trying his backside off all weekend, providing a ton of coverage for us. He has written up interviews with both Chris and Pablo, plus recorded some video footage of the indie game dev panel I submitted and participated in.
Zach Martin of PikiGeek apparently enjoyed his time with AVWW on the first day. He went and published his preview just hours later. Awesome that we caught his attention!
We made Trouble Thinking's list of The Stuff You Should Have Checked Out.
The Gamer's Guide To Life Channel took a short test drive of the game, as well as recording a live interview with Chris on the show floor.
Thrifty Nerd's preview concludes that they can't wait for the April 23rd launch.
Lastly, we were also glad to finally meet Nick Puleo of Co-Optimus. We have several other interviews and coverage still in the works with other outlets—so keep your eyes peeled for those in the coming weeks.
Here's the coverage to come about from our trip to Boston thus far:
John Polson interviews Chris in an excellent piece on IndieGames.com entitled Indie Devs Weigh in on Imitating Versus Innovating.
Platform Nation's Gaming Hands On Quick Hits touches on AVWW's surprising amount of depth.
Nearly 15 minutes of Front Towards Gamer's latest Gametwerp Podcast is taken up by a live interview with Chris.
The intriguing Ditto Monster stopped by for an enjoyable and surprising interview with Chris.
Anthony of TryIndie was trying his backside off all weekend, providing a ton of coverage for us. He has written up interviews with both Chris and Pablo, plus recorded some video footage of the indie game dev panel I submitted and participated in.
Zach Martin of PikiGeek apparently enjoyed his time with AVWW on the first day. He went and published his preview just hours later. Awesome that we caught his attention!
We made Trouble Thinking's list of The Stuff You Should Have Checked Out.
The Gamer's Guide To Life Channel took a short test drive of the game, as well as recording a live interview with Chris on the show floor.
Thrifty Nerd's preview concludes that they can't wait for the April 23rd launch.
Lastly, we were also glad to finally meet Nick Puleo of Co-Optimus. We have several other interviews and coverage still in the works with other outlets—so keep your eyes peeled for those in the coming weeks.
Friday, February 3, 2012
Just Press Start Podcast And Gnome's Lair Interview
With A Valley Without Wind emerging out of over a month of heavy construction and significant changes, we're entering a phase where the game is settling into a stable enough state for us to start chatting with the press about it once more. This week we've had a couple new interviews hit:
Chris and I had an excellent time getting together with the gents at Just Press Start for a chat. In their latest podcast we discuss our games (specifically AVWW) give a bit about our backgrounds, and touch on various other topics.
Additionally, our friend Konstantinos Dimopoulos of Gnome's Lair has posted an interview where I talk with him about the current state of Valley, how we've reached this point, and where we hope and expect it to go now that we can see a bit of light coming from the end of the tunnel in regards to 1.0.
We're working steadily on some major items as far as providing new/updated media and info for everyone to check out. Stay tuned for that in the next week or two.
Chris and I had an excellent time getting together with the gents at Just Press Start for a chat. In their latest podcast we discuss our games (specifically AVWW) give a bit about our backgrounds, and touch on various other topics.
Additionally, our friend Konstantinos Dimopoulos of Gnome's Lair has posted an interview where I talk with him about the current state of Valley, how we've reached this point, and where we hope and expect it to go now that we can see a bit of light coming from the end of the tunnel in regards to 1.0.
We're working steadily on some major items as far as providing new/updated media and info for everyone to check out. Stay tuned for that in the next week or two.
Labels:
A Valley Without Wind,
AI War,
Interviews,
Podcasts,
Tidalis
Tuesday, October 18, 2011
New Interviews, Previews, and LP Videos
So much has happened since we launched public beta for A Valley Without Wind back in late September. In some respects it feels like it's been out forever, when really we've just reached three weeks. It's been fantastic to have anyone interested finally able to play the game. We've received both a wonderful response as well as excellent feedback from players and press alike in such a short amount of time.
A couple of Arcen Games/AVWW items we'd like to direct you to, including a couple of new interviews. Chris chats comprehensively with UsedGameReviews in a just released piece, and Arcen is featured in Play Tribune's Developer Chat audiocast (where Chris and I babble on for over an hour about indie gaming plus all the aforementioned.)
Plenty of Valley-specific stuff below as well. Thanks to all who took the time to talk with us and/or take a look at our game.
