Indie game news, reviews, previews and everything else concerning indie game development.

0
Comments

A Quick Chat with Marc Ten Bosch [PAX Prime 2011]

Earlier in the month it was announced that the SpyParty booth would spread the love at PAX Prime by having a couple indie developers set-up their games for the first 60 minutes of the exhibition hours on Saturday and Sunday. Later on we found out one of the games would be IndieCade winner and IGF/Boston Indie Showcase finalist Miegakure, which made it official that we’d be making on time to one of the two weekend days.

As several attendees and our own correspondent Ken Ellis (preview and video footage soon!) attempted to wrap their heads around Marc Ten Bosch’s long in the works puzzle platformer/exploration into the fourth dimension, I was able to have an aside with the San Fran-based indie developer; and that was no small feat of courage from me as he is a man of very tall stature. After making sure I hadn’t mistook him for Chris Hecker (oops to those who apparently did!), Marc gave me an update on how the development of the highly anticipated title is coming along.

The game has made many leaps and bounds in development since our last proper preview some 18 months ago. It’s unclear how much content the final game will carry, but it appears there will be hours upon hours of exploration and puzzle solving to be had. Marc continues to push toward completion with PC, Mac, Linux and consoles in his plans for release through the various digital distribution channels. When will we finally get our hands (permanently) on this game? Hopefully soon, 2012 seems to be the best bet, with 2013 sounding very ugly to him–I seem to always find the perfectionists who only dabble in release dates if they absolutely have to.

With what’s being pulled off in the game, it more than makes sense. Wide eyes and active controllers from all the attendees and media who had a chance to play. With the use of an extra dimension to explore and use to your advantage, you begin to understand why the game claims you’ll feel like you’re pulling off miracles.

There are still plans for a demo when the game does arrive, and we can likely expect it to be on the heavy side as Marc has been encouraging 1-2 hour hands-on sessions at the conventions, expos, and other events it has appeared at.

[Marc Ten Bosch]

Related Posts with Thumbnails

Comments