If you liked our two-minute trailer and blog post Wednesday www.thegamebakers.com/try-again/, then you should check this complete boss fight video of the same boss.
It’s important to note that it’s our best player and Furi’s combat designer, Benjamin Le Moullec, who is taking one this boss, and he is pretty skilled at the game! He does it without dying once, in a beautiful 10 mn speedrun.
This full-length boss fight will help you see how the combat unfolds, the different combat phases, the boss patterns and special abilities and of course the skill, reflexes, and strategy required to beat her.
You can see one of the game’s fiercest guardians. This tactician, hunter and playful mercenary doesn’t leave anything to chance. She has planned her fight and has weapons to help her win: drones, a laser sniper rifle, a great camouflage, and she can even control every bit of the arena she fights in, raising covers, blocking paths as she wants.
“At first, she’ll hunt you, hidden in her maze, shooting at you while you are distracted by her cyber-bees,” says Emeric Thoa, Creative Director. “You will have to find her, and attack her before she relocates. You’ll get to face her for a while if you can do that, but that’s still playing into her hand.”
To take her out of her comfort zone, players will have to trace her into her nest, in the center of the maze, and knock her out. She’ll then grow really angry and intensify her attacks: she’ll release a series of snipes while unleashing waves of patterned bullets. Eventually, fighters will need to challenge her in hand-to-hand combat while she is invisible.
For this boss, the music has been composed by the amazing Carpenter Brut.
We are happy to unveil Furi new gameplay trailer, and a new guardian, as well as share some information about the game play.
Try again. Fail again. Fail better
Rewarding perseverance and skills in Furi
By Emeric Thoa, Creative Director, The Game Bakers
There is a feeling that I remember from when I was a kid playing video games: the huge, intense satisfaction when I finally beat a level or a boss I had been struggling with for a while. The feeling of learning how to overcome a challenge, with my brain and my thumbs. The combination of understanding and execution felt like a reward in itself. I remember it from games like Super Punch Out, bosses from Metal Gear Solid, combat in God Hand. There are many games that gave me that feeling, but recently I felt that maybe games try too hard to be « user friendly ». Adaptive difficulty, dynamic checkpoints, in-game tips… Everything is explained and balanced to make sure nobody drops out. With Furi, we want to give the player an extreme satisfaction when s/he beats a boss. That means s/he’ll have to sweat a little for it.
The game is heavily inspired by the Japanese way of making games. It’s not trying to be realistic in its style or animations. It’s fast-paced and requires a lot of timing, reflex, and judgment. When you press a button, the character reacts immediately. It’s part of what makes it “fair.” Too often in modern games, we press a button and then, in order to make the game look realistic, the character will start an animation that “looks good” but “feels heavy,” and is unresponsive, even laggy. Responsive controls feel good and are a must have in a combat game.
The gameplay is the essence of the catch line «easy to learn, hard to master». There are very few buttons to press or abilities to remember. You can slash with your sword, shoot with your gun, dodge and parry. That’s about it. You can charge the slash attack, the gun shot and the dodge. It’ll result in a more powerful slash that stuns the opponent, a more powerful gunshot that knocks him or her down, and a longer dodge. But once you’ve got that, you can play Furi. It’s like a guitar: it has six strings, but you need practice to play it correctly. And there’s no limit to how much you can improve, it’s simple and deep.
The challenges are mostly based on a simple formula: get warned – react – punish. Dodge a laser. Parry a sword attack. Wait for the weakness in your opponent posture, and BAM, punish. The real depth in the gameplay comes from the differences between the bosses. It’s not about learning tons of combos to beat the next boss, it’s about how you play a few moves differently to beat a different opponent. Some bosses, or “guardians,” will focus more on shooting, some other will challenge mostly your sword fighting. Some opponents are deadly and will knock you down in two or three hits. Some fights will require a lot of focus over a long time. A fight can last 10 minutes or a hour and a half depending on how you play. And of course, each guardian in the game has one or two special tricks, a special weapon, and ability that makes him or her unique.
