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For the term "youropa".

You’ll thank me for this later: an interview with frecle on Youropa

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I have a tendency to seek out the quirkier little games in our industry and champion them the best I can until they finally get a proper, localized release. My collection is full of obscure, charmingly clever games like Mad Maestro, Disaster Report, Go Go Hypergrind, Earth Defense Force 2017, and It’s Mr. Pants. I hope to add Youropa to that list someday but there’s a long road ahead for Danish developer frecle before it’s on store shelves. So I’m picking up my Championing stick and megaphone once again and letting you know what it’s all about right now.

I first spotted Youropa at Leipzig 2008 as I was trawling through press releases and screenshots and, to be honest, it’s the only thing I remember from that show. You play as the titular Youropean, a little white guy with suction cup feet who looks not a little bit like an urban vinyl toy. With sticky feet at, err, hand, you set out to reclaim these peculiar lands from the hulking Onesiders who have muscled their way in. Navigating the environment takes you all over these stylized worlds, on top and underneath, and presents plenty of switch-flipping, platform-jumping exploration. Dealing with the massive Onesiders requires the same kind of physical puzzle solving as you’ll need to outsmart them as opposed to blasting away with rockets or 12-hit combos.

That’s the basis of the game; puzzle platforming and exploration. What I love about Youropa is its visual style but I’ll pipe down for now and let my interview with frecle Founder, Mikkel Fredborg detail the rest.

A "game" that takes place solely on frecle's homepage. Amazing work.

A "game" that takes place solely on frecle's homepage. Amazing work. Try it right now!

After first seeing Youropa over a year ago I was worried that it was lost after such a long silence but frecle isn’t solely a games developer counting on new releases in order to thrive. What else does frecle do?

We do outsourcing and consulting for game developers, advertising agencies, broadcast etc. We really do a lot of different things, but most of it revolves around 3D graphics, real-time or rendered, in some way. That’s the way we are currently financing the development of Youropa.

About Youropa specifically now, how long have you been working on it and how is the production coming along?

We started work on the concept in late 2007, but didn’t start actual development work until April 2008. Since then we’ve worked on it as much as we could, and so far we’ve probably worked on it for around 6-7 months full time. We do a lot of other stuff in between, so we can’t always focus 100% on it, although we’d love to. Production is moving along at a good pace, and we are starting to implement some of the more interesting features. We aim at going in to full production in the next 3-4 months.

In the “20% complete” YouTube videos, the visuals had taken on a much more detailed, complex and gorgeous look. How is it looking now, what percentage would you say you’re at?

We’ve added quite a bit since then, but it’s hard to say what percentage we’re at exactly. From the start we designed it to be a modular project, because we wanted a lot of flexibility in the development. But compared to a glorified version that encapsulates the entire vision of the game, we are probably at around 35% now. There are still a lot of the more complex mechanics that need to be added, but everything is shaping up nicely.

I loved the way the music was incorporated into the “Construction Site” level as an interactive element. Are there any other clever touches you can mention and do the cans have any other purpose besides being collectible?

Yes, there are more sneaky bits, but nothing we can tell too much about yet. The spray cans play an important part, and have impacts on the gameplay and story in different ways. That’s all I can say right now.

Every time I picture Youropa I think of the old Genesis/Mega Drive game Toejam & Earl because of all the floating “islands” or an urban take on M.C. Escher. Since I’m probably way off the mark, what are the game’s artistic influences and goals?

Well, I’ve never played the original T&E so I can’t say if that is similar in some ways. M.C. Escher is certainly one of the sources of inspiration, but we’ve primarily been looking at street art and designer toys, along with urban architecture in general to come up with the look of the game. As the game is taking place above European cities, each part is inspired by a specific city, so we’ve been going to different locations to try to identify what makes them special. The goal is to create a world that is abstract and unique while being easily recognizable. We wanted to create something that steers a little away from the standard fairytale setting of most games in the genre, but we didn’t want to go completely abstract so we’re trying to balance it.

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Is there a problem with the city below and how do these “levels” manage to stay afloat? Or should I stop worrying and just focus on the adventure?

From a philosophical point of view you could say that the conflict in the air is a mirror of the world below. But it is completely open to interpretation, so you’re free to make up your own story. Floating levels are simply one of the premises for the game, it doesn’t really need any real explanation, it’s just the way it is. From a gameplay perspective it is a framework where it is possible to explore interactions and concepts that wouldn’t work as well if the game took place on the ground.

Are you designing Youropa for any particular platform and do you think it would be possible to release it as a downloadable title? Is it still too early to ask how many levels and features you’re aiming for?

We’re aiming to put it on a couple of different platforms, and it will be download only as it makes most sense in terms of the game structure. The final number of levels comes down to quality, but the goal is between 20 and 40. In terms of features a lot of this is still under wraps, but I guess I can say that there will be at least one multiplayer mode, although the primary focus is the single player experience.

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And one last question, is there any word on a publisher or release date? I am genuinely looking forward to exploring the world of Youropa… as soon as possible!

Hehe, so are we 🙂 We’re in talks with different parties, but nothing is set in stone yet. The release date is still TBA.

This was definitely an insightful interview and gives a better picture of what the final game will be like but all these words are like trying to describe a painting. Head over to the official Youropa page at frecle’s site and soak in all the screenshots and videos. The game’s design is still largely under development but the visuals, even at this early stage, never stop impressing me.

