Kaptain Brawe comes out November 1st!
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
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
Sign in to comment in this discussion.
Comments
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.
That is what I imagined too.... but its more of a combination of him and Adam West.
Brilliant.
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
"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...
Hopefully it would take less than 19 years.
Ooh, LucasArts got BURNED!
Facebook: http://www.facebook.com/pages/Cateia-Games/45869758639
Twitter: http://twitter.com/CateiaGames
Now, if you'll excuse me, I'm going back to keep playing it.
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.
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.
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 .
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
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.
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.
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?
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?
Awesome!
Well I guess I expected "infinite" to be "infinitely fast" not "infinitely slow", since it was text "speed" :P
@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
---
Krešimir Špes
Cateia Games
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.
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!
@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.
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 .
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.
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.
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.
Btw it's "Eins, Zwei, Drei"
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....
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
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!
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?