spindoctor Posted August 5, 2011 Report Share Posted August 5, 2011 Translation: "we tried to get it on the consoles as well but microsoft and sony wouldn't give us the time of day" fixed single player only, 8-10 6-7 hour game. i wonder how much they will price it at. Link to comment Share on other sites More sharing options...
SRINI87 Posted August 7, 2011 Author Report Share Posted August 7, 2011 Nowgamer Interview Tell us about Flying Wild Hog. How did the studio come about? Many of the team have worked for established AAA studios - why go Indie? After parting ways with CD Projekt, we had a good vision of what Flying Wild Hog should look like. We wouldn't want to build a team of 50 or more people with little experience in game development. Instead we wanted it to be a small team with highly skilled veterans. So we asked the people – the best people – to join us, and they really know how to make great games. The next thing was to minimize the management team. The team structure at Flying Wild Hog is very flat, in fact we don't have anyone working as a full-time producer or manager. Everyone is actively involved in creating something in the game. We want people to communicate with each other. That's a much more efficient way to manage a team, and it's more fun, too, because everyone know what's going on and everyone can have their influence on the project as whole, if only they want to. What was behind the decision to develop something in the Cyberpunk genre? We all love the cyberpunk setting and cyberpunk games. And what's really strange is that there aren't that many of them in the history of games. There are lots of games with a "clean" sci-fi look that show future as a better tomorrow. But in fact, the dark and dirty settings of cyberpunk are much more inspiring for the artists. Hard Reset is built with proprietary tech - why build your own engine? Wouldn't it be easier to license one? If you can afford to build your own engine for a game, it's always better. Sure it takes more time and costs more money, but at the end of the day it's a win. The engine can be crafted around what you want to achieve in a game. It can be more optimized for specific needs. Code and tools are more familiar, so any feature can be added in a matter of days. We wanted Hard Reset to have lots of physics and dynamic, destructible objects. At the same time we wanted it to be fully dynamically lit with hundreds of real-time lights, with no precalculated lightmaps. Some enemies in Hard Reset are combined from hundreds of detachable parts. These are the features that are not possible to do in real-time on low-end hardware with any licensed engine. And we know how to make game engines, which is also a plus. In what ways is Hard Reset unique? Were you inspired by any games or movies? Who is the game targeting? Hard Reset is an old-school single-player experience known from games like the original Doom, Serious Sam or Painkiller but with new graphical bells and whistles. I think people who will love Hard Reset are gamers who like the old-school feeling of games from the days when games didn't play themselves. Of course we wanted our games to be unique, not just a copycat of old-school classics. We added a unique weapon system, new to the genre. So you have two weapons in Hard Reset... Ehh what? That's right, you have only two weapon models: energy weapon and kinetic weapon. But each model can have 5 modes, each with alternative fire mode. So it's 20 different weapons out of two guns. When you change from one mode to another, your weapon literally morphs. It's a little like a Fifth Element ZF-1 gun. Another thing is that you start with one mode of each weapon, and you can upgrade your weapon to have additional modes and enhancements. Upgrading is possible with Nano-packs earned by fighting enemies and clearing areas. For each gun there is an upgrade tree. So the concept is similar to the skills tree in Diablo. And of course you need to finish the game several times, because you can't unlock all weapons in one playthrough. Do you have any aspirations or plans to release on consoles? No. It's a PC exclusive. The content is just too heavy to run on 5-year-old hardware in consoles. Has there been any benefit to announcing the game so shortly before release? Are you working with a publisher? There was a benefit that we could focus on making a game and polishing it. We are a small indie studio, so we wouldn't have the resources to hype our game for a year or more. We can't announce anything about the publisher yet. Stay tuned. Are there any details on pricing, the amount of gameplay and whether you'll include multiplayer? Hard Reset is a single player game. It's about 8-10 hours of gameplay for a first playthrough. But I hope you will want to have another . No details about pricing yet. What's next for Flying Wild Hog? We know that Hard Reset will be a hit, right? Well, we can hope! So we are working on something extra to please our fans. src:Nowgamer Link to comment Share on other sites More sharing options...
