developer diary

Phoenix Online Community Voice!

by on May.07, 2014, under developer diary, featured, phoenix people

When I started planning this idea, I invited the team along to give me feedback and to weigh in with their thoughts on this because it’s been a very long time that we celebrated May, and this is a tradition I most certainly wanted to bring back to life. Not every day do you get to go through 10 years of hardship and joy and simply just sweep it under the rug. (continue reading…)

Comments Off on Phoenix Online Community Voice! more...

The Faces Behind The Story: Cesar Bittar & Richard Flores

by on May.07, 2014, under developer diary, featured, phoenix people

Cesar Bittar and Richard Flores are basically the reason why Phoenix exists at all. Therefore, they get the big lights, the extra font size and all the love and shiny titles I could put together.
I remember back in 2002 when Cesar would bump heads with Richard, and at some point I think Richard probably disagreed with everything, but fact is these two complement each other in ways I can’t even explain. Cesar is the dreamer, the one that used to float away and think larger than life, while Richard is much more of a perfectionist - without a doubt he is someone with the most uncanny work ethic and the most talent driven person there is. Cesar is far more practical when it comes to production issues whereas Richard could take a lifetime until he would just make something perfect.
It goes without saying that I have met both of them before we ever even dreamt of being where we are today. We had no idea back then that it was the start of something like this, let alone that we would ever be there for each other after all this time, whether we would agree or disagree, come hell or Vivendi. They are the soul and life of this team. They have got some sort of magic that makes things happen and they motivate all of us to always do more, to become better.
Of course I was going to start with the two I simply respect the most, the oldest members, who have been supporting this dream since forever ago. Of course to write up this piece I wanted a little bit of their voices mixed in, so you can get a better idea of who they are and why we love them.

Cesar’s story, as told so by himself:
A while after Mask of Eternity, I was looking for news on King’s Quest IX. Of course, I never found anything official, but I did find a fan group making a fan sequel. They were looking for writers, and I joined - why not? I don’t even think “Phoenix” existed as so back then, it was just an unofficial King’s Quest IX group. Later I moved to the US, found myself with a lot of time on my hands, and started to push to get this thing done. I eventually ended up with the project in my hands, and here I am, 10 years later, running not just the team but also the company.
Then I was producing the game. I was learning how to produce a game, rather. I created proper departments, named leads for each department, tried to give the whole thing some kind of structure. I tried many ways of tracking people, we went through a multitude of different systems. Some stuck, some didn’t, but it was fun to be part of it all and the most important thing, we learned something new every time. I also designed most of what ended up becoming the 1500 pages of the script of The Silver Lining (How the hell did we write that much stuff?!). I got my hands involved in everything I could, I wanted to know as much as I could and do as much as I could.

Now I do probably a lot more of the same, only now I have a better idea how to do it (I think), and therefore, things go way faster. I will always miss the days from TSL where you could “live” the process. I loved to sit down and enjoy every piece of the game, bit by bit. These days, I’m lucky to see the whole game before it ships - everything happens so fast when you have a team of 30 people working full time. And you cannot hope to see it all, so you have to pick your battles.
I also have this title of CEO that forces me to take care of boring business stuff. I sit in meetings and plan how to take over the world. Seriously though, I don’t think I’ve ever built a resume as fast as with the two years I’ve spent in this position. Knowing that you are somehow responsible for putting food on people’s table, that I have control over the destiny of so many people, and therefore how people are affected by it - it changes everything. It changes what I thought I was going to be doing, what my selfish side wanted out of all of this. It redefined me completely and took my sleep away on many nights. Also, in the last 2 years I’ve grown grey hair like there’s no tomorrow.
But I love every minute of it. It’s exhilarating, worrisome, complex, and everything I ever wanted it to be.
There’s a few memorable moments while working with Phoenix. Katie’s is a great one. I will have to say the worst one was when I received the second and last cease and desist. It was 2009, and I was in San Rafael, California. I got a notice in the mail that I had certified mail and had to come pick it up at the post office. So I went down to the post office, not imagining what this mail was, and I had a letter from the Activision legal department (which I still have in my possession). It was a letter stating that they had re-evaluated The Silver Lining and that they didn’t want to move forward with it. For some reason, I felt at the time that this letter was the end. I didn’t expect that we could pull the thing we did with Vivendi again. Also, and obviously, the Vivendi cease and desist letter was devastating - but that one moved much faster into a positive note, so it didn’t feel as bad.

