Quoted from Aurich:
I know everyone focuses on callouts, but I'm actually really looking forward to the music and sound effects more. This is a game about atmosphere, it's hopefully going to be bad ass in a darkened room. Good sounds and lighting are going to be key.
Good sound is what elevates a game. I think it's one of the prime reasons Data East games get so much crap. They just straight up have lame sound effects, and they recycled and reused them over and over, and it makes all their games feel totally similar. You can play good games, like Jurassic Park, Tommy, Last Action Hero, Tales from the Crypt, all games that are cool, but have this similar sound to them.
Compare any of them to a game like Tron. Which is fun, I love mine. But it's the sound that makes the game so amazing. (And the lighting, gotta have fiber optic. Which, by the way, we're doing for Alien. Stoked about that.)
Sound matters a lot, and I'm 100% confident that the sound on this game is going to be amazing.
We're also really excited about the lighting opportunities. Full Throttle only scratched surface of what these lights can do I think. On a game like Alien, where it's moody and dark and scary I think the RGB lighting has a real chance to shine.
Color is definitely going to matter too, it's not just window dressing. Modes use color in their rules. Color will matter for communicating other information on the playfield. And of course, we're going to have sweet window dressing.
Our animator is coming by in a couple hours, we're going to work on refining some older videos into a newer style we've developed that's better, and storyboard out the next group of animations we're going to work on. We're having a great time collaborating.
I think we're going to be the first game that has a high rez DMD, meaning the DMD era school of information display, as opposed to a dashboard full of tons of data at once. You'll pretty much always have access to your score, ball #3, number of extras balls (I added that, always wish I could just see that clearly), credits, and the other player's scores. All the vital stuff. And then we're doing animations in the DMD school way.
But now the film clips aren't crappy like OG Spider-Man or Indy 4, they're in high rez, and we have 3D animated text, and it's all nice and modern feeling as far as the screen and resolution, just with an old school spirit. And it's punchy and quick, you don't have to sit through long film clips. This is a pinball game, and it's going to be a challenging one, with 4 flippers, magnets, a ton of toys, lots of shots — you need to be watching the ball, not someone's YouTube channel of their favorite bits from ALIEN and ALIENS.
We're not ready to show animations yet, but to me it's what I want to see on these screens. And not saying anything bad about Hobbit just to be clear. It looks amazing. Really, really nice. I just personally like the approach of a more DMD-like focus, but with all the detail you can bring to a high rez screen.
For the record I think it will look great on the 27" backbox screen if you go that route. Definitely keeping in mind making it work on both screens from the very beginning, which is something Full Throttle didn't have the chance to do.
Andrew, I hope you don't mind me telling them we have a second programmer working on this with us now, and he's bringing awesome energy and good ideas to the rules. He and Brian are friends and I'm already confident they're going to be a great team on this. I spent probably a couple hours of my Saturday talking with the US side of the team, talking rules and animation and lighting and how it's all going to work together, and synching the music and sounds to it all as a cohesive package.
I don't want to mention any new names on the team, that's Andrew's role. But they're great additions, and I'm very excited about it.
I hope you like my art. But there's so much more to make this game great. I just have to not f—k it up!
(I really don't think I did for the record.)