SRINI87 Posted August 7, 2011 Author Report Share Posted August 7, 2011 Hard Reset PC Performance Analysis As always, we used a Q9650 (@3.9Ghz) with 4GB DDR2, a GTX295, Windows 7-64Bit and ForceWare’s latest version. The good news is that the 280.19 ForceWare drivers have already an SLI profile for it, so you won’t have to mess with Nvidia’s Inspector Tool to enable it. We’ve also tested the game with our GTX295 in Single-GPU mode and with a simulated dualcore system, as well as with our Q9650 at default clocks. In all those different scenarios, the game ran fine at 1080p with Ultra Details, so there is no reason to worry; Hard Reset will run with a wide range of PC configurations.First things first though, let’s see how the game performs with various CPUs configurations. We started our analysis with our Q9650 at 3.9Ghz and didn’t notice any slowdowns at 1080p and with maxed out details. Since we wanted to see if there was any CPU limitation, we wanted to avoid any GPU limitation and in order to achieve this, we didn’t enable any kind of AA. Except for one scene, our overclocked Q9650 didn’t encounter any problem with Hard Reset. The game was running with constant 60fps so if you have a similar PC, you won’t experience any frame drops. read more @ Dsogaming Link to comment Share on other sites More sharing options...
Bulovski Posted August 7, 2011 Report Share Posted August 7, 2011 You know what I loved in those videos - circle strafing. \m/ Link to comment Share on other sites More sharing options...
SRINI87 Posted August 8, 2011 Author Report Share Posted August 8, 2011 IN slow mo http://www.youtube.com/watch?v=QCHas7PFOxQ Link to comment Share on other sites More sharing options...
MarketTantrik Posted August 8, 2011 Report Share Posted August 8, 2011 Hard Reset PC Performance Analysis So much for "Too heavy to run on consoles" Link to comment Share on other sites More sharing options...
SRINI87 Posted August 9, 2011 Author Report Share Posted August 9, 2011 PC Gamer:What’s Flying Wild Hog’s background? How large is your team, and what games have inspired your current direction? Klaudiusz Zych: Flying Wild Hog started up in April 2009. First it was 8 people, ex-employees of CD Projekt RED and People Can Fly. For the first year, we built our own engine from the ground up. Since then, the studio’s grown to 35 people. Everybody in our team’s a veteran dev with at least five years experience and multiple titles under their belt. There are people who previously worked in CD Projekt RED, People Can Fly, City Interactive and Metropolis. Some have over ten years of professional experience. I won’t hide that we were inspired by over-the-top, action-packed shooters, like Painkiller or Serious Sam. We wanted Hard Reset to have even more physics, destruction and mayhem with hordes of enemies. To do this, we had to make almost everything physical and destructible, even light sources. Hard Reset also adds an experience-based upgrade tree similar to something like Diablo. So it’s basically a marriage of Painkiller and Diablo. Hard Reset’s a bit of an anomaly in a shooter landscape dominated by cover-heavy Call of Duty-alikes. Do you think gamers are getting fed up with that style of game? Do you think there’s a growing contingent of folks who just want to shoot things with awesome weapons, “realism” be damned? Zych: Hard Reset is a game that you want to jump on after work and unleash some mayhem. It’s not an interactive movie on rails like most modern shooters. It’s back to the roots of first person shooters, but with updated graphics. There are still many fans talking on forums about the old style of gameplay. They are fed up with modern games that just play themselves and don’t require skill. Modern shooters are often lacking variety in game world theme selection. There is World War 2, modern warfare or Star Wars-like sci-fi. It’s been quite some time since anyone picked the dark and dirty theme of cyberpunk, which is very interesting I think. Similarly, you’re not including a multiplayer component. Was that a tough decision for you? Do you feel like too many games tack on half-baked multiplayer modes without putting any thought into it—just to fill in a checkbox on some marketing survey? Zych: Multiplayer is cool, so it was a tough decision. But it’s either you make a heavily polished multiplayer-focused game to compete with Battlefield or Left 4 Dead 2 or don’t make one. The idea to just add multiplayer mode to please publishers or marketing guys, or to put it on the box just doesn’t make sense. We wanted to put the time we would spend on multiplayer to polish the single-player experience as much as we could. You’re going PC-only with this one, which is something of a rarity in the modern console-heavy triple-A space. Why’d you pick PC, specifically? Are you concerned at all about the typical PC woes: piracy, lack of exposure to “wider” audiences, etc? Zych: It’s been six years since the Xbox 360 was released, and console hardware has become an order of magnitude slower than current PCs. Multiplatform PC games need to make compromises about technology decisions and usually don’t use the full potential of modern PCs. Of course, the console market has a larger audience, but PC gaming is still alive and well thanks to digital distribution channels and services like OnLive, so it can still be a great platform for smaller studios like Flying Wild Hog. You’ve