You remember Youropa?

flipstwistedIt seems like it’s been a while since a quirky little indie game has come along, grabbed my interested, and then disappeared. Lately everything has made it to a release in one form or another so this is a little like picking open a nearly-healed wound. Above is one of the first screens from Flip’s Twisted World for the Wii from Majesco. It’ll be officially unveiled at E3 but the press release bills it as a gravity-defying, mind-bending puzzle platformer. It also appears to borrow heavily from Super Mario Galaxy but there’s another game that it reminds of, Youropa.

You remember Youropa, right? I posted about it nearly a year ago when it was shown off at Leipzig where its little floating worlds of Euro-themed villages and Bone-esque characters first warmed my heart. Since then development has gone mostly silent except for a YouTube channel that the team at frecle started nearly six months ago (which is where the videos after the cut come from).

What bums me out like its 2003 all over again is that this knock off Wii crap is probably getting fast tracked through development at Majesco while the superior stylings and compelling atmosphere of Youropa continues to fade into the darkness. I admit, I missed the YouTube videos months ago but I put in for a comment from frecle when I found them and, weeks later, have yet to hear anything back. I really hope it’s not a lost project and that news is waiting on the other side of E3. In the meantime, watch the videos below, cross your fingers, hold your breath, and pray that Flip isn’t our only option for some new puzzle platforming.

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Youropa. Sleeper Hit at Leipzig?

Developed by Denmark team frecle, Youropa looks to take all the puzzling brilliance of recent titles like Echochrome and Portal and give them a dazzling visual facelift. But it’s not just plodding puzzlery that freckle is working into Youropa, they also promise plenty of platform jumping action. For now though, it just looks spectacular. Like a whacked out ICO or Shadow of the Colossus with its sky-high architecture and creatures reminiscent of Bone in the form of the all-white Youropeans who, by chance, have suction cups for feet allowing them to traverse all sides of these gargantuan structures.

Youropa will be playable (though on what console no one is certain) at Leipzig which is happening August 20th so look for much more from your blog of choice as I, sadly, will not be there to geek out all over it. In the meantime, check out these first wonderful shots.

An update on some indie games I like

I realized today that I’ve written about quite a few under reported, under appreciated indie games in my time at the helm of GameLuv, many of them in just this past year. So I went digging around online for a quick update on all the ones I could remember and here’s my status report.

Terraria, the 2D take on Minecraft that you all have yet to freak out over (seriously, start spazzing!) has gone from “coming soon” to a Steam-powered launch in June according to the official Twitter account.

Wrecked: Revenge Revisited, the sequel to my beloved Mashed from last generation was officially announced at the beginning of March. Coming to Xbox Live Arcade and PlayStation Network “in the Spring“, there have been a few updates from the developers at Supersonic Software including a contest for new in-game taunts, a tease of a returning favorite course, and some talk of customization. We’re getting close to the middle of the fiscal Spring window so I’m hoping for a big blowout at E3.

The last time I wrote about The Adventures of Shuggy it was all but a Marketplace mystery. A page for the game has existed on Xbox.com for months but the game remained in approval limbo. An update on the homepage and Twitter of developer Smudged Cat Games on May 2nd announced that  “Shuggy approved by Microsoft for release to XBLA.” I really hope Shuggy features in Microsoft’s E3 lineup; it looks good enough to be part of Summer of Arcade.

SHMUSICUP, the top-down shooter that runs your music through a bullet hell filter went into an online open beta in March. Since then it’s been updated to support more music formats, controller inputs, full screen mode and more. The downloadable version is also out now if you’d like to take the game out of your browser for better performance.

Metal Assault, which I first discovered and posted about in February, is still in open beta with ongoing stat-boosting events. I have yet to check it out but it continues to look like a tempting mix of Maple Story, Metal Slug and MMO.

Owlboy is an indie game I’ve been watching for quite some time and dates back to at least 2008.When I posted about it in July of 2010 I was hopeful it wouldn’t be more than a year before it was finished but according to the official site it’s now gone beyond its Q1 release date. Their blog doesn’t pin a new date on Owlboy but it does show plenty of activity on the game and teases of even more content they aren’t ready to show.

Lastly, my beloved Youropa by frecle has gone silent once again. The super stylish 3D puzzler did get nominated in January for the Danish Game Awards ‘New Talent’ category but didn’t pull off a win. After following the game for nearly three years, though, I’m not worried. I’ve interviewed the guys at frecle and Youropa has always been a side project to their more regular animation work. It’ll happen one day and I’ll still be there, calling its praises from the mountaintops.

Owlboy still warms My heart, still coming

Like Youropa, Owlboy is another surprising Indie game that I quickly pinned my heart to and waited to explode into a sleeper hit. That was early last year and with no mention from the mainstream press (I should specify, the mainstream press that I myself read) I did a quick bit of searching.

Though the video above is from 2008, progress on Owlboy continues at D-pad Studio which is pretty much two Norwegian guys working remotely with some compatriots  in the U.S. and Canada. I was worried that Owlboy had vanished for good but am happy to see it’s still going strong and that it will hopefully hit the Xbox Live Indie Games channel and PC within a year.