Interview with Pierre Corbinais, Haven’s writer

Posted by on 10.22.20
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Pierre Corbinais has been writing for and about games for a decade now and he is the writer of Haven. He’s mostly known for Bury Me My Love, a reality-inspired fiction about love and exile, and ‘Til Cows tear us apart, a two-cowgirls’ road-movie in space but also created a lot of other small games during various game jams. Haven is the biggest project he worked on so far (and he can’t wait for you to play it).

What’s your opinion about romance in video games? What is good and bad, from your point of view?

My main opinion about romance in video games is that we don’t see enough of it, and when you think about it, it’s actually a bit baffling. Romances are everywhere except in video games: I don’t know about the other countries, but in France, every year without fail, the best selling novels are love stories. Turn on a mainstream radio and there’s a fairly good chance that a love song will be playing. And romance (whether it is comedy or drama) had always been one of the strongest film genres: While released more than 20 years ago, Titanic still is the third highest grossing film of all times (#1 in France!), how crazy is that? Everything points to think that people LOVE romances, but a bunch of exceptions aside, we don’t have romance in games, at best we have flirting (in dating sims or RPGs). Why is that? There is this idea floating around that video games are mostly played by men and that men aren’t into romance, but I think both these assumptions are untrue. To me, the main reason why there is so few romances in game is that we, game creators, still don’t really know how to make them. It’s “easy” to make a game where you shoot people (“If bullet collides with enemy then enemy = dead”, but how do you program a game about falling in love? Being in love? Falling out of love? Everything must be rethought, reinvented. That’s a tough job, and a lot of work, but what a great challenge!

Where would you like to see the genre go? What kind of romance story or style would you like to see in a video game?

I would like it to go in every directions, form-wise and content-wise. There are so many different love stories to tell, and so many ways to interact with them to invent. Just try to imagine how every video game genre could be twisted to become a love story: What is a First Person Romance? What is a relationship management game? A heart racing game? A love puzzle?
And we’re not even talking about the new genres that might emerge.
As for the content, there is a subreddit called r/relationships where people share relationships stories (romantic or not) to get advice from the community. I love browsing through the posts there. They are sometimes funny, sometimes grave, sometimes relatable, sometimes just plain weird… I think these posts tell a lot about what being human is, about what loving is, and I’d like every single one of them to be turned into a video game.

Haven has quite a modern treatment in terms of dialogs, compared to traditional RPGs. Was it difficult to come up with that? How do people react to that style?

Haven’s dialogue style came up pretty naturally. While you can find some epicness in the game, I felt it was more about the little things, the daily life, and I needed the dialogues to reflect that. Yu and Kay shouldn’t talk like badass-and-somehow-also-super-witty heroes, they should talk like us, with our hesitations, verbal tics, cursing… I’m really into alternative comics that tell “slice of life” stories (Hernandez brothers’ Love & Rockets, Terry Moore’s Strangers in Paradise, Vanyda’s The Building Opposite to cite a few), I probably draw this style of writing from there.
I didn’t get the chance to see a lot of people playing the game so far so I’m yet not sure how people will react to that style, but the team and voice-actors seemed to like it! The very first dialogue I wrote to try out that style and see if it fitted the game ended up becoming Haven’s first scene.

There’s also a lot of humour in the game. Do you think it’s a way to make the players have fun or to make them get attached to the characters?

Yes, people usually enjoy to laugh and smile, so why not allow that? But humor is also a useful tool for Haven’s narrative structure. In Haven there are a lot of dialogue scenes that aren’t there to make the story advance toward an ending. They’re just slices of life meant to create attachment to the characters, chill moments spent in the Nest. How can you satisfyingly end such scenes that don’t really lead anywhere plot-wise? There aren’t that many solutions: You can end it with something cute, something deep, or something funny. Juggling with the three is the best way to keep the player surprised, and thus entertained.

Do you have a special process for writing dialogs? What’s your one advice for writing dialogs?

Writing is a very weird and personal thing, the more I talk with other writers the more I realise there aren’t two writing processes alike. Some people will tell you that you need to precisely know where your dialogue is going beforehand, me, I tend to just go with the flow and let the characters decide for themselves. Most of the time, when I start writing a dialogue scene, I have no idea how it’s gonna end. This is a terrible thing to do when you work in movies for example, because movies only lasts 90mn and you don’t have one minute to spare. But I think it works pretty well with video games, especially when you want your dialogues to branch in different directions: not having an ending in mind is a great way to allow the emergence of multiple ones.
As for the advice I will give this very simple one: whenever you’re stuck in your writing, drop your pen (or keyboard, or typewriter) and go outside. Walk. Sit in a park. Have a coffee (and don’t forget your notebook in case the inspiration comes back). Breaks aren’t a waste of time, sitting in front of an empty page is.