As for most positive moments… I’ll have to name a few because, well, it’s a lot of years:
1) December 2005: PR Director of Vivendi asking me to please do something to appease the fans and make them “stop”. I knew our community was great, but that sincerely just made me appreciate how big and meaningful it really was. Also, from those same moments, suddenly having every games outlet reach out to you for an interview was surreal.
2) April/May 2010: Receiving the call from Jon Estanislao from Activision letting me know that they wanted to let us have our commercial license back and that we could move forward with the project. Later I learned this lady had letters upon letters piled up on her desk.
3) May 2010: Roberta Williams plays The Silver Lining and loves it. Ken sent me a note with her comments, "Beautiful and fun to play." I could die happy.
4) July 10th 2010: The release of The Silver Lining Episode 1. Need I say more?
5) February 2011: Meeting Jane Jensen at her farm in Pennsylvania. Katie, Rich, Vitek and I drove down from Boston. The last 20 minutes of that ride I was so excited, so scared, it was just so fucking unbelievable. And then Jane opened her door, and we met in a hug. I was very happy.

6) The release of Cognition episode 1 and 4: The beginning and the end of our first project. We’ve done it, we created a game that people loved.
As for my favorite Phoenix character, I’m going for the obvious one: Erica Reed. And especially because I know what we are planning with her in the future and that will make her such a complex character. But, if I had to step away from Erica, my favorite character would lie somewhere between the shades of grey Cordelia from Cognition, the goofy but kickass David from Moebius, or the funny Hole in the Wall from The Silver Lining. In truth, I love them all as I always put a piece of me in the characters I write.

Richard’s story:
I got started in Phoenix purely by chance.  After finally finishing King’s Quest: Mask of Eternity, I felt it had been long enough that Sierra must be working on a ninth installment.  Unfortunately there was no news on anything by Sierra but I did find a website for an unofficial fan game based on the KQ universe.  They we’re looking for people and I thought my knowledge of 3D animation might be helpful, so I applied.  The rest, as they say, is history.
When I started, I mainly did anything involving 3D art.  I even did some of the preliminary tests using a 3D engine for the game.  That eventually grew to include managing the art team and bridging the gap between art and programming for the game which I still do to this day.

There have been many great memorable moments over the years including the first real trailer for KQ9 and the first time the team met up for the voice auditions.  There have also been many sad ones like the day we were shut down.  I think one of the happier moments that stands out the most for me is the day we worked out a deal with Vivendi to bring the project back.  That’s when we discovered the level of support we truly had from the community, and I felt it was a real achievement practically unheard of at the time to get the official permission from the copyright owners to make our game.
About my favorite Phoenix character, I think Erica Reed is definitely my favorite original creation from what we have made.  She has such fire in her belly which really makes her an interesting character to travel with on adventures. Terence is also another of my favorites and I hope he gets a chance to shine in the future.

It is imposible to say that going back into these things doesn’t bring any nostalgia, it does – especially when we have been through so much. Also, I wanted to leave their original text so you get an idea of their personalities, you can sort of guess from between the lines. Do know that these two are the bane of our existances sometimes - they ask for the impossible and they want it for yesterday! However, it is exactly because of them that we have been able to grow, to learn and to dream. For them, a simple thank you is not enough - we give our time, our talent and our hope to them not because it’s just a job, but because we want to, because we believe in them and we care.
Next week we get to review the story of Katie Hallahan and Weldon Hathaway. We’ll see how they discovered Phoenix and how they became part of the story.
Say Mistage Social Media Director Phoenix Online Studios

Cesar Bittar and Richard Flores are basically the reason why Phoenix exists at all. Therefore, they get the big lights, the extra font size and all the love and shiny titles I could put together. (continue reading…)

Comments Off on The Faces Behind The Story: Cesar Bittar & Richard Flores more...

The Adventure: The Silver Lining Journey

by on May.06, 2014, under developer diary, featured, tsl

image

What better way to start sharing the Phoenix story than with the one true moment of uniqueness that made us who we are today, from King’s Quest IX to The Silver Lining. The years of struggle and the years of learning. (continue reading…)

Comments Off on The Adventure: The Silver Lining Journey more...

10 Years Crafting Dreams

by on May.05, 2014, under developer diary, featured, phoenix values

Phoenix, crafting dreams.

