Antinomy - Devs don't give up

HiddenX

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Against All Odds Games UK devs continue to develop Antinomy:

Dear Backers

Dear friends, backers and supporters of Antinomy!

As you might have noticed (obviously you did), our Kickstarter campaign ran out with slightly more than 2000 pounds pledged. This seems to be a disappointing result – and, as a matter of fact, it doesn´t make us happy.

We understand that it might be difficult to pledge money to a project that is NOT based on some old and famous prequel or “spiritual ancestor” and has not much game play to show yet. We fully understand any hesitation coming from that, and we don´t hold any grudged because of that. We had created the entire world in our prototyping engine, we checked the feasibility of the world size, the gameplay ideas, the travel routes and so on. Then we moved over to Unreal 4 and started building the final world, and what you see here on Kickstarter is the first part of this work – a lot of basics and grunt work has been already tackled here, but this obviously didn´t satisfy your righteous curiosity.

However, we do not give up.

We will continue developing the game, and looking back at roughly 100 backers here and thousands of encouraging emails, tweets and Facebook messages, we will for sure do our best on that. We have been evaluating alternate methods of funding in the past, we will intensify the evaluation and choose something wise afterwards, and, most important, we continue to work on the game.

Thank you all!
More information.
 
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Didn't see that one, but looking at the trailer, well…

Pros:
-Good voice acting
-Good assets (Graphics/sound)
-Looks professional

Cons:
-Don't like the setting
-Don't like "action adventure"
-Horrible Animations
-No actual gameplay shown, so no idea about the actual "game" behind the game
-15 Pound might be too expensive for standard tier (well in this case not even all early birds one were taken)
 
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They're not going to hold a grudge against those that didn't pledge? Ah… well good for them, I guess.
 
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It was too early a showcase, especially their ghastly choice of prototyping engine, and they should've committed to the RPG and/or "VATS-like" elements entirely as opposed to deep stretch goal fodder when such things would fundamentally alter the nature of the project.

If they'd waited until they were deeper along on UE4 entirely, had some gameplay to show, and so on the results would've likely been much better.
 
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A hundred backers and thousands of encouraging emails. I bet they wish those numbers were reversed.
 
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