Finally, everyone wants to know. Are you more a Yu or Kay person?

I put a lot of myself in both characters, Kay got my poor sense of humour and Yu my terrible sense of direction, but I’m probably more a Kay person overall. Yet, when playing the game, I mostly play Yu. Go figure.

 

Haven – Gamescom rendez-vous and summer shows recap

Posted by on 08.26.20
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Hello everyone,
We hope the summer has been treating you well. We wanted to give you a heads-up about our upcoming rendez-vous later this week and update you on what happened over the last months!

Do not miss: Haven at Gamescom!

We still have a couple of new announcements and info to share with you… In particular, we have prepared a few delicacies for Gamescom in August. Do not miss:

  • Visit us on our cosy virtual Indie Arena Booth from Thursday 27th to Sunday 30th. Some of our team members will be on the booth, and if we are not, you will be in the good hands … errr paws?… of a friendly Salamash… —> This way to the booth.
  • Join us on the booth for our Ask Me Anything sessions: with Pierre Corbinais, Haven’s writer Saturday 29th (10 AM CEST) and with Audrey Leprince, Executive Producer Sunday 30th (3 PM CEST)
  • Haven demo will also be up on Steam again for those of you who haven’t tried it yet.
  • To conclude catch the Awesome Indies show Saturday, streamed on IGN. The count down will start Saturday 29th at 7:50 am PT / 16h50 CEST and you won’t want to miss the beginning (hint, hint) …

Haven Booth on the Indie Arena Booth


Haven – Coming to PlayStation 5

https://www.youtube.com/embed/dwMpjFoWWx0

The Nest will land on PlayStation 5! That’s quite big news, right? We were happy to be part of the surprise Sony Indie Day on July 1st with a bunch of excellent indie games. We are very excited about bringing Haven to PlayStation 5 and working hard to make the most of the new console capacities and features! We will share more soon. For the occasion we created a new trailer that you can see above.

The most perspicacious of you might have guessed that this was going to happen… Especially if you spotted our studio co-founder during her split-second cameo in Sony PlayStation 5 big reveal earlier on this summer…


Haven – PC Gaming Show

E3 didn’t happen this year, but the shows that traditionally take place during the conference took place online, like the PC Gaming Show. Haven got featured among amazing games, and we were happy to bring Yu and Kay in front of many PC players eyes. You can find below the short trailer we created for this special occasion.

https://www.youtube.com/embed/IPyRa76nTlg


Haven in Indie World Showcase

We know the Nintendo fans among you have watched the latest Indie World, last Wednesday. We hope you enjoyed a glimpse of new footage from Haven.

https://www.youtube.com/watch?v=2BogOkvVIj8&feature=youtu.be&t=1187


Haven – Summer Show Summary

Yu & Kay were invited to quite a few other shows this summer and we shared some new footage of the game. As it can be hard to keep track of all of them, you will find below all the videos.

https://www.youtube.com/watch?v=3m4fBhMEHSA

5 minutes of Gameplay – Guerilla Collective

https://www.youtube.com/embed/QJ6dpNrSqvA

Commented Trailer – IGN Summer of Gaming

Follow our YouTube channel to make sure you don’t miss anything, or of course follow us on our Social Networks.


Thank You

We are receiving amazing fan for Furi and Haven! Thank you to all of you who made some art inspired by one of our games.

Yu & Kay by CrystalCaverns

The Guardians portraits by Katu_Jan

The Scale by sack_arts

 

Yu & Kay by Shaxx_Olivia

Interview of Danger: Composer of Haven Soundtrack

Posted by on 07.20.20
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The original soundtrack of Haven will be fully composed by French electronic musician Danger. With one foot in the world of music and the other in computer graphics and gaming, Danger is returning to the spotlight with his work for Haven after his first album 太鼓 and Origins. The first single “4:42 Still Free” is available and you can listen to it for free on YouTube or on other platforms like FanLink.

Emeric Thoa (Haven Creative Director): Musician, designer, gamer, video maker, visual artist… You have a very eclectic profile as an artist. Where does this come from?