Ever since we welcomed Phoenix Online Publishing into the Phoenix family, we have had the opportunity to establish “Every Game has a Story” as our mantra, and there is no better way to honor this idea than to go back and understand the beginning of Phoenix in the very same month we celebrate our 10th anniversary.

Comments Off on 10 Years Crafting Dreams more...

Quest For Infamy Releasing June 26th

by on Apr.30, 2014, under developer diary, featured, quest for infamy

image

Why Be Famous, When You Can Be Infamous? Blending turn-based combat and spell-casting with puzzle solving and adventure, Quest For Infamy invites players to choose from three character classes – the Brigand, the Rogue, or the Sorcerer, each with unique storylines and adventures – in one of the largest retro role-playing experiences ever.

image

Adventurers can explore a world of hand-drawn wonder as they wind their way through trap-infested dungeons, battle slavering beasts with swords or custom-made spells, and lie, cheat or steal their way to infamy. Being bad has never felt so good!

Quest For Infamy is slated to launch on June 26, 2014. You can also download the demo for PC, Mac, and Linux for free. For more information about the game, check out our series of articles that detail the game, from the combat to the characters and their moral choices and everything in-between.

image
Drew Beardall
Social Media Associate
Phoenix Online Studios

Comments Off on Quest For Infamy Releasing June 26th more...

Jane Jensen on the Moebius Kickstarter

by on Apr.29, 2014, under developer diary, featured, moebius

image

During GDC 2014 this past March, Pinkerton Road‘s Jane Jensen took some time to conduct a video interview which included the topic of her newest adventure game, Moebius: Empire Rising. We divided up the interview into separate parts based on specific topics of the game, from the Kickstarter campaign to the characters and graphics to the game’s story and gameplay elements. (continue reading…)

Comments Off on Jane Jensen on the Moebius Kickstarter more...

Moebius Review Roundup

by on Apr.25, 2014, under developer diary, featured, moebius

image

Moebius: Empire Rising has been out for just slightly over a week now and reviews have been pouring in from various review outlets. So why don’t we take a look at what some of the reviewers out there thought of our game? (continue reading…)

Comments Off on Moebius Review Roundup more...

The Last Door – A Recap

by on Apr.24, 2014, under developer diary, featured, the last door

image

Over the past couple of months we have been looking at The Game Kitchen‘s horror masterpiece The Last Door. Presented here is a list of these articles for those who may have missed them. (continue reading…)

Comments Off on The Last Door – A Recap more...

Exploring The Quest For Infamy Recap

by on Apr.23, 2014, under developer diary, featured, quest for infamy

image

Over the past month we’ve revised various gameplay and lore aspects that define Quest For Infamy. This aims to be a recap/repository of sorts, summarizing each week’s worth of content with links to the individual entries that were published. We hope you enjoy this comprehensive look into it.


Week 1

image

We start off with the game’s concept, how it’s rooted in the Quest For Glory series and the years the developers spent perfecting the pixel art style that was so popular in the 90s. Quest for Infamy is also mix adventure gaming and RPG. This results in its very own combat system. With this in mind we analyze how fighting works and how each class works differently.


Week 2

image

We’ve previously mentioned the Sierra and Lucasarts classic adventure games as an inspiration for Quest for Infamy. More than shaping the graphical style or even the gameplay, it also drew from their humor.


Week 3

image

What good is an RPG without interesting characters? Luckily the game has many of them and as much as we wish we could show them all, we had to choose some of the characters that are most likely to affect your gaming path.


Week 4

image

Fiction allows us to explore options we might not always get in life and this is one of Quest for Infamy’s main draws. Not only do you get a choice of three very different classes, but you can also choose what sort of character you want to play. Will Rohem be a good guy, anti-here or a full blown villain? You decide!


The game’s world encourages player exploration, experimentation and replay. It also offers a unique variety blend that is hard to find these days. We hope you enjoyed our look into Quest For Infamy.

image
Gonçalo Gonçalves
Social Media Associate
Phoenix Online Studios

Comments Off on Exploring The Quest For Infamy Recap more...

Moebius In Stores

by on Apr.22, 2014, under developer diary, featured, moebius

image

With Moebius having been out on the market for a week now, we have been receiving plenty of reviews about the game, like for example: (continue reading…)

Comments Off on Moebius In Stores more...