Disney has announced that all their major live-action projects that were currently in production have been halted due to the coronavirus. This includes the Home Alone remake, The Last Duel, Nightmare Alley, and Shang-Chi and the Legend of the Ten Rings. Additionally, filming that was set to take place in London for the live-action reboot of the race-swapped Little Mermaid film was also thankfully halted. Continue reading “Disney Live-Action Productions Halted Due To Coronavirus, Including Race-Swapped Little Mermaid”
Cancel culture is all the rage these days, perpetuated and employed by the outrage mob and the supposed “Liberal” elites, which is mostly composed of anti-white, anti-feminine, anti-masculine postmodernists. Most developers, artists, and creators keep their mouths shut and avoid talking about the harms of censorship and cancel culture, but the developer of the upcoming sexy horror game, Sense: A Cyberpunk Ghost Story, decided to stand up and offer some words of encouragement to creators by telling them to “never apologize”. Continue reading “Never Apologize To The Outrage Mob, Says Sense: A Cyberpunk Ghost Story Dev”
Loan sharking in EVE Online is a thing. Various corporations taking out massive loans to purchase a ship, a fleet, or resources is not uncommon. The loan sharks who handle the movement of billions of credits is looked at with about as much legitimacy as real life loan sharks. However, it’s an in-game economy propped up by those in need and those who service those in need. Recently, CCP decided to crack down on a particular money handler and the loan sharks associated with the handler, resulting in collateral that some players aren’t too thrilled with. In their attempts to contact CCP about getting unbanned, the company has been eerily silent about the event. Continue reading “CCP Eerily Silent Over Banning An EVE Online Loan Shark”
Monster Mashing Deluxe was banned from Steam back on April 17th, 2019. The reason? We don’t know. Valve didn’t say. In fact, the developers at Demins had no idea why the game was banned or that it was even banned until after it happened. I was able to ask them a few questions about getting the game on Steam, Valve’s approval process, and what sort of rules are in place for adult games. According to the developers, Valve doesn’t have any set rules in place regarding adult content. Continue reading “Valve Has No Visible Rule Book For Adult Games On Steam, Says Monster Mashing Deluxe Dev”
Inside GamerGate: A Social History of the Gamer Revolt is currently available right now on Amazon for $4.99. The 202-page, non-fiction book recounts specific events that occurred during the height of the #GamerGate saga, told through the lens of author James Desborough. Continue reading “Inside GamerGate Interview: Media Lies, Gamedropping And Culture Wars”
An interview with gaming youtuber Heaven about Supreme Commander: Forged Alliance, a sci-fi RTS title by Chris Taylor Continue reading “Supreme Commander: Forged Alliance Youtuber Interview”
The profitability of e-sports has oftentimes come into question by analysts and outside observers. Questions about non-endemic financial support, unsanctioned gambling, unions, player pay and revenue growth have swirled around the e-sports industry as of late. It’s no surprise given the millions of people who play games and watch competitive streams, as well as the large pools of money won by the top-class competitors vying for glory, fame and the thrill of unrivaled competition. Continue reading “E-Sports Revenue Isn’t Stopping Anytime Soon, Says Immortals GM”
Flatout is making a comeback… or rather, it has made a comeback. Strategy First, with the help of Tiny Rebel Games, and in conjunction with BigBen Interactive, they’ve managed to revive the Flatout series and bring the action-racing title back to home consoles and PC. The new game sports 27 different cars that can be raced across 20 different tracks in three categories of races, along with multiple game modes. Continue reading “Flatout 4 Interview: Bringing A Dash Of Twisted Metal Back To Combat Racing”
I managed to get in time talking with Samuel Laflamme, a French-Canadian composer from Montreal, Canada. We talked about how he got involved with music composition, some of his influences, and of course his work on Outlast and the upcoming Outlast 2, the latter of which is due out on April 25th for the Xbox One, PS4 and PC. Continue reading “Outlast 2 Composer Talks Shaping The Sound Of Horror”
NaturalMotion and Zynga recently released Dawn of Titans for iOS and Android devices. The game takes a major leap forward in graphics processing and visual fidelity being rendered on mobile devices thanks to NaturalMotion’s new Echo Engine. The game marks a stark evolution in what sort of games mobile gamers can expect to see on portable devices in the near future. Continue reading “NaturalMotion CEO Doesn’t Rule Out Support For Nintendo Switch”
There are a lot of YouTube channels out there for gaming, many of which are comedy-based or informational. Many Let’s Play videos focus on the streamer/gamer getting a taste of the game and exploring its content and features while making gestures and comments throughout for entertainment purposes. However, one channel in particular uses the Let’s Play format to help describe what’s happening on screen for gamers with poor eyesight or visual impairment. Continue reading “Games For Everybody Interview: YouTube Gaming For Disabled Gamers”
When Kickstarter and IndieGoGo first came onto the scene they were seen by the gaming community as a great alternative to the traditional publishing model. It was an opportunity for developers to connect directly with gamers and to be up front and honest about the kind of content and games that could be made with a crowdfunded budget. Well, over time not every project was as honest as gamers had hoped for, and scams became more and more commonplace, so much so that Kickstarter has seen an obvious drop in funding from the hardcore gaming crowd.
Well, a new player is in town called BrightLocker. It’s headed up by CEO Ruben Cortez who has experience working at Electronic Arts and BioWare, as well as former Sony and NCSoft alum, Mark Rizzo.
BrightLocker has already found some success in getting projects off the ground and they’re continuing to make headway through the industry using a new model that sees gamers getting more involved, pitching ideas and having games made by a professional development team, as outlined over on the official website.