Danger: I never wanted to choose between music and images. I grew up listening to music in movies and video games and watching music videos. Music and visual arts are just manipulations of waves, and their basic vocabulary is practically the same: wavelength, frequency, amplitude, whether it’s a color or a musical note. My music is enriched by what I learn through the images.

With all the media that we consume daily, I take advantage of everything I can to express what I feel, and I’d hate to be stuck doing just one thing. Writing the soundtrack to a video game is a great chance to expand this spectrum.

Emeric Thoa: Your music is usually quite dark, but Haven is a “feel-good” game. What was it like to step away from your preferred tone a little bit?

Danger: It’s true that I do like a mysterious, nocturnal atmosphere. If I take an overall look at my work, I realize that I’m more generally drawn to all the feelings that stem from childhood and adolescence. I’m still pretty connected to that part of me.

I feel like people tend to romanticize the emotional world of kids: it’s this wonderful world, a time of innocence where everything is just joy and “simple” happy feelings. That’s not what I remember: for me, childhood is a world where everything is new, everything is strange, where things are undefined, a world made up of irrational fears. It’s a world that’s weird, intuitive and chaotic, where everything is built on sensations. Hayao Miyazaki’s work offers a very nuanced representation of this particular vision of childhood, and his work was an important reference for me as I worked on this soundtrack.

While so far I’ve been more interested in exploring the nightmare zone in my music, the Haven soundtrack gave me the chance to explore other, brighter aspects of childhood.

Emeric Thoa: Even though the music from Furi and Haven are quite different, do you think there is some kind of link, a shared DNA between these two games and soundtracks?

Danger: Furi is a more warlike game, in one-player mode only, with a very retro/synthwave musical vibe. The music had to be really “tough,” “hard,” yet “knightly,” with an underlying idea of rupture. Haven is a game that leaves much more space for exploring the environment and the relationships between the characters.

Very early on, I felt that the most important emotion was the idea of a connection that the player has to weave little by little between all the various parts.

The music for Haven had to express this connection: something that’s built up little by little, that becomes increasingly solid, encompassing, reassuring, bewitching, while never denying its underlying fragility.

The design and conception of the two games are also linked through their Franco-Japanese identity, and my work in general shares these influences as well. I was heavily influenced by the Franco-Japanese animation series from the 80s, like “Ulysses 31” and “The Mysterious Cities of Gold,” two series with soundtracks that were really important to me, and I wanted to evoke memories of those childhood moments in Haven.

The two soundtracks are also connected through a feeling of adventure, a hero’s journey, and an epic quest. These emotions are also fundamental in my music, which really made things easier in general for our collaboration.

Haven and Furi also share the fact that they’re games that don’t focus on realistic graphics but rather a distinct visual approach with a very unique style and color palette. I was also careful to use a more restrained musical palette, and I hope it’s very recognizable without being a purely synthwave product.

Emeric Thoa: As videogame fans, we are curious to know if there is any iconic video game you would like to compose music for?

Danger: I’d love to do more soundtrack compositions in the future. There’s a bright future for cross-over projects between video games and music, in the same way that in movies there are often director and composer partners who work together. I think the video gaming world could benefit greatly from this (Fincher and Trent Reznor for example, or Miyazaki and Joe Hisaishi).

Video games are in their golden age, where even AAA’s are trying out some weird things. There’s still a lot to be done in soundtracks. Personally, I don’t consider any movie or video game to be a “cult classic” if it doesn’t have an incredible soundtrack.

For now, I imagine my music more in the world of independent video games, which allows for projects that are a little rougher around the edges, but on the other hand I’d love to imagine my music being used in a game like Final Fantasy, a game from Hideo Kojima or Fumito Ueda.


To learn more about Danger, you can check his website.

Haven is coming to PC, Nintendo Switch, Xbox and PlayStation in 2020. More info here: https://www.thegamebakers.com/haven/

Take a break in Haven

Posted by on 07.10.20
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People often ask me why we didn’t do a sequel to Furi, and I usually answer that we made Haven because our goal is to surprise players, to innovate, to explore new experiences. This is the absolute truth. But there’s another side to it that I don’t always tell: Furi was exhausting to make. I needed a pause from fast paced action. I wanted a game that felt like a break between two action games. 

