So here it is. Our debut teaser trailer for Forge. The game that we have given our 2012 to.
So here it is. The game that we have given our 2012 to. Forge. On the SuperGenius side alone, we have over 40 of the best artists and animators in Portland working day and night on it.
Forge is the object of our affection. The eternal crush. We care deeply about it, as more than just a friend. We like like it. You know?
Forge is a joint effort between SuperGenius, Dark Vale Games, and New Zealand game house, Digital Confectioners. Dark Vale came to us with the idea for the project in early 2012 and we have been in love ever since. They had the design and some funding and needed a creative partner to develop the art from concept to release with them. It was an opportunity for us to show what we can do when given the art direction reigns and put to work, rigorously, every discipline our studio has to offer. From concepts to VFX to characters, environments, world building, design – everything we do focused on one epic, multiplayer fantasy title (yet so much more than just that). I think we have done pretty damn well if I do say so myself. I have never been prouder of the team here at SuperGenius than I am now, watching this game take shape out of the ether.
Forge is a multiplayer fantasy game developed in Unreal 3 for PC with Steam as our preferred method of distribution. It is class-based, like Team Fortress with unique characters that possess their own compelling mechanics. Only there are no guns, grenades, or soldiers. Forge is distinctly fantasy-based with interesting weapons, magic, and animal and supernatural allies that fight alongside you. It plays like an FPS but with a third person camera so you can see your characters moving like deadly, graceful animals as you stalk your next kill.
Fantasy is a tough genre to squeeze it in. I don’t believe that label does it a great service. Forge is not your average knights and dragons type of game. We set out to build a completely unique world with culture and influences mashed together in ways we hadn’t seen before. For instance, the first faction we are introducing is from the north and marries ancient Norse and Inuit cultures in clothing, weapons and architectural design. It’s shamanistic, savage, beautiful and menacing. We used a lot of animals in the making of this game. They were harmed, but it was for a cause bigger than us, or them. I’m sure they understand.
The first phase of the game is shipping with five classes and four arenas. Each character class comes with their own animal or supernatural companion. The Assassin has the Panther. The Pathfinder, the Wolf. I had others listed here but they are secret characters at the moment so I have to keep my mouth shut.
We also mixed it up when it comes to gender roles. You’ll see some of this when they are finally released from secrecy. We have worked very hard to steer from clichés and typical sexy female character is no exception. Or characters are mean and savage. You would need to have some very specific interests to get worked up over them. Totally cool if you do though. I don’t judge.
I have never been more proud of SuperGenius than I am now. They have demonstrated their Triple A stock every step of the way making Forge and they deserve a standing ovation. Our partners, Dark Vale have been creative powerhouses, detailing every inch of this game and making sure it delivers the kind of cracked out, addictive, Player versus Player experience that belongs in the Valhalla of interactive entertainment. I only hope enough people hear about it and get the chance to play it so they can experience it for themselves and spread the word.
You see, Forge is an indy game, and like most indy games it doesn’t have the marketing power that a mega publisher wields. It is up to us and the people we can reach to get it out there and into the hands of gamers everywhere. This is where we rely on the theory that if you make something truly beautiful, that stands out from the crowd, it will be successful. I know this theory isn’t always solid so we have some plans for getting this thing noticed, but when it comes down to it, we will rely on the savvy gamers who pick this thing up early to tell their friends and spread the word.
In the meantime here are some press releases and various media. This is what we can show at this point. The game is pre alpha, which means the art isn’t final and doesn’t yet have the polish it needs. We’ll be sending out some updates in the next few weeks as things progress.