he haz a sad
If you remember the Ars Technica article from June 13th, you’ll remember that they loved our artwork. In fact, one of the things that is setting Grimm apart from most other games is its uniquely stylized presentation. “It’s the Unreal 3 Engine, but you’d never know it from the style…” How many times have we heard that? Well, the upshot is that with E3 underway, Ars Technica visited our lovely name again in a gallery presentation of In the Pixel, an annual show of artwork from and for video games.
As though that weren’t enough (and this is a week late, but worth the mention),Giant Bomb gave us a happy mention in their weekly podcast of July 8th. They enjoyed saying the name “Spicy Horse” (and who doesn’t?), they found the game-play simple but engaging, and they really enjoyed how the objects in each scene morphed into their dark aspects instead of “blinking”. (We like that, too.) Each GiantBomb podcast is around two hours long, but worth the listen. If you just want to hear them talk about us, it starts at around 18 minutes or so and goes on for a few. (As yet another aside, GiantBomb.Com has a new format coming with a community-based review system for games, kind of like a wiki except much, much cooler. You’ll hear all about it in the podcast.)
Less than two week away is the launch. Do you know where your juggling pig is?
Gamasutra has a great line in their description of Grimm, and it’s one I wish I’d written myself (it’s so cute):
“… In between those tellings is an unexpectedly gameplay-driven experience that is reminiscent of Katamari Damacy in its dynamic – except, instead of rolling a ball around, you are (apparently) peeing on things and filling the world with filth. In an adorable sort of way.”
That’s really what it comes down to, isn’t it? As warped and twisted and disturbing as we’re getting with each story, it’s all in “an adorable sort of way”. I’m not sure if that’s more or less disturbing…
The media response (as we’ve mentioned before) has been enormously positive, and as we inch closer and closer to the release date, we’re bound to see more stories hitting the wires. Try to visit these awesome folks to let THEM know that you’re interested in the game, too, and they’ll be much more inclined to pick up the story quicker on future projects as well (in addition to tracking through all 24 episodes with us). Comment, digg, whatever you need to do.
The first article this morning comes from Wired.Com, where they find our take on fairytales “hilariously gross”. (Couldn’t have said it better.) The second article is from PC.Gamezone.Com.
And don’t forget about Kotaku’s mention about the first episode of Grimm being available for free indefinitely while the others will be free to play for the first 24 hours.
Butchered? Not this piggy!!
Being avid readers of Kotaku and well aware of their tendency towards critical butchering, it was with bated breath and whispâ€™ring humbleness we awaited their hands on preview of Grimm Episode 1. Well, the preview is in… and the response is… GOOD!
Here’s a snippet from the article:
Grimm has a great, simple graphical style but donâ€™t let that make you think itâ€™s a game for kids. This is a very twisted world and the game will have an M rating. The humor is quite black and may have some players scratching their heads but those of you with a sick sense of humor will absolutely love it. The keyboard and mouse controls are simple and easy to use but if you tend towards the controller, you can use any USB controller at your disposal (including the 360â€™s). Each episode is short and can be completed straight through in about 30 minutes, but there are plenty of reasons to go back and replay the levels including secret items, power-ups, beating your time and the simple pleasure of seeing everything turn scary.
I’m glad to see Grimm continuing to receive praise in previews. The development team here in Shanghai is also quite happy – deservedly so. They’ve put an amazing amount of creativity and passion into the project, and it shows. Grimm production has been a lot of fun, and made all the better by the fact that the game is finding a happy audience.
Read the full Kotaku article here.
I’m just happy our piggy Grimm didn’t get the chop!
Fans of Grimm?
Recently I did an interview with Gareth Von Kallenbach over at “2404 – PC Gaming”. We talked about Grimm’s game play, challenges faced during development, and the episodic model production and distribution model. Here’s an excerpt:
1. What is the background and setting for the Grimm and how is it similar and different from Alice?
The backgrounds and settings in Grimm vary from episode to episode. Each new episode is based on a different fairy tale â€“ presented by the main character â€œGrimmâ€. In every episode he presents a puppet theater of the current-day â€œlightâ€ version of the tale. He then invites you to help him return the tale to a form closer to the original â€“ darker, meaner, and more informative. When finished he presents the â€œfixedâ€ version in another puppet theater.
You can read the full interview over on 2404.
So far it seems that wherever he goes Grimm is finding fans. The preview response to Episode 1 was positive across the board. Of course Kotaku hasn’t seen it yet – God knows what sort of punishment they’ll dish out! A little over 30 days before Episode 1 goes lives. Stay tuned for more previews, interviews, and interesting bits of content in the coming weeks.
Screenshot from Red Riding Hood
Jeff Cork over at GameInformer has a nice preview of Grimm along with a quick Q&A session where myself and Ken Wong answer a few questions. A preview of the preview article:
Playing as a horrible little dwarf named Grimm, players run around a fairy-tale land and ruin everything in their wake. Wherever Grimm goes, plants die, buildings crumble and horrible things happen to children. (Itâ€™s going for a solid M, despite the candy-coated visuals.) The game was first described to us as being like Katamari Damacy in a sitcom format. After playing through the first episode, that description actually made sense. As he runs around areas, Grimm is blocked by gates. To open those gates, he has to create a specific amount of nastiness around him. As he essentially repaints levels by walking past things, the meter increases, eventually to the point where he can pass those pesky gates.
This morning I woke to find my inbox filled with the news of several very positive previews. It seems that across the gaming media Episode 1 is being played and receiving a warm response. I’ll admit, before I started reading these previews I was afraid the world might not accept this grumpy dwarf known as “Grimm” or his unique style of “make stuff dark” game play. I’m happy to see that my worries were unfounded. At least with the preview writers.
Next up: You, the audience!
Click here for GameInformer Preview
Click here for Ars Technica Preview