In this trailer, we are showing one of the fiercest guardians. She is a tactician, a hunter, a playful mercenary who doesn’t leave anything to chance. She has planned her fight and has weapons to help her win: drones, a laser sniper riffle, a great camouflage, and she can even control every bit of the arena she fights in, raising covers, blocking paths as she wants.
At first, she’ll hunt you, hidden in her maze, shooting at you while you are distracted by her cyber-bees. You will have to find her, and attack her before she relocates. You’ll get to face her for a while if you can do that, but that’s still playing into her hand.
In order to take her out of her comfort zone, you’ll have to follow her into her nest, in the center of the maze, and knock her out once or twice. Once this is done, she’ll get pissed off and she’ll keep sniping at you while you have to dodge waves of bullets coming fast at you. Eventually, the final challenge is to fight her hand to hand… while she is invisible! This requires sharp reflexes and focus.
I recommend taking a break after beating her. Because I know the guardian that comes after!
We’re interested in hearing your feedback to today’s post and to the trailer. Let us know what you think and if you have questions.
We finally announce Furi, the game we’ve been working on for a while now and our creative take on Beat’em up / Hack and slash games. Check the first trailer!
Emeric Thoa, the game ‘s Creative Director is sharing more about the back story of Furi.
« The story of Furi starts ten years ago, on a plane, as I was headed to a game show. At the time I was a junior designer for a big videogame company (guess which one :P). Indie development hadn’t really taken off yet, so the idea of making my own console game was nothing more than a pipe dream. But the person travelling with me (my boss!) asked me what I would do if I could make my dream game, and I told him about this game that would be one long boss fight. A boss fight against an opponent similar to you, not a gigantic creature or a demon. A boss fight that felt like a duel— a tense, exhausting, and utterly rewarding duel.
Furi is the manifestation of this idea that’s stuck with me for the past ten years, as I grew as a designer and then set up The Game Bakers. Furi is a game where you fight for a reason. It’s a game that teases you before the fight, while you walk toward your fate, the same way you would be pumped up and stressed before a boxing match. As you do, you’ll start to piece together about why you’re here and what you’re fighting for.
And then there are the duels. Furi’s combat gameplay is designed with Japanese games in mind—ultra fast-paced and responsive. Your character moves as soon as you send an input. Skills and reflexes are required to dodge and parry the enemies’ attacks. You beat your enemies by shooting like in a bullet hell shoot ’em up, and by swordfighting like in a samurai duel. Each boss you face off with has a unique fighting style that you’ll have to figure out how to beat… not to mention a unique look designed by Afro Samurai creator Takashi Okazaki.
The soundtrack is something we are really proud of. A handful of super talented electro musicians and bands are composing original creations for the different bosses of the game. Carpenter Brut is one of them, he has composed for the teaser trailer too.
We are still hard at work polishing the game, creating the final bosses, and even throwing in an Easter egg or two. Furi is set to release in 2016, but we’ll keep you updated in the meantime.
Furi feeds on the tension of one-on-one fights against deadly adversaries. It’s an intense, ultra-responsive hack-and-slash with a unique mix of fast-paced sword fighting and dual-stick shooting. Each of the formidable guardians—designed by Afro Samurai creator Takashi Okazaki—has a unique and surprising combat style that requires focus and skill to defeat. Defeat one boss after another to escape this surreal prison and discover what’s waiting behind the last gate. The high-energy action gets a boost from an explosive soundtrack composed by up-and-coming electro musicians including Carpenter Brut, who created the trailer’s theme.
“I have long dreamed of making a game of pure boss fights, with a focus on dueling and besting enemies who rival your own skill and strength,” says Creative Director Emeric Thoa. “Furi is designed with Japanese action games in mind — games that reward skills and reflexes, with a character that reacts immediately, like Devil May Cry, any game from Platinum, or even the Super Punch Out series.”
The Game Bakers will be available for interviews to discuss Furi at Paris Game Week from Tuesday through Thursday, October 27-29. Please email Audrey Leprince email@example.com to make an appointment!