When I was working on AAA games, I played pretty much every blockbuster to know the market, the competition. But between a game of Call of Duty and Assassin’s Creed, I needed a pause, and I used to play 30 minutes of Flower. I remember this time fondly. This game helped me relax between two overwhelming experiences.

That feeling was at the core of what I wanted to make with Haven: a game that feels like a gentle breeze. A game that lets you relax. A game that’s like holding hands on a nice outdoor walk. One way to achieve that was of course with Haven’s concept: the love story of a couple trying to stay together. A couple gliding over tall grass on a deserted planet. 

Gliding and leaving a trail of tall grass is relaxing

But that relaxing feeling doesn’t come only from the game setting. All the game design around it has to make the experience smooth and chill. I wanted a game that felt light. Lighter than most modern big games that ask you to remember so many things.

If you don’t see what I mean by that, think about any big AAA open world game or RPG. They all have tons of features, most of the time the same features but with tiny differences in their implementation. Character progression, with lots of characteristics. Weapons and upgrades. Skill trees. Combos. Vehicles. AI teammates. Consumables items. Wide variety of lootable objects. Exotic gameplays like puzzles or races… 

All those features and content are exciting. It sometimes adds depth, it helps build the lore and makes the experience immersive. But it’s also a bit tiring. Playing those games is like learning a new language. There is so much content that, naturally, it means a lot to learn and remember. 

In order to create that relaxing feeling in Haven, we had to drop all that content. We had to reduce the amount of information needed. It’s a game where we want you to feel free: you broke from your chains and you explore a mysterious planet. We don’t want the game to be a drag by asking you to remember too much. To make it feel simple, we needed to make it lighter. 

Here is a bunch of concrete design decisions that came from this philosophy: 

No quest log

A RPG needs a main quest and side quests, right? Well, there are lots of secondary things to do in Haven, they are just not formatted in a “to-do list”. If you are like me, you already have tons of to-do lists in your real life… I didn’t want Haven to be yet another game with a list of objectives to complete. So in Haven, there’s a simple main objective, given by the story and no objective list! 

You can always have a chat on the couch to get a reminder of what to do.

After that it’s just about you exploring Source. To be honest, Yu and Kay do have a logbook. It helps you remember what to look for on the different fragments of the planet. But it’s not a list of tasks. There are no “tasks to complete” in Haven, because tasks are boring and tiring.

The logbook (bottom right) lists what’s been done and left to do on each fragment.

Simple economy

In many games, you have to manage resources, currencies, and optimize your spendings to save every little gold coin you can. In Haven you won’t have to worry about micro management. You have enough or you don’t, that’s it. 

The inventory screen is rather simple compared to most RPGs

On Source, Yu and Kay gather flow, a very handy energy they use for many things. The flow meter isn’t a detailed gauge with number and an advanced refill system. It’s a ball of energy that’s more or less bubbly depending on how much flow you have. 

You never need to know “precisely” how much flow you have, you just need to know if you’re running out.

You don’t have to check how much rust (the red crust that covers the planet) or food you have, you just go craft something and you’ll see. Basically, you never really think about managing your inventory. 

Very few numbers

Even action games can be crowded with numbers these days. In Haven, you don’t have a precise health bar in combat, but instead your characters show their health status through the color of their energy suit and by the way they move. The game is designed so that you don’t need the precise info (note: and it’s also designed to be colorblind-friendly). 

When their health state changes, the characters walk and stand differently.

Their stamina and hunger are reminded through the dialogs. The only number you see is the damage when hitting an enemy or taking a hit. 

Numbers here are not really important, they just show which attack deals more damage.

Simple crafting

Crafting can be very fun and prompt experimentation. But it can also require a lot of memorisation. In Haven, the UI simply shows you the ingredients you have. You can start mixing them and you’ll see a preview of the result. 

Aaah… Creamberry flambé <3

No weapons or skill tree

I’m a RPG lover. I can appreciate spending hours choosing the best equipment for my team. But Haven’s taking a break from that. There’s no choice of weapon or skill tree. Sometimes it’s also fine to just focus on being good in combat, by yourself. And to drop the burden of comparing stats for each item in the game.

Yu and Kay evolve and gain new skills, but the game is not about becoming more powerful.

Very little HUD and UI

It seems easy to state “there will be no HUD”, but eventually you find out that people don’t understand a complex game without help from the interface… That happened to me on many games, indie and AAA alike. The only way you can achieve this is by actually having a very simple game. Journey pulled it off brilliantly. In Haven, the HUD is really super light, because the game is simple from the root.