I had an opportunity to ask Ruben Cortez some questions about BrightLocker, and the company’s attempt to bring some integrity back to the crowdfunding sector. You can check out the Q&A below.
One Angry Gamer: For people out there who are unfamiliar with BrightLocker what would be the pitch to get them interested in this crowdfunding alternative to some of the other platforms out there?
Ruben Cortez: Existing crowdfunding platforms simply ask participants to provide cash in exchange for an end product that may never happen. BrightLocker’s unique crowdpublishing concept encourages gamer involvement across the whole process, from submitting original concepts and selecting which get made through to the actual development and launch.
OAG: Over the years Kickstarter has been on a steady decline when it comes to the public financially backing video games. There have been a number of high-profile disappointments that diminished confidence in the platform. Is BrightLocker looking to restore some of that lost confidence from the average consumer, and if so, what are the ways that the company is going about doing that?
Cortez: Yes, we believe BrightLocker can restore confidence in crowdfunding by tackling it in a whole new way. Most importantly, unlike other game funding services, BrightLocker directly uses professional development teams and brings in other funding sources as needed, so gamers know the approved concepts will actually get made. BrightLocker manages the developer relationships as well, holding the developers accountable for delivering what they agree to.
OAG: Square Enix started their Collective a couple of years ago where it helps indie teams identify if their game is worth moving to the crowdfunding stage through community feedback. Most of those games are from teams with an established concept and some sort of groundwork already laid out. It seems like BrightLocker is stripping that process down even more where even if you don’t have a team or a project you can still put the idea out there. Does this mean literally someone with no experience at all could potentially get their game voted through and made?
Cortez: Yes! As an example, our recent season winner Katie_Bug had no previous game experience, but the BrightLocker community decided her game Side Scrolling Pixel Heroine was one of its favorite ideas, and it has subsequently been greenlit for production.
Cortez: Having said that, BrightLocker applies a rigorous evaluation process before gamer-voted ideas are greenlit for production. And subsequently the BrightLocker team brings deep production expertise to ensure that selected ideas are fleshed out and developed to a high, professional standard. So, although the idea creator may have been an ‘industry novice’, the rest of the team involved in bringing the game to fruition most definitely are not!
OAG: One thing that a lot of companies always say in regards to user feedback is that they don’t want the ideas or to even read game concepts because there’s a whole legal minefield to maneuver through regarding that process. How exactly does BrightLocker deal with the submission of ideas and building on that without getting entangled in the copyright web that so many other companies try to avoid?
Cortez: BrightLocker makes its terms very clear. Once a game is selected for production, BrightLocker has license to the idea and rights to develop and publish the game idea. In return, BrightLocker commits to returning a slice of gross profit to the original idea creator, so it’s potentially very profitable for them.
OAG: And in regards to ideas, ownership and payment received for a game… is there perpetuity for the creator or is there a limit on how much they can make over a given time from the project, if it does get made by BrightLocker?
Cortez: Yes, BrightLocker pays a royalty out of all revenue generated from game sales, including in-game transactions, directly to the idea creator. In addition, the idea creator receives a share of ALL additional revenue a game idea may create, including auxiliary rights like movies, TV shows, and merchandise. There is no cap on the amount of revenue share a creator can earn. The better and longer the game sells, the more the idea creator can make.
OAG: For the developers who have been part of the projects that have moved through BrightLocker so far… what’s been their take on the platform and how have they acclimated to this sort of crowdfunding-committee process?
Cortez: BrightLocker currently has a development partnership with Sperasoft and its partner studios. We will be adding additional development studios in the near future. Sperasoft developed BrightLocker’s first title LightEaters, the first game fully integrated with our unique crowdpublishing platform. We successfully launched the game earlier this year.
Cortez: Using BrightLocker provides several advantages for developers. It provides a unique, built in game community they can interact with continuously and closely to socialize and get feedback on their game. They can build support for their product, raise development funds, and utilize our publishing capabilities to launch their game. What’s more, they can utilize our open API tools to maximize their platform to game integration capabilities, deepening the gamer experience and building community support for future product launches.
Of course involving the crowdfunding community in development has to be carefully managed. The BrightLocker platform allows developers to do this in a structured way, for example using ‘guided choices’ where gamers can choose from several options the developer offers.
OAG: So what’s the average size of a project for BrightLocker and what’s the general scope that the platform is aiming to maintain in the foreseeable future? Will games be designed with PC and mobile in mind or will consoles be a part of the equation? Or is it possible we could see something that’s the scale and size of Star Citizen if there are enough backers?
Cortez: BrightLocker is agnostic in terms of which platforms the game ideas are ultimately developed on. The community votes up ideas that they love, and the BrigthLocker team evaluates which platform(s) are most suitable. BrightLocker is building relationships with developers with a wide range of capability that will allow us to develop for Mobile, PC or Console as the winning ideas dictate. Understandably, the first few projects are likely to be Mobile or simple PC titles as we ramp up and build out our processes and teams. There’s no limit to the ultimate scale of games that BrightLocker could deliver.
Huge thanks to BrightLocker’s CEO Ruben Cortez for answering the questions. You can check out BrightLocker right now pitch ideas or vote for content by visiting the official website.
Imagine a game where you’re a spy, you must infiltrate a small town, gather as much information as you can and ultimate escape in one piece. The trick is, you have to blend right in plain sight of everyone, communicating and talking with them and even developing friendships and deeper relationships in order to extract the information you need. The name of the game is Fan The Sea, and the object is to discover what the secret project known as “Fan The Sea” is all about by lying, lying and lying some more. Continue reading “Fan The Sea Interview: Lying Your Way Through A Game Of Deceit”