Previews/Impressions
[Violent Gamer] A Valley Without Wind Beta Impressions
[Nightmare Mode] Beta Impressions: A Valley Without Wind
[Dealspwn] A Valley Without Wind Beta Impressions | Procedurally Generated Genre Smasher
[Quick Save Podcast] A Valley Without Wind Beta/Demo (8:00-12:00)
Videos
Hold [RESET] Gaming: A Valley Without Wind - Beta - First Look
Hyfrydle32: Let's Play A Valley Without Wind
Onemegatongamer: I will beat a valley without wind
A Valley Without Wind: Beta Gameplay
Labels:
A Valley Without Wind,
Interviews,
Podcasts,
Previews By Press,
Videos
Thursday, July 21, 2011
Arcen Games on The Grey Area Podcast
Chris Park and I sat down with Jenesee of The Grey Area Podcast for an in-depth chat on A Valley Without Wind, gaming in general, indie development, and of course all things Arcen Games as well. You should definitely set aside the 90 minutes for a listen; it was a wonderfully casual conversation with such a prepared and professional host guiding the ship!
The show's 26th episode "An Interview Without Wind" is available to listen to right now. Follow The Grey Area Podcast on Twitter and Facebook as well.
Labels:
A Valley Without Wind,
AI War,
Interviews,
Podcasts,
Tidalis
Tuesday, May 24, 2011
A Valley Without Wind: Setting, Interior Generation, Explorer NPCs, and Evil Outposts
Arcen Games is pleased to show off several new additions, improvements, and changes for our upcoming survival action-adventure title A Valley Without Wind. We have a variety of items to update on this week, including interior generation, a reworking of the game's story and setting, settlement changes, implementation of new features such as Explorer NPCs and Evil Outposts, and much more.
To start, there have been some major shifts in AVWW's story and setting that we'd like to share. We are keeping the broken-earth setting and former ice age focus for the title, but the real-world future setting has been replaced. Instead the game is now set in a purely fantasy world called Environ -- taking place in the year 888. We feel that exchanging the reality-based future setting for a more fantasy/sci-fi mix (that still keeps elements from the real world) gives us a lot more flexibility as we put together the major themes of the title. More details on the new developments, including a basic timeline for the known history of Environ, can be found on our updated feature page for A Valley Without Wind.
Onward from that, we've made a rather significant breakthrough in terms of the creation and generation of AVWW's interiors. Interior procedural-generation was a troublesome task that others have solved in various ways, but which nobody seemed to have solved in the specific way that was needed for the game. So our lead programmer Chris Park has come up with a moderately new approach to the problem, basing part of his work on how the issue in a roguelike is dealt with, resulting in some very interesting and varied interior floorplans at this stage. In a month or two when it's further polished, Arcen will be releasing the C# source code for our interior generator as open source under the MIT license, so that others can make use of it. Chris has written up a technical outline in this developer journal thoroughly explaining the step-by-step process of the program for those interested.
Many other additions and improvements have found their way into A Valley Without Wind as well. The game now makes use of the helpful Explorer NPC's and the not-so-helpful Evil Outposts, there's been major progress to settlements and the Minimap, and lots of new and upgraded visuals have been added as well. We could go on all day, but the title's new animation test video does a much tidier job illustrating some of the aforementioned items. While a complete explanation on everything that's been touched on can be found in our latest Games By Design post.
For more info about the title and what else Arcen Games is working on, make sure to check out our recent interview on Gnome's Lair. A Valley Without Wind is currently targeted for official release on PC and Mac in October 2011, with a playable Beta build available to pre-order customers coming this summer.
About Arcen Games
Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.
AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames.
To start, there have been some major shifts in AVWW's story and setting that we'd like to share. We are keeping the broken-earth setting and former ice age focus for the title, but the real-world future setting has been replaced. Instead the game is now set in a purely fantasy world called Environ -- taking place in the year 888. We feel that exchanging the reality-based future setting for a more fantasy/sci-fi mix (that still keeps elements from the real world) gives us a lot more flexibility as we put together the major themes of the title. More details on the new developments, including a basic timeline for the known history of Environ, can be found on our updated feature page for A Valley Without Wind.
