Schlagwort: berzerk studio

  • Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Reading Time: 4 minutes

    Hey dudes, Mike from Berzerk here with some fresh blogpost for y’all. With Infernax coming February 14, the day of love, we figured we’d let you in behind our velvet curtains to show you what makes this retro action-RPG tick. 

    Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Sugar Rush

    Part of what made us want to do Infernax in the first place was to create a game the closest to something we would’ve played back when we were but wee childs. To be more exact, we wanted to have a game that looked like it was straight out of the 80s but would have never been released, a mythical game you’d talk about in the school courtyard, a game that had everything you wanted in your child’s mind.

    So we went with that premise, instead of going with a 100% accuracy we decided to design the game around the imagination of a sugar powered kid; we took a skeleton of a few games we liked and powdered that with a ton of “no way” moments.

    What if the game remembered what you did, what if it had way too many secrets, what if it was also disgustingly gory; it’s all of those things. The story is all built on your decisions, and those decisions guide what upgrades you get, what quests become available to you.

    Making old new again

    Fun part about that process is that most of the things we’d speculate games to be able to do (and by speculate I really mostly mean we’d lie our asses off for a moment of glory during recess) ended up in modern game design.

    What we ended up doing was creating an evolutive narrative that took the player’s choices into consideration, every choice they’d make would move the story forward in one way or another. That in turn created a fun new dynamic that people would want to replay the game to see what would have happened if they did something different, and true to our younger selves we decided it would be hella rad if when they did, it actually changed how they’d play the game, because nobody wants to do the same thing twice just for a blurb of text. Could be that saving this one guy from hooligans gives you a different spell, or maybe some brigands you chased come back for you later on, what if you joined them instead, maybe they’d split the spoils with you?

    So that snowballed pretty fast and we ended up with like, over a handful of different playmodes that you unlock every time you finish the game, or that you can unlock via a code.

    Oh and blood. Gallons of blood. Several truckloads of blood. Gory bits and everything in between. Because there’s no way that would’ve passed the counsel of video games back in the 80s.

    Old vs. New

    One of the biggest hurdles we’ve had, I mean other than defying the whims of whoever is running this simulation, was trying to expand a small cryptic experience to a more accessible longer experience without losing what made it special. Our game was initially only an hour or two long, it was designed to be a short, but hard experience.

    Playing the knife game is fun for 10 seconds, but 7 hours straight might be a bit pushing it.

    It was always meant to be difficult, punishing, unforgiving, that was the design; that was the original selling point, the vision. 

    We wanted to divert from the conventional mold, not feed the player the solution but rather let them feel smart for figuring it out. But that’s pretty much fighting against 30 years of established game design, with arrows pointing the direction you need to go, or magical creatures whispering sweet nothings in your eardrums.

    On the other hand, we did want a wide variety of humans to be able to enjoy Infernax, not everyone is a thirty-something masochist that enjoys having to dig through dusty tomes to find what hidden block holds a chicken. 

    Accessibility and old school design go hand in hand about as well as anchovies on a pizza; yeah I said it, fight me.

    So we made some concessions to expand the game’s world without feeling tedious. We changed some expected irritants to make them more palatable: a well placed save point will go a long way. We implemented a new difficulty setting that adds a few in dungeons for those who don’t enjoy the thrill of failure, so they don’t have to learn perfect execution. We also made the decision that some parts were going to make you feel like the game hates you, and that’s okay.

    On top of that, we remembered a little something we’d used to do as kids when a game was too hard for us: cheat, cheat the hell out of it.

    We already had the code system implemented to modify the game in some way, why couldn’t it work like it actually did back then? We added various game modifiers through these codes that help the player through harder parts if they need to, people are going to cheat anyway, might as well help them do it right.

    The result is something unique, and something we’re very proud of. We hope you like it as much as we had fun making it. So yeah, this Valentine’s Day of 2022, show your loved one you’d die for them, over and over and over in Infernax!

    Website: LINK

  • Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Reading Time: 4 minutes

    Hey dudes, Mike from Berzerk here with some fresh blogpost for y’all. With Infernax coming February 14, the day of love, we figured we’d let you in behind our velvet curtains to show you what makes this retro action-RPG tick. 

    Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

    Sugar Rush

    Part of what made us want to do Infernax in the first place was to create a game the closest to something we would’ve played back when we were but wee childs. To be more exact, we wanted to have a game that looked like it was straight out of the 80s but would have never been released, a mythical game you’d talk about in the school courtyard, a game that had everything you wanted in your child’s mind.