got a really nice cyberpunk vibe going with your game, but—like it or not—that puts you in Deus Ex: Human Revolution’s line of fire. Obviously, you’re making a very different sort of shooter, but is releasing in the same space as such a revered franchise a big thing for you? Is there any pressure there? Zych: Deus Ex is a completely different kind of game. It’s an RPG with heavy storyline, it is a slow-paced tactical shooter, while Hard Reset is an action game with lots of enemies storming at you and powerful guns to tear them into pieces. I think the only way that Hard Reset and Deus Ex are similar is the cyberpunk theme and art direction. We are not afraid to be compared here; it’s easy for everyone to judge for themselves from screenshots and movies. What sort of enemies will we be going up against in Hard Reset? Zych: Expect hordes of biomechanical creatures storming at you in Hard Reset. In the world of Hard Reset, a rebellious AI is capable of building enemies from everything it can. Literally hundreds of randomly generated, differently appearing enemies will show up. And as I said, we were inspired by Painkiller, so expect BIG surprises. You’ve opted to use your own technology instead of, say, the oh-so-trendy Unreal Engine 3. Why? Also, will Hard Reset include mod support at launch? Zych: We wanted to tailor the Road Hog engine for the kind of game that we wanted to make. The idea was to have everything possible dynamic, so we are making extensive use of Havok physics. The graphics engine has fully dynamic lighting. We don’t use pre-rendered lightmaps. Every light is dynamic; it can casts shadows or be shot down. It’s just not possible with Unreal Engine 3 to run it smoothly on low-end PCs, as Road Hog does. Another motivation to stick with our own tech is that we are a small company and we are pushing to have rapid code integration for tools and features that our artists and designers require. Our engine is clean and compact, so it’s easy to experiment with things, add new functionality, etc. If community response to Hard Reset is positive, we might consider releasing an editor in the future. src:Pcgamer Link to comment Share on other sites More sharing options...
SRINI87 Posted August 13, 2011 Author Report Share Posted August 13, 2011 Hard Reset Comic Story Trailer Link to comment Share on other sites More sharing options...
Tyler Posted August 14, 2011 Report Share Posted August 14, 2011 IN slow mo Slomo? It looks like someone trying to play the game on 5 year old PC. Link to comment Share on other sites More sharing options...
SRINI87 Posted August 16, 2011 Author Report Share Posted August 16, 2011 7 mins video Link to comment Share on other sites More sharing options...
SRINI87 Posted August 16, 2011 Author Report Share Posted August 16, 2011 weapon upgrade booth looks good Link to comment Share on other sites More sharing options...
SRINI87 Posted August 18, 2011 Author Report Share Posted August 18, 2011 Playthrough Link to comment Share on other sites More sharing options...
SRINI87 Posted August 30, 2011 Author Report Share Posted August 30, 2011 Hard Reset Gets Release Date, New Screens and System Reqs The game is scheduled to release September 13th according to the official product website, and will drop on Steam for the bargain price of $29.99 (and if you preorder you can score an extra 10% off). The system specs have also been released, and I’m happy to say that they’re attainable by even the most modest machines. MINIMUM: OS: Windows XP/Vista/7 Processor: 2.5 GHz Intel Pentium 4 / AMD Athlon 64 RAM: 2 GB Graphics card: 512 MB NVIDIA GeForce 8800GS / ATI Radeon HD 3870 or better Sound Card: DirectX Compatible DirectX: DirectX 9.0c Hard Drive: 4 GB free hard drive space RECOMMENDED: OS: Windows XP/Vista/7 Processor: Intel Quad Core 2.3 GHz / AMD Phenom II x4 2.5 GHz RAM: 3 GB Graphics card: 512 MB NVIDIA GeForce 9800 GT / ATI Radeon HD 4870 or better Sound Card: DirectX Compatible DirectX: DirectX 9.0c Hard Drive: 4 GB free hard drive space src:Ripten screenshots Link to comment Share on other sites More sharing options...
Aftrunner Posted August 30, 2011 Report Share Posted August 30, 2011 I want this. But dont think I wanna spend 1500 bucks on it. Will wait till its 15 bucks-ish and nab it. Link to comment Share on other sites More sharing options...
Gta_mad Posted August 30, 2011 Report Share Posted August 30, 2011 Winter sale Material Link to comment Share on other sites More sharing options...
SRINI87 Posted September 2, 2011 Author Report Share Posted September 2, 2011 Link to comment Share on other sites More sharing options...
GameAnalyzer Posted September 2, 2011 Report Share Posted September 2, 2011 Interesting. This game contains a mixture of Singularity+ Resistance1+ Halo and more important PC Exclusive Link to comment Share on other sites More sharing options...
dante77 Posted September 2, 2011 Report Share Posted September 2, 2011 I am 100% sure I've seen a similar box art. Not sure which game was that Link to comment Share on other sites More sharing options...
Sackboy Posted September 2, 2011 Report Share Posted September 2, 2011 Starcraft ? Link to comment Share on other sites More sharing options...
SRINI87 Posted September 7, 2011 Author Report Share Posted September 7, 2011 36 mins video Link to comment Share on other sites More sharing options...
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