Onward from that, we've made a rather significant breakthrough in terms of the creation and generation of AVWW's interiors. Interior procedural-generation was a troublesome task that others have solved in various ways, but which nobody seemed to have solved in the specific way that was needed for the game. So our lead programmer Chris Park has come up with a moderately new approach to the problem, basing part of his work on how the issue in a roguelike is dealt with, resulting in some very interesting and varied interior floorplans at this stage. In a month or two when it's further polished, Arcen will be releasing the C# source code for our interior generator as open source under the MIT license, so that others can make use of it. Chris has written up a technical outline in this developer journal thoroughly explaining the step-by-step process of the program for those interested.
Many other additions and improvements have found their way into A Valley Without Wind as well. The game now makes use of the helpful Explorer NPC's and the not-so-helpful Evil Outposts, there's been major progress to settlements and the Minimap, and lots of new and upgraded visuals have been added as well. We could go on all day, but the title's new animation test video does a much tidier job illustrating some of the aforementioned items. While a complete explanation on everything that's been touched on can be found in our latest Games By Design post.
For more info about the title and what else Arcen Games is working on, make sure to check out our recent interview on Gnome's Lair. A Valley Without Wind is currently targeted for official release on PC and Mac in October 2011, with a playable Beta build available to pre-order customers coming this summer.
About Arcen Games
Arcen Games entered the PC indie scene in 2009 with their cult classic AI War: Fleet Command, which was named the 40th best-reviewed PC game of the year by MetaCritic. Their second year was a busy one, seeing the release of The Zenith Remnant, the first full expansion for AI War; Tidalis, an innovative block-based puzzle with casual appeal and hardcore depth; and Children of Neinzul, a micro-expansion for AI War with all profits benefiting the Child's Play charity, of which Arcen is a platinum sponsor.
AI War's third and largest expansion Light of the Spire marked Arcen's first release of 2011, and now the company has shifted its focus and excitement to the development of A Valley Without Wind. Originally a one-man shop, Arcen Games has grown to have half a dozen part-time or fulltime contributors to its various titles. For all the latest news, media coverage, and some of our other musings, follow us on our developer and individual game pages on Facebook or on Twitter: @ArcenGames.
Monday, May 16, 2011
Brutal Gamer Interviews Arcen Games
Brutal Gamer's Amy Nelson followed up her Tidalis review by interviewing us on all things Arcen and indie games. We discuss several topics including potential consoles/handheld devices we've considered for our games, as well as our selling points for A Valley Without Wind.
Here's one of the questions and responses from the piece:
"AI War: Fleet Command is a RTS, Tidalis is a puzzle game, and A Valley Without Wind is an action adventure. You seem to be hitting on all the popular genres. What do you have in store for us next?
Chris: Well, these are the genres that I have a lot of personal interest in — my goal was to never be thought of us “just a strategy game developer.” Not that there’s anything wrong with that, but I have broader interests than just strategy games, and part of the freedom of being an indie is getting to pursue your interests. I think we’re going to be busy with AVWW, and expansions and free DLC for both it and AI War for another year or two — ideally, anyway. Beyond that it’s hard to say with any clarity, but we’ve got a lot of game designs floating around the team. If there’s one thing we never have a shortage of, it’s ideas! I think perhaps the most popular next project idea at the moment is a very streamlined turn-based tactics game built partly on the AVWW engine."
Read the full interview over on Brutal Gamer.
Labels:
A Valley Without Wind,
AI War,
Interviews,
Tidalis
Friday, February 25, 2011
AVWW Interview on Co-Optimus
Chris sat down with Nick Puleo of Co-Optimus for a more in-depth look at the recently revealed multiplayer and co-op features for A Valley Without Wind.
In it, they discuss MMORPG aspects, retention of the isolation theme, solutions on playing together with varying levels, avoiding the grind, the first season of LOST, and much more.
Read the full interview over on Co-Optimus.
In it, they discuss MMORPG aspects, retention of the isolation theme, solutions on playing together with varying levels, avoiding the grind, the first season of LOST, and much more.
Read the full interview over on Co-Optimus.
Friday, October 8, 2010
The Reticule: Chris Park On Finances and Games
"Chris Park is the wonderfully open and honest chap who heads up indie studio Arcen Games, he has been extremely open about the financial troubles the company has been going through recently, excellently detailed here on PC Gamer. I knew I had to talk to him about everything that was going on both financially and in regards to current and future games from Arcen."