    So we went with that premise, instead of going with a 100% accuracy we decided to design the game around the imagination of a sugar powered kid; we took a skeleton of a few games we liked and powdered that with a ton of “no way” moments.

    What if the game remembered what you did, what if it had way too many secrets, what if it was also disgustingly gory; it’s all of those things. The story is all built on your decisions, and those decisions guide what upgrades you get, what quests become available to you.

    Making old new again

    Fun part about that process is that most of the things we’d speculate games to be able to do (and by speculate I really mostly mean we’d lie our asses off for a moment of glory during recess) ended up in modern game design.

    What we ended up doing was creating an evolutive narrative that took the player’s choices into consideration, every choice they’d make would move the story forward in one way or another. That in turn created a fun new dynamic that people would want to replay the game to see what would have happened if they did something different, and true to our younger selves we decided it would be hella rad if when they did, it actually changed how they’d play the game, because nobody wants to do the same thing twice just for a blurb of text. Could be that saving this one guy from hooligans gives you a different spell, or maybe some brigands you chased come back for you later on, what if you joined them instead, maybe they’d split the spoils with you?

    So that snowballed pretty fast and we ended up with like, over a handful of different playmodes that you unlock every time you finish the game, or that you can unlock via a code.

    Oh and blood. Gallons of blood. Several truckloads of blood. Gory bits and everything in between. Because there’s no way that would’ve passed the counsel of video games back in the 80s.

    Old vs. New

    One of the biggest hurdles we’ve had, I mean other than defying the whims of whoever is running this simulation, was trying to expand a small cryptic experience to a more accessible longer experience without losing what made it special. Our game was initially only an hour or two long, it was designed to be a short, but hard experience.

    Playing the knife game is fun for 10 seconds, but 7 hours straight might be a bit pushing it.

    It was always meant to be difficult, punishing, unforgiving, that was the design; that was the original selling point, the vision. 

    We wanted to divert from the conventional mold, not feed the player the solution but rather let them feel smart for figuring it out. But that’s pretty much fighting against 30 years of established game design, with arrows pointing the direction you need to go, or magical creatures whispering sweet nothings in your eardrums.

    On the other hand, we did want a wide variety of humans to be able to enjoy Infernax, not everyone is a thirty-something masochist that enjoys having to dig through dusty tomes to find what hidden block holds a chicken. 

    Accessibility and old school design go hand in hand about as well as anchovies on a pizza; yeah I said it, fight me.

    So we made some concessions to expand the game’s world without feeling tedious. We changed some expected irritants to make them more palatable: a well placed save point will go a long way. We implemented a new difficulty setting that adds a few in dungeons for those who don’t enjoy the thrill of failure, so they don’t have to learn perfect execution. We also made the decision that some parts were going to make you feel like the game hates you, and that’s okay.

    On top of that, we remembered a little something we’d used to do as kids when a game was too hard for us: cheat, cheat the hell out of it.

    We already had the code system implemented to modify the game in some way, why couldn’t it work like it actually did back then? We added various game modifiers through these codes that help the player through harder parts if they need to, people are going to cheat anyway, might as well help them do it right.

    The result is something unique, and something we’re very proud of. We hope you like it as much as we had fun making it. So yeah, this Valentine’s Day of 2022, show your loved one you’d die for them, over and over and over in Infernax!

    Website: LINK

  • Rad Just Shapes & Beats Theme Coming to PS4 May 10

    Rad Just Shapes & Beats Theme Coming to PS4 May 10

    Reading Time: 4 minutes

    Hey dudes, I’m Mike from Berzerk and I’m super stoked to let ya’ll know that Just Shapes & Beats is finally coming to PS4 on May 10, so that’s like, in four days? Five if you count today? ANYWAY, m u c h  e x c i t e !

    IT IS WHAT IT SAYS IT IS

    Just Shapes & Beats is a game about shapes, and about beats.

    What.

    You thought I was going to tell you it’s some kind of narrative driven experience, a coming of age story revolving around a young underprivileged teen overcoming incredible odds in the face of insurmountable adversity? A game that makes you think about the meaning of life and our place in the universe?

    No. It’s a game about shapes, and about beats.

    THAT SOUNDS BORING

    Remember when you were a wee child, wandering the woods, a stick was a game, a rock was a game, a stick and a rock was a super advanced game. Did you lose your inner child at some point? That sounds terrible, you should play more games.

