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Reset - AAA visuals, indie two-man team, no budget whatsoever (PC)


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#1 Shirou Emiya

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Posted 07 May 2012 - 04:23 PM

*
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http://reset-game.net/



This is a puzzle game, PC only, with a time travel mechanic. It has holy shit level of visuals via a brand new top-of-the-line engine called Praxis, entirely real-time, and-wait what the hell do you mean it's only being made by two people with no budget to speak of?!

No, really.

In the beginning there was a thought: “There are these cool and mesmerizing indie movies like Moon and Cube with “small” budgets but seemingly big production values and essence ten times the amount of an average big budget blockbuster flick.” (Don’t get me wrong, we enjoy “blow’em all up”-actioners as much as the next guy, and the equivalent in games.) “But why aren’t there these popular indie -titles in the gaming space, we’d really like to play some.”

Well the answer is a rather obvious one. Generalizing a bit, to create a believable fictional world on film, one basically does not need more than a camera. In games everything has to be built, which by today’s standards doesn’t come cheap.

Still the thought lingered. In the one hand a thought of a game with unsurpassed visual quality, a gripping game mechanic and a smart storyline diving into the deep end of a non-linear storytelling medium. And in the other a short story with temporal play written a few years back. Hmm, well whadda’ya know. They match! And not just match but intertwine meticulously wrapping itself in a tight ball of… something. Something unknown but very interesting, on paper anyway.

After that there was a discussion, which more or less went like this:

“But we need at least a budget of a gazillion bucks and ten truckloads of devs to pull this off, we don’t have that kind of money.”

“Yeah true, that is a major drag. But hey, I know, I have a great idea. What if we just ignore all that?”

“Hey that’s an excellent idea!”

And here we are.


An indie game with the mentality of a low-budget indie film with insane production values, Reset already looks amazing visually, but one has to wonder whether it'll stand up in the gameplay department. We'll have to see, I suppose.

#2 Cola

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Posted 07 May 2012 - 06:43 PM

I never actually got why companies needed big budgets. I mean, paying for software and paying employees can't be THAT expensive, especially on one game, right?

But, what do I know? I'm just some 14 year old idiot on the internet.

#3 Scott

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Posted 07 May 2012 - 07:10 PM

Physical proof that most companies must send their budgets on doing jackshit..and pizza.

But seriously, this looks amazing, my first thoughts were how visually, it looked like a decent CGI movie, but if thats the in-game graphics then holy shit! I can see Crysis taking a second row seat here! If companies are smart, they might wanna get their hands on this engine.

Well atleast someones prepared for the next gen, visually :P

#4 Shirou Emiya

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Posted 07 May 2012 - 07:29 PM

I never actually got why companies needed big budgets. I mean, paying for software and paying employees can't be THAT expensive, especially on one game, right?

But, what do I know? I'm just some 14 year old idiot on the internet.

Depends. There's licensing a game engine (maybe), other software, paying people, sounds, music, equipment for stuff like motion capture, voice acting... But I still can't fathom how game development today requires multi-million dollar budgets that try to rival movies. Seriously, what the hell.

#5 Scar

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Posted 07 May 2012 - 07:36 PM

Depends. There's licensing a game engine (maybe), other software, paying people, sounds, music, equipment for stuff like motion capture, voice acting... But I still can't fathom how game development today requires multi-million dollar budgets that try to rival movies. Seriously, what the hell.

How much would you work for? What would you expect to be paid as a developer?

Say you were paying the newer members of the development team around $15,000, and you have 150 people doing visuals, 100 people doing programming and 25 people doing level design. That will already come to $4,125,000. That's not including Senior pros, like Lead Art Designer, Lead Game Designer, Lead Programmer, Director, Producer, who I assure you will demand more than just $15,000 for their work. And I'm pretty sure there are loads of other people who're doing various other jobs that need paying.

EDIT: I completely forgot about musicians, so you'll have to account for them too.

Edited by Scar, 07 May 2012 - 07:38 PM.


#6 Shirou Emiya

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Posted 07 May 2012 - 07:50 PM

I forgot how much people on development teams get paid. Sheesh. Depends on how many people working in a studio, however. If I remember correctly, Valve has only roughly a hundred or less people in its employ, while other dev teams can have at least more than 150.

Not sure how this is affected by higher production values, though. Stuff like models and textures, unlike real-world objects, don't require materials to make aside from the actual software used to make them, and even then, you could just get an open-source alternative like Blender or something if you really wanted to. Same with game engines, with the added bonus that you can write one from scratch. This game pretty much proves as much.

Regardless, game budgets in this industry are excessively front-loaded, trying to mimic Hollywood when things just don't work that way. The current retail business models are, to be frank, highly unsustainable, I think - AAA budgets are doing more harm to the industry than good, IMO.

#7 Full

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Posted 07 May 2012 - 08:28 PM

I would not be working for a company paying $15,000 to new members of a development team. Try $50,000 at least in an industry where the median average of annual salary is around $73,000.

Despite all of that, this game looks impressive. I haven't seen a game idea reach this magnitude in a long time. Playing co-op single player...with yourself from the past? Genius. This Praxis engine looks amazing as well. I'm usually hesitant about buying into new IPs, but if this continues it's production at this quality, I may buy day one.