Click here for the full interview
Click here for the full interview
Wednesday, August 25, 2010
The Wargamer Interview With Arcen Games
- The history and design goals behind AI War.
- The motivation for and results from the ongoing updates to AI War.
- The Children of Neinzul micro expansion, and the motivation for it's ties to Child's Play as well as the inclusion of the Hybrid Hives death machines.
- Tidalis, and why Arcen chose to follow up a strategy game with a puzzle game, as well as what sets Tidalis apart from casual games in general.
- Arcen's upcoming schedule, including AI War 4.0 (on Unity 3D & OSX), "Alden Ridge Arcade," the full Alden Ridge game, and A Valley Without Wind.
Monday, August 2, 2010
Jordan Rivas Interviews Chris Park
Wednesday, July 28, 2010
The Reticule: The Rise of Mac (and Linux) Gaming
Chris Evans from The Reticule recently wrote a rather interesting article about how Mac (and Linux) gaming is on the rise lately. He interviewed Doug Lombardi from Valve, as well as a number of indie developers, including Chris Park from Arcen. Particularly interesting is the discrepancy in opinions between long-term Mac-only developers (who seemed rather jaded on the platform), and developers more recently supporting the Mac in addition to their prior platforms (who were really feeling more positive).
For those interested, the full article: The Rise of Mac (and Linux) Gaming
For those interested, the full article: The Rise of Mac (and Linux) Gaming
Wednesday, March 24, 2010
Indie Game News: Exclusive Screenshots: Tidalis now on Unity3D
Over at Indie Game News,
where Arcen's Chris Park is a contributing writer, we've revealed a new
screenshot of our upcoming puzzle game Tidalis, along with major news:
Arcen is going cross-platform with a move to Unity 3D. It is not yet
certain whether or not that will affect AI War down the road, but for
the moment AI War is staying with its existing platform. More details in
the article.
Tuesday, February 16, 2010
HellBored: Chris Park Interviewed About AI War and The Zenith Remnant
HellBored recently conducted an
interview with Chris Park about AI War, the reception of The Zenith
Remnant, developing games as an individual versus as part of a team, and
why developing capable RTS AI is such a challenge for the industry.
Read The Interview
Read The Interview
Thursday, December 10, 2009
Gaming Dead: Chris Park Talks AI War, Indie Strategy and Post-Launch Support
Gaming Dead: "In a recent interview
with Gaming Dead, Arcen Games' Chris Park, developer of the eight
player co-op massive RTS title AI War: Fleet Command elaborated on how
he's implementing a post-launch support model in the form of free
monthly DLC updates in the interest of seeing the game become the
largest strategy title out there."
Read The Interview
Read The Interview
Gaming Nexus: Chris Park Interviewed About Design And Development of AI War
Gaming Nexus recently
conducted an interview with Chris Park about AI War, the Arcen Games
design philosophy, and a lot of interesting questions about the
development/distribution/support of the game itself.
Read The Interview
Read The Interview
Thursday, November 12, 2009
The Claw - Google Wave with Chris Park
The Claw
has recently conducted a massive Google
Wave interview
with Chris Park about AI War, other upcoming Arcen titles, Chris's
design philosphy and
inspirations, and the future for Arcen Games in general.
Read The Interview
Read The Interview
Tuesday, November 3, 2009
Three Moves Ahead Episode 37 -- Chris Park and AI War: Fleet Command
Three Moves Ahead is the official podcast of Flash of Steel, and
commonly features really high quality discussion of strategy games for
hardcore gamers, and interviews with industry giants -- Brad Wardell,
Soren Johnson, and others. Episode 37 features Troy Goodfellow and Tom
Chick talking with Chris Park, the lead designer of AI War about the
state of the game, how some of its more unique aspects came about, and
what is planned for the future. There's also a fairly good bit of
discussion of launching a new indie game and how that went for AI War,
in addition to the more design-related discussions.
Listen To the Podcast
Listen To the Podcast
Tuesday, October 20, 2009
Co-Optimus Interview With Chris Park About AI War
Co-Optimus interviews Chris Park, the developer of
AI War, about the game in general but of course the co-op aspects in
particular. Park is a huge proponent of co-op in general in gaming, so
was very excited to have an interview that focused so heavily on those
aspects, which are often just a minor bullet point in a long list of
other topics discussed.
Read The Interview
Read The Interview
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