While gliding, you just need to focus on your characters and where you want to go. 

Play coop seamlessly

Even starting a co-op session has been designed to be easy and simple. If you’re playing solo and want someone to join your game, they just have to take the gamepad and press a button. Co-op will start automatically. There’s no menu. You don’t have to start over a new game. 

A second player can join simply by pressing a button on their gamepad.

Of course simplicity is not the only way to go. I love a hairy and dense RPG as much as anyone else. But sometimes, between these deep and exhausting systems you learn in games, it’s good to take a little break. It’s what we wanted to achieve with Haven. Make it a gentle breeze, a soft hand that will take you through its journey without asking you to care too much about details. In Haven, we only want you to care about Yu and Kay. 

Push up the volume and listen to Haven OST first single!

Posted by on 05.28.20
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Hello everyone,

Have you ever linked a moment in time, a place, and a piece of music together? Do you know that feeling when you hear a song and it brings back memories of a whole chunk of your life? These songs become the soundtrack of your life. In Haven, that’s what we wanted to do as well. Haven is a moment of your life spent with Yu and Kay, alone on a deserted planet, Source. Haven’s soundtrack is like Source: a place. A place where you will forge memories and that we hope will stay with you after you finished the game and turned off the TV.

This is the challenge we gave to DANGER who, we are happy to confirm, is composing the full original soundtrack for the game. You already know DANGER, French electro musician with one foot in the world of music and the other in computer graphics and gaming. He is returning to the spotlight after his first albums « 太鼓 » and “Origins”, and his work on our award-winning game soundtrack for Furi, (remember 6:24 and 7:53 ?!).

We’re making the first single of the original soundtrack 4:42 Still Free available today. You already heard part of it in the game Opening movie, but you can know discover the full track!

You can also listen to it on Steam, Bandcamp and other platforms.

We also invite you to read DANGER exclusive interview HERE where he discloses more on his creative process and the inspirations for his work.

More information will be revealed about the album in the months closer to the game launch. Haven is coming this year to PC, Nintendo Switch, Xbox Game Pass and PlayStation. To stay up to date with the game news you can join our [url=ttps://discord.gg/thegamebakers]Discord Server[/url]! Enjoy!

Haven’s opening movie will French kiss your eyes

Posted by on 02.12.20
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I often say that game design is like cooking, because creating a gameplay experience feels a lot like selecting ingredients, mixing them together until it feels good. But we can make the analogy with cooking even larger: making a game is very similar to creating a complete meal! Gameplay is the main dish, for sure, but you also have to think about the starter and dessert. And as much as starters go, what’s better than a good old opening movie?

Opening movies really set the mood before you start the game. The first time you launch the game, you get a peak at the tone, the values, the characters. You project yourself on the journey. It’s a teaser. Then, you discover the game, and you spend hours on it. Each time you launch the game, the opening movie is there. As soon as you hear the first note, you are swapping worlds. Like the smell of a dish, you anticipate it, it makes you salivate. The opening is not a teaser anymore, it’s a welcome.

Japanese games have a tradition of opening movie playing from the title screen. Each time I launch a game like this, I let the opening play once before loading my save. It’s like watching the opening of a TV show or an anime. It’s part of the experience.

In Phantasy Star 2‘s opening, I like how the title screen says that it’s bigger than a kingdom, it’s a multi-star fantasy. There’s mythology and tech. Even the music covers two different tones, starting from gloomy and mysterious to something more cheerful and positive.

Persona games openings are always pieces of art. They present everything with style: characters, world, story. I can’t hear the first notes of Persona 4‘s opening without feeling a chill down my spine. Dragon Quest XI opening movie is much more classic, but no less strong. It’s the image of the game, a pretty classic yet epic adventure of a group of friends.

Years later, when I watch the openings from old games, they take me back. In a couple of minutes, they revive the memory of the whole adventure. Hopefully, we can create that long lasting connection for Haven, with a memorable opening that captures the game magic.

Please enjoy:

https://www.youtube.com/embed/bIhi9FP97Ys

The opening movie was directed and created by Yukio Takatsu – an expert of anime openings, with the support of Yapiko Animation. Takatsu-san did an incredible job bringing our concepts, world and characters to life. The editing really makes Danger‘s original music created for the game shine, and vice versa. We hope it will make you want to dance and twirl like Yu and Kay.