    WAIT, DID YOU JUST COMPARE YOUR GAME TO A ROCK

    Maybe I did, disembodied voice in my head, maybe I did, but you know what rocks? Music. We have gallons of that in our game. We got the top indie chiptune/EDM musicians we could find and created the entire game around their sick beats.

    OK, NOW THAT SOUNDS INTERESTING, WHY DIDN’T YOU OPEN WITH THAT

    I don’t know dude, my brain works weird, sometimes it just does its own thing, I’m still figuring this out.

    CAN YOU JUST ELABORATE ON THE GAME INSTEAD OF BEING ALL INTROSPECTIVE AND STUFF

    Right, I was doing something here. Yeah man, the entire thing was woven around making a game that looks like it sounds, remember those MP3 vizualizers from the 90s? Well like that, but playable.

    It all started with Danimal Cannon & Zef’s Chronos, Lachhh, the game designer, bought his CD out of impulse during a concert, then started seeing shapes. The next summer he went to a game jam on his own lonely self and decided to make that weird fever daydream he had in game form. Being a coder and being unable to draw to save his life, he made that beat game with only shapes that would do its darnedest to put the music on the forefront. Right from the get-go you have the track and artist in huge letters, and that’s setting the tone: this is an homage to the music, as opposed to using the music as background.

    NICE BACKSTORY BRO, BUT SERIOUSLY WE’RE LIKE 200 WORDS IN, WHAT IS JUST SHAPES & BEATS

    Just Shapes & Beats is a musical bullet-hell-ish? It’s weird to explain… you play a shape, you dodge beats, which are also shapes, you can play with up to three friends, who are also shapes. It’s not a bullet hell in the pure sense of the term since it’s a lot more based on dodging and surviving than attacking. It’s more like a dodge ‘em up I guess?

    …CAN YOU JUST SHOW ME

    Sure thing buddy.

    OKAY I’M HOOKED WHAT ELSE IS THERE

    The game is not just shapes & beats, there’s also a story mode, which serves as an introduction to all the game has to offer, like dipping your toe in the water. Sorry for saying there was no story, I pulled a sneaky on you.

    Once you are done with the 20 something tracks (no spoilers) of the story, or if you don’t really care for it and just want to play tracks, you can head into the challenge runs, a very arcade-y mode where you play gauntlets of three random tracks, you can play those alone, with friends, or with friends you haven’t met yet on the internet. Did I mention there’s online co-op multiplayer? Well, there is, and it’s awesome.

    HOW HARD IS IT

    Don’t worry my dude, if you find the game to be a bit too much of a challenge for you, or your terrible-at-video-games friends, you can always enable the Casual mode while playing the story, that will give you… I mean your friends… a bit more of a fighting chance against the musical barrage. And if that wasn’t enough, we also have a Party mode that has no difficulty at all, if you just want to enjoy the music in the background.

    I MEANT HOW HARD CAN IT GET, DO I LOOK LIKE A DANG CASUAL TO YOU M8?

    Of course, my good sir, you’ll be happy to know that the PS4 release also introduces HARDCORE MODE. We made our designer watch videos of things that anger him, like people cutting in line at the coffee shop because they know the staff, and dog owners not cleaning up behind their animal, and then let him loose in the wild. Every stage has been redesigned in some form or another to give you a whole new experience that will make even seasoned Souls-like players weep, longing for their mother’s warm embrace.

    OK THAT MIGHT BE GOING A BIT OVERBOARD, YOU OK BUDDY?

    Sorry, dunno what happened there. I went to a very dark place thinking about people who don’t pick up after their dogs.

    *looks at wrist* I THINK WE’RE OUT OF TIME, ANY PARTING WORDS?

    Who made you the boss here? Did you just say *looks at wrist* out loud? That’s not how any of this works.

    But yes, you might be right. I’d like to invite everyone still reading this to give our game a go. It’s a lot more fun than reading whatever this was, I swear. One could even say that it’s a game you should definitely try to beat.

    …GO WAIT FOR US IN THE CAR…

    JUST SHAPES & BEATS: HARDCORE EDITION COMES FIRST TO PS4 ON MAY 10 FOR THE LOW LOW PRICE OF $19.99 USD

    ALSO, HEADLINE WASN’T CLICKBAIT, THERE’S ALSO A THEME

    DON’T MISS IT, OR DO; ONE CANNOT ALWAYS GET WHAT ONE DESIRES

    Website: LINK