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Geon Emotions Coming To Xbox Live Arcade 9/19: Exclusive Interview With Developer Strawdog Studios PDF Print E-mail
Written by Rivithed   
Tuesday, 18 September 2007

Geon Emotions is a new, unique game coming to the Xbox 360's Xbox Live Arcade (XBLA) tomorrow, September 19, 2007. Geon Emotions was given the green light by Microsoft to jump ahead of its October scheduled release. How often do you hear a game has jumped ahead of its release schedule? I had a chat with Joe Lewis (Game Designer) and Dan Marchant from Strawdog Studios on their debut Xbox Live Arcade game. The XBLA release is a first for both game publisher Eidos and Strawdog Studios.

Read on below and find out more about this refreshingly original game release on the Xbox Live Arcade and some inside information on the game's development.

 

Pellets, psychedelic colors and e-motes. Sounds like the stuff of... addiction. Addictive gameplay in this case, that is. "It's like Pac-Man on acid," states Strawdog. "But it's much faster, more frantic, and you're playing against another opponent all the time."

THE GAMEPLAY:

Don't call it a casual game. "Most of the casual game companies define casual games as sit back and play games, but this is a sit forward and play game," says Strawdog, "It's aimed at people who like action-arcade games." Geon Emotions is designed to engage players in 2-10 minute bursts of gameplay in which two players, either AI or an XBL friend, compete in a race to collect e-motes (small pellets).

There are eight emotions to select from when you start a level. Bliss, Melancholy, Passion, Rapture, Rage, Fear, Courage and Envy. Imagine the game as an advanced version of paper/rock/scissors, where you discover which emotion works best on which grid, while mixing up some "Rage" and "Passion." You'll guide your emotion (in the form of a cube) around the grid, seeking to "charge up" with e-motes. Charge up, then make a run (or roll) for the goal by flipping the grid and making a deposit in your opponent's goal. Successfully complete five goal deliveries and you'll win the level.

It won't be a straight run. Each emotion has it's own power-up (8 total). "Power-ups allow you to attack the other player and cause them to lose pellets, or to collect more quickly or hide from the other player," said Strawdog, "Complexity comes in the power-ups and how you use them in the different levels."

The "Rage" emotion can use a "jump-bash" power-up to cause opponents to lose pellets. Using another emotion, such as "Bliss", will have a lesser radius of attack when using the jump-bash power-up. "The more devious players will try to attack you once you've charged up." Another power-up from Melancholy plants invisible traps that can't be seen until an opponent hits it, sending the player into a pit of "despair," where some good 'ol button mashing is the only thing that will get you out. You'll have to do some experimenting between the various levels and emotions to see which one works best on which grid. "You might select an emotion to counter an emotion your opponent has selected. For example if your opponent selects Rage, you know your opponent is going to come after you. You may want to select Courage, because it has a shield to protect you," advises Strawdog.

An in-game tutorial will get you up to speed on the gameplay, since Geon Emotions features original gameplay mechanics.

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GAME MODES:

Here's the type of game modes you can select from in Geon Emotions:

Single Player:
- Dual Mode: Player vs. Player (or AI). Win all 8 maps without losing all your emotions.
- Time Attack: It's a race against the clock. Beat your opponent in the shortest time possible.

Multiplayer:
- Dual Mode: Four players at a time: Two Vs. Two
- Last Man Standing: A free-play mode where four players compete to be the last one standing. "It's kinda like musical chairs," says Strawdog. Each player races to be the first to the goal. Once they've reached it, they've got their spot for the next round.

 

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THE PLAYFIELD:

A double-sided grid forms the play area. "The grid is semi-transparent and your opponent is on the other side of the grid," states Strawdog. "You can see your opponent rolling around and you can attack them through the grid." Some grids may have more open spaces, turns or loops. Some have ramps, platforms or see-saws.

Each level is "color-coded to each emotion." For example, Bliss has a sky-blue background and Rage is red. When you flip to your opponent's grid, the background changes to their coordinating emotion's backdrop. The colors aren't the only element coordinated to each emotion. Geon's music also matches the mood. "Each emotion has it's own theme-tune. The music is defined by the emotion you select." Strawdog Studios was inspired by some music during the development. The Smiths and Morrissey were inspiration for the "Melancholy" level, while Led Zeppelin inspired the "Courage" level.

The camera is controlled using the "Y" button and gives you three various levels of zoom. "Zoomed out, middle and zoomed in. You can also use the shoulder buttons to rotate the camera," says Strawdog. By controlling the camera, you can find where on the grid your opponent is.

ACHIEVEMENTS:

Just like in all XBLA releases, Geon Emotions has 12 achievements total. "If you are a beginner or an expert, there's something you have to unlock," said Strawdog. Achievements range from winning using each of the emotions, win without using a power-up, and the "comeback kid" achievement where you literally have to make a comeback after enduring 3 consecutive losses. Strawdog has also placed one tough achievement, "Geon King" to see if you can break 5-million points. "We want to see someone try to do that one!"

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THE DEVELOPMENT:

Strawdog Studios has been working for other game developers, but this is the first unique game by the studio. "The company actually started three years ago. We were doing outsourced work and using that money to fund prototyping on this game and to keep us alive while negotiating publishing deals," said Strawdog. When asked how different it was to develop on the Xbox 360's XBLA versus on the PC platform, Strawdog replied "The only difference was the actual guidelines we have to go through with Microsoft whilst we were developing. The menus and the way the game has to react in the menus." Strawdog Studios was also working under the original XBLA Marketplace file size cap, 50 megs. "The nicer thing about the console is that it is in a closed, stable system," said Strawdog. "When it works on one Xbox, it works on every Xbox."

A PC downloadable demo will be coming soon. In regards to downloadable content, there are only theme packs and gamer pics, for now.

When asked about the possibility of Geon Emotions coming to other platforms, such as Wii or PSP, Strawdog responded: "Funny you should mention PSP. Geon Emotions was originally a PSP game. To be frank with you, the PSP market has been a little troublesome, should we say? At the moment it doesn't make good business sense to be putting resources into the PSP." That said, there is a much better chance that it will come to the Wii, as the team recognizes the unique controls the Wii offers.

Strawdog Studios also noted they are "prototyping" another title (which I sniffed around on Strawdog Studios' site and found the tentatively titled "Bounce." Strawdog said it will "almost certainly be another Xbox Live Arcade game."

THE RELEASE:

Watch for Geon Emotions on Xbox Live Arcade tomorrow, available for 800 Microsoft Points ($10), as well as a playable demo. Thanks to Eidos and Strawdog Studios for making the interview and insight to Geon Emotions possible.

Visit the official Geon Emotions web site here.

Comments
Freaky yet FUN
Written by Guest on 2007-09-22 07:59:28
Very, very addictive!
trippy
Written by Guest on 2007-09-20 08:20:39
looks trippeeee

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