
I have always thought it is a personal choice how these things factor in anyone's game experience. Having shared that, fact is - even if anyone were to gift the game to you, it is ultimately your choice to give the game a chance or not. But I've gotten a lot of great comments in the past few days about the demo, so I'm hopeful that a lot of people will. Some may complain it's not like game x or y. Some people may not like Moebius, either the graphics or the story. In the end, it's a subjective experience. It's not that everything is perfect, but that the impression it leaves you with at the end is so positive and warm and fuzzy that that's what you remember. My hope is, when people finish the epilogue, they're just left with a great feeling. I'm super proud of this game, and proud what the team has accomplished with it. Moebius is a game that gets deeper every chapter, and I think the story is very strong. It's a matter of balancing as good a look as possible while not leaving out a large portion of your audience. Even on the demo, we have had a few people whose laptops just couldn't handle the videos and crapped out. The issue with making it larger is that is can just not run well on slower machines. The 720 resolution and OGG format on the videos is pretty standard and used on a lot of AAA titles. I agree that, in some case, it's not the art style but some rough execution on the models, like I said, mostly the early ones, but it wasn't possible (or, I think, necessary) go back and edit all of that on our budget.
#Moebius empire rising gameplay series#
The art style that Andy Hoyos and I set initially was a very edgey, more simplistic, graphic novel style based on a graphic novel series Andy loved. Maybe it's because I don't play hard-core games? Or maybe it's entirely subjective. I can see how much Phoenix has improved since then, if you look at that compared to, say, ch 5 - 7. Where I notice it is on chapter 1, those first round of models and animations, and in the ch 2 opening cut scene, which is the very first cut scene we did. Now, having said that, when I look at the trailer and a lot of the game, I don't see issues with graphics. Of course, $400K is not enough, so both the team and myself are putting money into the game both real and virtual (that is, giving hours and hours of our time for nothing). And they did-and those cut scenes are AWESOME. And when we looked at it, Phoenix didn't say 'No ♥♥♥♥♥♥♥ way, go rewrite this, Jane', they said 'we'll get it done'. The end sequence alone, in chapter 7, has 3 large cut scenes that are as fully animated as a cartoon with hundreds of animations. All of the cut scenes in the game are fully animated. And they didn't constantly tell me 'but we can't do that' either.

I don't think any other dev team on earth would have done this game with me for the kind of money we were able to give PO. And I and the team were committed to doing it all, because we loved it and wanted Moebius to be something special as our first release. When I wrote the design for it, I wrote a full-sized adventure game similar to GM or GK. Broken Age had at least 3 x's that and, from what I hear, is a much smaller game. And yes, GM's budget was well over a million. I don't think I understood initially how insane that was! GK1 cost $1mill in 1993 and the other GKs probabluy double that. That includes all the rewards the CSG is supposed to get (T-shirts), shipping etc. After the kickstarter fees, etc, we had about $400K to make this game.

It was Phoenix Online from day 1 and it's shipping that way. įirst, the dev team on Moebius had no changes or upsets.

This is a topic that has been brought up previously, and I think it's important to highlight Jane Jensen's direct reply to it - taken from the official Pinkerton Road forums.
#Moebius empire rising gameplay plus#
(the teleport system here is of course a plus as far as this goes tho) Maybe this was common in old point & clicks, idk, but its something that should be looked at in the future. i dont recall if had similarly obscene loadtimes like the first ep of cognition, but it was still noticeable to me. i mean, i click on the crate & i'd have time to pour a coffee & come back by the time the protag has loped over & gotten on top of it. i played an episode of cognition & felt similar as i did to this one. i just finished another episode of TWAU & it just doesnt happen. i actually am a big gfx guy, but what bothers me most about this game, & others, is the pacing.not of story, or gameplay, just the amount of time you spend just staring while waiting for animations to finish or w/e. being a SH fan i really like the (very obvious) inspiration for the protaganist, & i thought the demo was more enjoyable than i remember the last sherlock game being (thats not necessarily high praise).