Furi se nourrit de la tension des combats en face-à-face contre des adversaires formidables. C’est un beat them all intense et hyper réactif avec un mélange unique de combat à l’épée et de shoot dual-stick. Chacun des gardiens – conçus par le créateur d’Afro Samurai Takashi Okazaki – a un style de combat unique et surprenant qui nécessite de la concentration et du skill. Combattez-les, les uns après les autres, pour échapper de cette prison surréaliste et découvrir ce qui se trouve derrière la dernière porte. L’action très nerveuse est boostée par une bande-son de compositions originales de musiciens de la scène electro dont Carpenter Brut, qui a créé la musique du trailer.
“J’ai longtemps voulu faire un jeu uniquement de combats contre des boss, de duels entre deux combattants de même puissance” explique le Directeur Créatif Emeric Thoa. “Furi a été pensé avec les jeux d’action Japonais en tête – des jeux qui récompensent le skill et le réflexe, avec un personnage qui réagit immédiatement, comme Devil May Cry, les jeux de Platinum ou même la série Super Punch Out.”
The Game Bakers sera disponible pour parler de Furi à la Paris Game Week du mardi 27 au jeudi 29 octobre. Envoyez un email à Audrey Leprince : firstname.lastname@example.org pour prendre rendez-vous !
Nous recherchons un technical artist, avec une grande sensibilité 2D et 3D. Autrement dit, un graphiste 3D très technique, principalement pour des jeux CONSOLE et PC.
Ce que nous entendons par très technique :
Modélisation 3D et texturing
Maitrise du pipeline graphique de Unity
Réalisation de VFX
Programmation de shader
Programmation tools en JS ou C#
Connaissance des contraintes et techniques d’optimisation
Bricole diverse en utilisant tout les softs nécessaires
Capacité à s’auto-former en cas de besoin
Expérience de développement sur PC et consoles serait un plus.
Certaines personnes désignent ce genre de profil par le terme sensuel de « développeur indé ».
Si vous correspondez à ce profil, prière de vous dénoncer. Vous aurez l’opportunité unique de travailler à distance si cela vous convient le mieux (Canada par exemple), ou encore mieux (et préférable), de nous rejoindre dans notre studio de Montpellier. (Ci-dessous la vue du balcon et les terrasses à 30 mètres, ainsi que le studio).
Dates : Septembre 2015 à Mars 2016 et plus si affinités
Tous les profils nous intéressent, du vétéran du AAA au jeune loup autodidacte et débrouillard.
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We are looking for a Technical Artist, with skills in 2D and 3D. In other words, an artist who is very technical, for our games on CONSOLE and PC.
This is what we mean by « technical »:
3D Modelling and texturing
Knowledge of Unity graphic pipeline
Tools programming in JS or C#
Experience with optimisation techniques and constraints
Can make the most of softs, middleware, tools to achieve objectives
Capacity to self-train if needed
Experience with PC and console development is a plus.
This profile is also known under the catchy name of « indie developer »…
If this is you, report yourself at once! You will have the opportunity to work from wherever in the world (hello Canada), or even better (and preferred), to join us in our studio in sunny Montpellier. (Check the view from the balcony, the terraces 30 meters down the road and the studio).
When: Septembre 2015 to Mars 2016 and more if affinity
Pour participer à la conception de notre prochain jeu, un jeu tactique pour console et mobile. Avec le directeur créatif et un artiste il/elle sera en charge de proto-typer le jeu sous Unity.
Voila les compétences que nous recherchons :
Compétences en programmation
Expérience avec Unity
Expérience avec les outils de GUI de Unity est un plus
Durée: 4 mois. A partir de septembre 2015
Lieu: A distance. Nous travaillons tous à travers le monde, avec un petit nombre d’entre nous réunis à Montpellier. Nous avons produit bientôt 6 jeux avec cette organisation. Cela fonctionne bien, grâce à la motivation et l’autonomie de chacun. De nombreuses écoles ont fait confiance à cette organisation « encadrement à distance » pour leur stagiaires.
Rémunération: 508€ / mois – convention de stage.
>> Envoyez-nous un petit mot et votre parcours à email@example.com
Oh Wondrous day! All our games, Squids, Squids Wild West and Combo Crew are FREE today on the App Store, and Squids is also free on Google Play. Time to stretch some tentacles and punch a few faces. Possibly even punch with a tentacle.