Kaptain Brawe comes out November 1st!

edited February 2011 in General Chat
I've waited long for this game to come out, since i played a early demo version from 2006. Now Petar Ivancek from Naphtalite Productions has found a publisher for it: Cateia Games.

it's a very cool looking Adventure Game in which you play the role of Kaptain Brawe a space Police officer set in a alternative 19th century world.

The Style of the game, the humour and the graphics totally reminds me of Curse of Monkey island which is of course a good thing!

http://kaptainbrawe.cateia.com/index.html

who else is excited??:p
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Comments

  • edited October 2010
    What I liked about the demo is its sense of enclosure, space.
  • edited October 2010
    I think the demo is glitching for me. I can't seem to get it to play.
  • edited October 2010
    I remember reading that the game won't have voice acting. I'm wondering whether this is a good move or not. In some ways it is, because we can imagine their voices how we want to hear them. But at the same time, I really do feel that voice acting can breathe much life into a game if it's done right. But, of course, with a small company such as this, there is a fair chance that it may not be done right. So, I guess, based on this thought, it's probably a good thing that the characters will be silent.
  • edited November 2010
    hmm difficult choice... the game looks awesome but no voice acting is a real bummer :(
  • edited November 2010
    Hayden wrote: »
    I remember reading that the game won't have voice acting. I'm wondering whether this is a good move or not. In some ways it is, because we can imagine their voices how we want to hear them. But at the same time, I really do feel that voice acting can breathe much life into a game if it's done right. But, of course, with a small company such as this, there is a fair chance that it may not be done right. So, I guess, based on this thought, it's probably a good thing that the characters will be silent.

    I played plenty of AGS games without voice acting, so I'm used to it. I usually imagine famous voice actors doing the voices!

    Patrick Warburton as Kaptain Brawe, definitely.
  • edited November 2010
    tredlow wrote: »
    Patrick Warburton as Kaptain Brawe, definitely.

    That is what I imagined too.... but its more of a combination of him and Adam West.
  • edited November 2010
    Irishmile wrote: »
    That is what I imagined too.... but its more of a combination of him and Adam West.

    Brilliant.
  • edited November 2010
    I've loved this game, just finished it. In some ways it's a CMI clone, but a very cool one. The only weak points are lack of voice acting and comparatively short length.
  • edited November 2010
    The no voice acting is a a curse and a blessing.... while if it had it I am sure I would consider it an instant classic... but low budget adventure games almost never have good voice acting.. and it ends up annoying.
  • edited November 2010
    Well, perhaps if it sells well enough and gains a fair bit of profit, they'll consider making a sequel and they can hire good/professional voice actors for it. Otherwise... special edition :)?
  • edited November 2010
    Hi Everyone,

    I've been monitoring this thread for a while (found it via google) and am very glad to see you like the game :)

    To answer the voice acting questions, as you may or may not have read on the game's many reviews and interviews, recording decent quality voiceovers is very expensive for a semi-indie studio like Cateia Games, so we decided to go silent instead of risking the high probability of recording crappy voiceovers, which in my opinion would be worse then having no voiceovers.

    If the game performs well, there will certainly be sequels, and a 'special edition' of Kaptain Brawe: A Brawe New World with voiceovers is possible one day. Especially if we find good actors for the possible sequel.

    ---
    Krešimir Špes
    Cateia Games
  • edited November 2010
    The first moments of the trailer got me sold instantly:
    "That doesn't work."
    "That doesn't work."
    "That doesn't work."

    I'll give the demo a try as soon as I got time.

    EDIT:
    Wow, demo is great. Great puzzles, great dialogue, great characters, and the graphics and music are really cool. Just a matter of time when I get the full version...
  • edited November 2010
    kspes wrote: »
    If the game performs well, there will certainly be sequels, and a 'special edition' of Kaptain Brawe: A Brawe New World with voiceovers is possible one day. Especially if we find good actors for the possible sequel.

    Hopefully it would take less than 19 years.