The art style is different from the art in the game of course, but it’s in essence exactly what we are trying to express with the game: a couple of characters who love each other, and with whom we hope you are going to fall in love in turn. An established relationship, that’s still evolving, in movement, gliding and twirling at a fast pace, tied by flow and rust, across different planets.

https://www.youtube.com/watch?v=ragUUT9bsFQ

We are hard at work for finishing Haven and bringing it to PC and consoles this year. We hope that you liked the starter and still have a bit of appetite for the main dish!

Emeric and The Game Bakers

PS: I put Phantasy Star 2 here because it’s a masterpiece and because it’s pretty well known for an oldie, but the Phantasy Star game that is the dearest to my heart is Phantasy Star 3… And its opening movie really hits the mark. About Haven inspirations: https://www.thegamebakers.com/hand-in-hand-in-haven/

From the Bakery #4 – Haven Demo and more!

Posted by on 12.12.19
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Haven demo available for 48 hours

For the occasion of The Game Awards that take place later today, Valve is launching a « Game Festival« : a special event featuring a collection of game demos available for 48 hours on Steam. Haven was invited to be part of it! You can download the demo until Saturday December 14th, don’t miss it.

The demo features the very beginning of the game, to get to know our two lovers stranded on a forgotten planet. But before you start your journey with Yu and Kay, here is some information to keep in mind:
  • The demo is beta stage, not final quality
  • The demo is single-player only (the final game supports local co-op)
  • A controller is recommended (keyboard and mouse controls are very work in progress)
  • English, French and Japanese languages are supported (change in Pause menu).
  • It’s the demo some of you already played at PAX West, TGS, Indie X or XO19.
Have fun, and we’re looking forward to your feedback on Discord, Twitter or on Steam.

Haven – Awards & Nominations

We are delighted that Haven won some more awards! The jury of Indie X (Portugal’s biggest indie game showcase) elected Haven as Best Game of the Show and as Best Art Direction. These awards join the previous awards and nomination for Haven.


Haven – Xbox Game Pass

To the Xbox and Windows lovers among you, here is an extra piece of good news. We have partnered with Microsoft to include Haven in Game Pass.  Haven will be available Day One for those of you who have subscribed to Game Pass. This was announced during XO Fest 2019 in London, some of you might have noticed.

The team at Microsoft has fallen for Haven and thought the game was a great addition to their line up. We agree! We know they will be supportive partners and help us spread the word about the game. It means that you should be able to play Haven on ID@Xbox booths in upcoming shows around the world. As soon as we have more details to share, we will let you know.

The game is coming 2020 to PC, Switch, Xbox One and PlayStation.
The consoles / stores list is not final.


Furi – Music to Your Ears Bundle

The Music To Your Ears Bundle is available on Steam It’s just the perfect compilation for those of you who love games with amazing soundtracks! Furi is proudly featured in the bundle along legendary games:

  • Bastion and soundtrack
  • Celeste and soundtrack
  • Crypt of the NecroDancer and soundtrack
  • The Messenger and soundtrack
  • And of course Furi and its soundtrack

You can add any of the games or their soundtracks to your collection with an extra 20% off.
A big thumb’s up to Simon « Hutt » Troussellier for the amazing artwork he drew for the bundle.


To discuss further, or to give us feedback, head to our Discord server.

Haven – Gameplay reveal

Posted by on 07.09.19
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We’re happy to finally disclose more about our upcoming RPG Haven with a full gameplay trailer!

Share the journey of two lovers, escaped to a lost planet in a desperate attempt to stay together. Glide over the grasslands of a shattered planet, unraveling its mysteries to find a way to settle for good.

And if you are curious on why we created Haven after Furi? Emeric Thoa, co-founder and Haven creative director explains a bit of the decisions and intentions behind the game. Read his blog post here: https://www.thegamebakers.com/hand-in-hand-in-haven/

Also, we’re happy to announce Haven is coming to PC, PlayStation 4 and Nintendo Switch (full list of platforms and stores not final) and that we will have a DEMO at Gamescom (media only) and PAX West so get in touch if you’re a journalist or content creator and you’d like to test the game.

— Full press release below

Haven gameplay reveal

The Game Bakers unveil more details on their upcoming RPG Haven with a full gameplay trailer and a demo at Gamescom and PAX West.

Montpellier July 9th 2019,

In Haven, you share the journey of two lovers escaped to a lost planet in a desperate attempt to stay together. You play as Yu and Kay, gliding over the grasslands of a shattered planet, unravelling its mysteries looking for a way to settle down.