P.S. Also considering a game's production time is on average, about two years. Using the Median Average Annual Salary would mean around $146,000 big ones to each person on the development team.

Edited by Mr.Full-84, 07 May 2012 - 08:30 PM.


#8 BW199148

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Posted 07 May 2012 - 08:50 PM

Reminds me of when developers had a team of less than 20/30! Posted Image

#9 Motwera

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Posted 07 May 2012 - 09:17 PM

This is.. beautiful and touching.
they got a great masterpiece not just a game.
So glad its on PC

Edited by Motwera, 07 May 2012 - 09:19 PM.


#10 LunarEdge

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Posted 08 May 2012 - 01:24 AM

Made by two people? Wonder how long it's taking or took them to complete this

#11 Shirou Emiya

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Posted 08 May 2012 - 02:27 AM

Made by two people? Wonder how long it's taking or took them to complete this

The game's blog started back in February, meaning they probably started late last year, at the earliest.

#12 Metal Gear (sting)RAY

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Posted 08 May 2012 - 08:14 AM

What amazes me is less that the game is being made by company consisting of two people than that the engine was. I mean, several indie games are made by teams that size, but Christ, this looks like it could rival the Unreal Engine.

#13 Shirou Emiya

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Posted 08 May 2012 - 08:45 AM

What amazes me is less that the game is being made by company consisting of two people than that the engine was. I mean, several indie games are made by teams that size, but Christ, this looks like it could rival the Unreal Engine.

Rival? The rain effects and the real-time lighting, along with the other gradual effects such as the growth of the plants and the moss and whatnot put the Unreal Engine 3 to goddamn shame. UE3 is becoming dated, fast. CryEngine 3 is a much better comparison.

#14 Metal Gear (sting)RAY

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Posted 08 May 2012 - 09:08 AM

Rival? The rain effects and the real-time lighting, along with the other gradual effects such as the growth of the plants and the moss and whatnot put the Unreal Engine 3 to goddamn shame. UE3 is becoming dated, fast. CryEngine 3 is a much better comparison.

I wouldn't know; I have a weak machine, so I don't play many games with engines more taxing than Source.

#15 ChaosSupremeSonîc

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Posted 08 May 2012 - 01:02 PM

How much would you work for? What would you expect to be paid as a developer?

Say you were paying the newer members of the development team around $15,000, and you have 150 people doing visuals, 100 people doing programming and 25 people doing level design. That will already come to $4,125,000. That's not including Senior pros, like Lead Art Designer, Lead Game Designer, Lead Programmer, Director, Producer, who I assure you will demand more than just $15,000 for their work. And I'm pretty sure there are loads of other people who're doing various other jobs that need paying.

EDIT: I completely forgot about musicians, so you'll have to account for them too.

And I think it also goes without saying that this is probably so that they can adhere to a schedule for making a whole game. The more people you have, the faster you can get a high quality game out into the market; unfortunately with it comes the matter of paying all the people involved in the game's development. And these people need to eat, sleep, and live.

Unless these guys have some serious cashflow supporting them elsewhere to keep themselves a living, a two-man indie team isn't likely to get a game out there on a decent schedule than a larger group. It all comes with it's own pros and cons.

#16 Gabe

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Posted 08 May 2012 - 01:09 PM

A indie puzzle game that has a powerhouse of a graphics engine game made by two people with no budget.

That's quite literally going beyond the impossible there. o_O

#17 Shirou Emiya

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Posted 08 May 2012 - 02:04 PM

Unless these guys have some serious cashflow supporting them elsewhere to keep themselves a living, a two-man indie team isn't likely to get a game out there on a decent schedule than a larger group. It all comes with it's own pros and cons.

Of course, keep in mind that the amount of actual content, according to the developers, is going to be somewhat modest. To my knowledge, they're aiming for a reasonable amount of puzzles, and include a level editor along with the game.

Also, they wanted to try crowdfunding, but it turns out they couldn't do Kickstarter from Finland, so they're looking at other options.

Edited by Masaru Daimon, 08 May 2012 - 02:05 PM.


#18 ChaosSupremeSonîc

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Posted 08 May 2012 - 02:52 PM

Also, they wanted to try crowdfunding, but it turns out they couldn't do Kickstarter from Finland, so they're looking at other options.

Ah, yeah, I've heard about that method.

Crowdfunding would definitely have been their best option, but it's ironically the worst since they would need people to donate (right?).

I wish them luck tho.

Edited by ChaosSupremeSonic, 08 May 2012 - 02:52 PM.


#19 Shirou Emiya

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Posted 08 May 2012 - 03:07 PM

Crowdfunding would definitely have been their best option, but it's ironically the worst since they would need people to donate (right?).

Depends on your luck, and your exposure. If you have an awesome project, people will legitimately want to pitch in. With this particular game, the devs already have an awesome trailer and exposure in the gaming media, I don't doubt that people will want to pitch in, if only to get something visually spectacular, though the time-travelling puzzle mechanic sounds neat as well.

Edited by Masaru Daimon, 08 May 2012 - 03:07 PM.


#20 crystallize

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Posted 08 May 2012 - 08:11 PM

Isn't it just a 3Dmax pre-rendered intro?


Edited by crystallize, 08 May 2012 - 08:11 PM.





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