    Ooh, LucasArts got BURNED!
  • edited November 2010
    Announcing Kaptain Brawe facebook/twitter giweaway, giving away 1 PC and 1 Mac version! participate 'till Dec 2

    Facebook: http://www.facebook.com/pages/Cateia-Games/45869758639

    Twitter: http://twitter.com/CateiaGames
  • edited January 2011
    Okay, I've been playing 'Kaptain Brawe' for a few hours now, and I must say that I am very impressed so far. I love almost everything about this game so far. The characters are genuinely interesting, the artwork is so similar to 'Curse of Monkey Island' that it looks as though it was actually done by Bill Tiller, and the writing and dialogue is strong enough to make me want to click on every object, try all of my options, etc. It's just entertaining, and a delight to play. If anyone is considering buying this, then I urge you to just dish out the money and purchase it; it's worth it.

    Now, if you'll excuse me, I'm going back to keep playing it.
  • edited January 2011
    Awesome, i just recognised this thread.

    I saw a spaceship, a spacesuit, ... oh please let it be good!

    Watching the trailer for a few seconds i instantly had to laugh:

    This is an oldskool adventure. That doesn't work. That doesn't... :O)

    The animations don't look so good but hey i got more used to ignore such things through TTG.

    screen_10.jpg

    screen_03.jpg
  • edited January 2011
    Only thing that bugs me is that you need to click to proceed the dialogue. I'm used to the lucas way of doing things and just having that happen automatically. An option for auto-forwarding the dialogue would be nice, but I doubt it'll happen.
  • edited January 2011
    Hmm yes that sounds weird. I mean at some point things were almost perfect.

    What i don't like is that they don't offer a crosslicence. I'm just so used to switch between PC and Mac these days and paying twice doesn't make sense to me.
  • edited January 2011
    Guinea wrote: »
    Only thing that bugs me is that you need to click to proceed the dialogue. I'm used to the lucas way of doing things and just having that happen automatically. An option for auto-forwarding the dialogue would be nice, but I doubt it'll happen.

    That can be fixed. You have your text speed set to 'Infinite'; all you need to do is go into 'Settings' and change the speed ;).
  • edited January 2011
    Hayden wrote: »
    the artwork is so similar to 'Curse of Monkey Island' that it looks as though it was actually done by Bill Tiller

    The game was inspired by lucas arts' classics, especially Bill Tiller's graphics!
    In fact, Bill commented on Kaptain Brawe on his blog: http://billisboard.blogspot.com/2010/09/curse-of-monkey-island-art-inspire-more_28.html#comments

    @taumel: we'll try to make something like a crosslicense on GamersGate.com, thanks for pointing this out!
    ---
    Krešimir Špes
    Cateia Games
  • edited January 2011
    @kspes
    Hello and thanks for this information. What i would like to see is that the game is available for it's normal price and you get all available platforms (at least the computer systems), just the way many indies are doing it these days and also TTG does with its newer games.

    I'll definately try out the demo and if it's good and available as a digital crossrelease without any weird DRM client, i'll buy it.
  • edited January 2011
    Cool story, Brawe
  • edited January 2011
    kspes wrote: »
    [...]voiceovers is very expensive for a semi-indie studio like Cateia Games, so we decided to go silent instead of risking the high probability of recording crappy voiceovers, which in my opinion would be worse then having no voiceovers.

    Which is understandable. It was probably the better move to leave out voice entirely. Because, so often, I come across bad voice acting in games and it just ruins the immersion and detracts from the game in a huge way. Whereas, with no voice, there's no possibility of breaking the immersion, nor does it really ruin the experience. Dialogue in books doesn't need to be spoken in order to make it interesting, so why games?

    I mean, voice acting is a nice bonus (if done well), but it's not a necessity when it comes to making a good game, especially not an adventure game.
    If the game performs well, there will certainly be sequels, and a 'special edition' of Kaptain Brawe: A Brawe New World with voiceovers is possible one day. Especially if we find good actors for the possible sequel.

    That would be great; I'd love to see this become an actual series - there's certainly room there for further installments.

    And a special edition would be nice in the future (though not necessary), because there are, of course, some minor things that bugged me. Or would a potential 'special edition' be only for the purpose of implementing voiceover?
    kspes wrote: »
    The game was inspired by lucas arts' classics, especially Bill Tiller's graphics!

    Noticeably :). And why not emulate his style to some degree? It looks great; I wish there were more games with that sort of exaggerated, cartoon-y look.

