00:02First Wonder is a game that pits two races against each other, the Cargonauts vs Monstro, in a single and
00:09multiplayer campaign where you get to play both characters.
00:13The story begins when the Cargonauts, a team of down-the-luck scavengers, discover an ancient fossil in deep space.
00:19Thinking they've hit the jackpot, they sell the fossil nicknamed Monstro to the highest bidder and deliver him as the
00:24figurehead to the luxury resort on planet Majorka.
00:29While celebrating their triumph, of course something goes very wrong. Monstro has awoken and is on the rampage.
00:36Now here in the game we see Monstro on the loose, terrorising the Majorkans, smashing buildings, driving them over cliffs.
00:44Now to start with, the Cargonauts are heavily outmatched. Monstro is just far too powerful for the Cargonauts to deal
00:49with.
00:50So they have to use their equipment and the environment in inventive ways to compensate.
00:55The Cargonauts aren't soldiers, they're riggers and they have rocket packs and lifting gear and rivet guns.
01:00This is a big rig where they can load up to five items of their choice onto their packs. They're
01:05very modular that way.
01:07In this case we're loading up with Vixen rockets. Small and manoeuvrable, but not great range.
01:12In this game we need to travel to different islands, so we have booster rockets for that.
01:19We'll load up with a few of these. Now one or two would just be fine. We're going to have
01:22about four just to go over the top.
01:28You see we've got so much more speed now.
01:31But the trouble is they're not very good in closer environments. They're a little dangerous.
01:37Oh!
01:39Now because they're full of fuel you can actually just drop them off and ignite them from a distance and
01:43use them as a weapon.
01:45Or you drop them from the air to carpet bomb.
01:50Now where the Cargonauts have tech, Monstro can use anything in the environment. Grab trees out of the ground, throw
01:56rocks around, all the things you'd expect a giant to be able to do.
02:00He's also very fast. He's agile and accurate. Jumping great distances and landing on a dime.
02:08He's a giant, but we've given him a world that's scaled to him, so he's not restricted in any way.
02:12This is Monstro's world.
02:15The Cargonauts discover that Monstro is not just a wild beast, but on a prophecy.
02:19And to fulfill that, he must travel to various islands and perform rituals. Destroying towns, eating virgins, etc.
02:27In this case, Monstro is using a volcano to shoot himself across the open sea.
02:32Now each island has a unique way of allowing Monstro to leave that he has to discover.
02:38If the Cargonauts can find that first, then maybe somehow they can disable it for their tech.
02:43Then they can trap him on an island and draw the net closer for a direct assault.
02:59Now here we're shown how the Cargonauts can use their lifting gear to tackle the volcano and other things.
03:04If the Cargonaut can find something big enough, like a ship or a building or simply just a big rock,
03:10and if he has enough thrust, then they can carry that and simply block the volcano.
03:16It requires a bit of skill to be able to pull that off.
03:19And depending on the weight, it might require more than one Cargonaut to lift it.
03:23But this is an example of how we offer mechanics other than direct head-to-head combat to swing the
03:27odds in your favour.
03:29This is what the game is about, finding ways to gain advantage before springing your attack.
03:33To help you, hidden around the islands are ancient cave paintings detailing the events or the prophecy.
03:39They will show you exactly where Monstro has to go. It's his prophecy, he has to go there.
03:44Monstro is at his most vulnerable just before he completes a ritual.
03:48He's exposed, he's out in the open, he's an easy target.
03:52So if you know where he's going to be and can get there first, then you can prepare a trap.
03:57We really want to bring a sense of higher adventure to multiplayer. It's one of our goals.
04:01So we brought all of these prophecy elements from the campaign into the multiplayer game to deliver a deeper, more
04:07rewarding experience.
04:09First Wonder is the next evolutionary step following some of my previous games, Earthworm Jim, MDK and Giant Citizen Cabudo.
04:16To talk about those games, I took a trip down to Orange County to chat with Brian Fargo, who headed
04:21up Interplay Productions, who published all those games.
04:23And David Perry, who founded Shiny Entertainment, where he worked on many of those titles.
04:29Well, I mean, you were in the same situation I was, right?
04:32I mean, in terms of, you know, our plight of trying to make games that were, because we weren't, you
04:37know, an indie, super indie, you know, two people working out of mom's house, you know, and we weren't kind
04:43of, you know, the big triple A.
04:44But we knew there was a certain kind of product that we liked to make, which were the role playing
04:47games.
04:48And we really had no vehicle to do that until crowdfunding.
04:51And so you're in the same situation with yours.
04:54And so, yeah, so the 90s was great, because creatively, it was the golden era, I think, because we were,
04:59I mean, at Interplay, you know, we did all sorts of wildly different things, right?
05:02I mean, Sacrifice and MDK and Messiah.
05:05I mean, there's crazy stuff we were experimenting with.
05:08What were you thinking?
05:10So I thought MDK was a great game, you know, and it was pretty funny, but Giants was a much
05:16funnier game.
05:17I think it was one of the funniest games I've ever played.
05:19It doesn't have to be, like, laugh out loud.
05:21I mean, I don't want to be too crazy about that, but my point is that it's, that humor was
05:25something you did very well, and I just hope you get time to really sprinkle that all over it.
05:30A lot of people are asking us, will that humor still be there?
05:33Absolutely.
05:34You know, I actually find it just, it makes game development more pleasant.
05:38You know, it's a nice way to spend your time.
05:41And so when we go and work on sort of game design or story ideas, you know, we just go
05:45down to the pub and have some drinks and laughs as you do.
05:48I've always found it funny.
05:49I've gone to some meetings before where you have all these designers and they talk about ideas and stuff comes
05:53up and the table erupts with laughter and then goes, oh, that's crazy.
05:57That's funny.
05:57And nobody writes it down.
05:59Yeah.
06:00Obviously we can't put that in.
06:02And I'm like, why not?
06:03So...
06:04Those are the best ideas.
06:05I flip that and I put exactly those moments in.
06:08And so sometimes they might seem a little distracted from these things going together, but we sort of work our
06:12way to get it in.
06:17Now what you've seen is just a glimpse of what we have planned.
06:20Rescuing Majorcans, defending villages, many more wild creatures for the Cargonauts to have to tame.
06:25What we're doing is laying the groundwork for a game that can expand way beyond its initial release.
06:30The team here at Rogue Rocket Games in San Francisco has been working really hard over the last few months
06:35to bring you this demo and to get the Kickstarter page ready.
06:39I'm personally really excited about this project because I've been trying to make one like it for a long time,
06:42but it cannot happen without you guys.
06:44So please come visit our Kickstarter page, tell all your friends, and let's make something amazing together.
06:49Thanks for listening.
06:55You may be a good one.
06:55Don't forget to reach the stage.
06:56Bye.
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