“Haven is a very accessible RPG, a relaxing game. It’s purposefully a very different experience from Furi.” writes Emeric Thoa, the game creative director. “But as with Furi, we tried to make a game that you have never experienced before. The story of a couple fighting for their freedom, an established relationship: what love looks like when you’ve moved past the early seduction phase, when you can be your true self with one another… I don’t think that’s been done much in video games.

Haven is a story-rich adventure, with touching characters with whom you fall in love as you follow them through their challenges and everyday life. But it’s also a (J)RPG with an innovative combat system that lets you play the two characters at the same time, and chain actions using tactics and timing. “It’s a game with many inspirations, but to sum it up, I like to say Haven is kind of the lovechild of Journey meets Persona” details Emeric Thoa in his blog post about the game experience and influences.

The colorful and dreamy art direction of the light science fiction world of Haven is coming to life thanks to an original electro soundtrack by Danger, with a range of tracks that will carry players from the energy of a sunny morning to the tension of a fight in the mountains at night.

Haven is a solo game at its core, but at any time, a second player can jump in locally. Players can then share a moment of exploration and progression together.

The game will be available for PC, PS4 and Switch, and the complete platforms plan is not final. A demo will be playable at Gamescom (media only) and PAX West, contact us to book an appointment.

Key info and sites:

Hand in Hand in Haven

Posted by on 07.09.19
Commentaires fermés sur Hand in Hand in Haven

So we made Furi. A frenzied boss rush game about freedom. A game designed to be memorable because it was demanding. What would be next? Another hardcore action game? Furi 2?

It has never been on the table. We made Furi, next we had to make something different. Something that would explore another range of emotions. What do you need after Furi? You need a break. Can we make a game that feels like a break? A game that feels like a breath of fresh air. A pause in our fast paced lives. 

Like Furi, Haven is about fighting for freedom. 

Haven is about two characters, Yu and Kay, a couple in love. They escaped to a deserted planet to stay together. You play both of them, you live with them, you explore fragmented planet Source with them, gliding over the tall grass. 

Haven inspiration map

It’s a completely different pace. It’s a game that aims at making you feel relaxed, making you laugh, making you fall in love with Yu and Kay. It feels good for all types of players, skilled and less skilled. It’s a solo game that’s welcoming for another player to tag along, so you can explore and progress together. 

Exploration is designed to create thrill, serenity and satisfaction. Gliding feels like going down a beautiful ski track, leaving a trail, cleaning the rust that covers Source’s landscape.

In combat, you control both characters at the same time. It’s not turn-based, but not completely real time either. You load orders for each character by holding buttons, and they launch their action when you release. It requires tactic and synchronization to either chain attacks or combine them. There’s no real stress to execute the orders with speed, but there is a sensual rhythm to the combat. 

The story is told through the daily life of Yu and Kay. You cook, eat, sleep with them during their journey. Dialog choices impact what you learn about the story, but may also have long term consequences…

Of course, life for Yu and Kay is not always a vacation. Survival is not even their bigger problem. The original soundtrack created by Danger covers this wide range of emotions: the pleasure of waking up on a sunny day surrounded by a beautiful landscape, the dreamlike feeling of being alone in the universe or the tension of being hunted down. 

Now that I have talked about our intentions with Haven, you can make up your mind by checking Haven’s first gameplay trailer. Enjoy!

Haven is a very original game, there’s not really a game like it. But I like to pitch it as the baby of two of its main inspirations: Journey meets Persona. Here is a picture that’ll tell you more about the various inspirations. 

Click to enlarge

We know Furi fans might be surprised by Haven. But we feel it’s our mission to surprise players. To make no compromise and create original games, with that same intention of creating lasting memories.

Thank you for supporting us!

Emeric and The Game Bakers

Participez aux playtests de Haven cet été

Posted by on 05.02.19
Commentaires fermés sur Participez aux playtests de Haven cet été

Venez participer aux playtests de notre prochain jeu Haven.
Les tests ont lieu à Montpellier, tout l’été à partir du mois de juin. Tous profils de joueuses et joueurs sont les bienvenus !
Plus d’infos dans le formulaire d’inscription.

Haven: http://www.thegamebakers.com/haven/
Formulaire d’inscription : https://forms.gle/PwLr8tmib1F7qEo26

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