    Also, on the topic of artwork and graphics, do you think you'll stick with 2D for the potential sequels?
  • edited January 2011
    Hayden wrote: »
    That can be fixed. You have your text speed set to 'Infinite'; all you need to do is go into 'Settings' and change the speed ;).

    Awesome!
    Well I guess I expected "infinite" to be "infinitely fast" not "infinitely slow", since it was text "speed" :P
  • edited January 2011
    @Guinea: how would you relabel it? I admit 'text speed' is a bit ambiguous :)

    @Hayden: Possible Kaptain Brawe sequels will certainly be 2D all the way! As for the special edition, I have no idea, if it'll be made at one point, we'll try to make as many extra features and even content as possible aside from the voiceovers as possible, to justify a separate special edition release.

    @luigihann: LOL :D
    ---
    Krešimir Špes
    Cateia Games
  • edited January 2011
    kspes wrote: »
    @Guinea: how would you relabel it? I admit 'text speed' is a bit ambiguous :)

    I don't remember what the other values other than "infinite" were, but my suggestion would be:
    'Text display time' (which might be a bit long) and the values: infinite and then the values.

    or

    'Text speed' and the value for 'infinite' would be 0 and the text speed for the fastest text would be 100.

    or

    instead of "infinite" put a term that indicates that you have to click, like "manual" or "on click".

    Just some ideas, hth.
  • edited January 2011
    kspes wrote: »
    Possible Kaptain Brawe sequels will certainly be 2D all the way!

    Great to hear! It's not that I don't like 3D (I love it when it's done well), it's just that I'd hate to see 2D games become a dying breed, because they can look so good!
  • edited January 2011
    @Guinea: sounds good actually! I'll include the relabeling in version 1.1.0!

    @Hayden: I couldn't agree more. you have to be very careful how you do 3D. We were thinking of a 2D/3D mix for future cartoony adventure games (KB sequel as well) having 2D backgrounds and 3D characters that would be cel-shaded and filtered to look like 2D characters. that way we can add many different and smooth animations without sacrificing file size and memory usage.
  • edited January 2011
    kspes wrote: »
    [...]We were thinking of a 2D/3D mix for future cartoony adventure games (KB sequel as well) having 2D backgrounds and 3D characters that would be cel-shaded and filtered to look like 2D characters. that way we can add many different and smooth animations without sacrificing file size and memory usage.

    Ooh, that would be cool. It was pulled off pretty well in 'Ghost Pirates of Vooju Island', so I'd have no objection to that :).
  • edited January 2011
    Looks like Kaptain Brawe is getting added to Gametap's subscription titles next week. I can't say I recommend the service (I think it's a pretty lousy value), and I'm not sure if being offered on GT is a good opportunity, or just bad sign of how well a game is selling.
  • edited January 2011
    Kaptain Brawe is available on the AppStore for the Mac for €11, btw why not straight €10?

    What i was wondering about: If you buy the game on the App Store and later on there might come out a german version as well. Will this update be for free then?

    Anyway i bought it, after a quick tryout it seems to be nice and reminds me of Stanislaw Lem's Ijon Tichy.

    Like it even more.

    +) It feels fine, point&click (yes!), inventory combinations (yes!), although they are too easy so far, there are exists something you could call puzzles, space (yes!), the monkey island ripped music sounds nice, the background gfx are okay.
    -) Lack of life/atmosphere in the scenes due to a lack of animations, and those beeing available don't look this well like for instance the characters, it's annoying that you can't proceed with the text whilst clicking on the inventory icon for instance in the scene with the translator, i just got to the planet but so far it felt too easy on the hard mode.

    Hihi, a space adventure, or let's say more a adventure located in space. It's far from beeing perfect but at least more enjoyable than the last games i've played/watched from TTG.
  • edited January 2011
    @taumel: it depends on the publisher, it's possible that future translations will be included in the game. so far only english is available.

    about the clicking on the inventory icon bug, I wrote it down on my todo list, will investigate, thanks for reporting.

    @figmentPez: the game is being sold on as many different sites as possible, it's inclusion on gametap is neither a bad or a good sign, simply our effort to reach as wide a audience as possible.
  • edited January 2011
    No problem, it's just annoying when you tried something out, it didn't work, you want to try a different idea and need something from the inventory, click on it, but the last comment is still there, you need to move the cursor away from the inventory, click on the scene return to the inventory and now you're allowed to. Cumbersome.

    Characters aren't aware of each other and so walking through each other.

    There are quite a number of odd perspectives regarding how characters get scaled, this could use some tweaking.

    Another annoying point regarding the inventory is that you can exit it too easy. Once your inventory is filled, so that you need to scroll it often happens that you exit it without intention whilst you simply wanted to reach the scrollarrow instead, more tolerance would be welcome here.
  • edited January 2011
    "Shooting in the back is illegal."

    Btw it's "Eins, Zwei, Drei"
  • edited January 2011
    Oh yes! You're dealing with crystals on an alien (haven't seen one yet :O)) planet.

    kbcc.jpg
  • edited January 2011
    Jipieee, i'm through. :O)

    That was enjoyful. I had a hard time figuring out how to get door open for the spaceship. :O)

    As i wrote before the game has its pros and cons, very weak on the animation side, some scenes are nice, others aren't, sometimes there are outlines, sometimes there aren't. For instance when you're in the engine's room. It doesn't take a lot to fill such a scene with more life, wiggle the spaceship a bit, scroll some stars, let the engine's light flicker a bit, such tiny things would help a lot in all scenes.

    I found the humour very good in the beginning and i had to laugh quite some time, then later on it wasn't this interesting anymore.

    The puzzles were okayish to good. Nothing very good but also no dumb ones. Some felt too constructed. As i wrote already i enjoyed the crystal stuff whilst you were trapped in the cave the most. I often had the impression that with some additional work things could have been much better.

    I liked Kralek and Brawe from the very beginning, it also was fun to read some completely different names, dealing with the clone was fun as well but the rest wasn't really interesting. Some of the characters had rather awful graphics. What i liked was the spacemap but then again it was way too static. It doesn't take a lot to fly on ellipsoids from star to star. I really missed this, it would have added a lot to the atmosphere.

    Sometimes the game was too much of a Monkey Island but it showed very well how fucking enjoyful a space/planet hoping game could be. A Jack Vance adventure would rock so much, okay good hard science would also work out fine. Anyway the end felt rushed, i expected that i could do some more.

    The music was fine all the time.

    For €11 i think i got a great value, for €20 i would moan about the length and low production values here and there.

    Overall i would give it a 8/10. A enjoyful adventure which people hopefully buy. I'm looking forward to another part. Not much time left, gotta go....
  • edited January 2011
    @taumel: glad to see you enjoyed the game :)
    No game is without its bad sides I guess, we constantly try to improve our games, either with updates to existing games or by learning from some of our mistakes. I believe that given that we're an Indie development studio, we did a pretty good job with the game :)

    ---
    Krešimir Špes
    Cataia Games
  • edited January 2011
    And i'm glad you did the game as i otherwise wouldn't have been able to enjoy it. Take my critics as what they are, critics about things i think could/should be improved. Sometimes you can just achieve nice improvements with very little additional work. Again, i really enjoyed all the unusual names in the game, you're usually only used to from eastern european sf authors.

    May i ask how much development time went into the game?
  • edited January 2011
    taumel wrote: »
    And i'm glad you did the game as i otherwise wouldn't have been able to enjoy it. Take my critics as what they are, critics about things i think could/should be improved. Sometimes you can just achieve nice improvements with very little additional work. Again, i really enjoyed all the unusual names in the game, you're usually only used to from eastern european sf authors.

    May i ask how much development time went into the game?

    Ofcourse, we're always glad to receive objective criticism!

    The development took a really long time. The story author developed the graphics and story for years, and after we at Cateia Games decided to make the game, it took us a whole year and quite a few people to make the game!
  • edited January 2011
    I'm curious...

    Could you be more detailed about how many people were involved in which functions through this year?

    Which are the main reasons for deciding to use Visionaire over other adventure game engines like Wintermute or setting up the adventure engine in middleware like Unity or using several components like Ogre3D, CEGUI, ...?

    Is Visionaire the only adventure development solution supporting crossdev these days and how happy have you been with the tool (pros, cons)?

    I guess i read about it in the credits but what is CAGE exactly?

    Btw one aspect i really loved about Kaptain Brawe was how quickly the game started up and how painless resuming/saving the latest game was implemented.

    Any information you can share about a successor yet?
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