Square Enix Collective  Tagged Articles RSS Feed | GameSkinny.com Square Enix Collective  RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Battalion 1944 Gets Early Access and Beta Dates https://www.gameskinny.com/gs6sg/battalion-1944-gets-early-access-and-beta-dates https://www.gameskinny.com/gs6sg/battalion-1944-gets-early-access-and-beta-dates Thu, 11 Jan 2018 15:36:40 -0500 Joshua Broadwell

Fans have waited patiently for Bulkhead Interactive and Square Enix Collective's authentic WWII shooter Battalion 1944, receiving bits and pieces of information about the game, along with some hands-on time during last year's Gamescom. But Bulkhead is rewarding that patience soon. Battalion 1944 is headed to early access February 1st, but Bulkhead is also running an exclusive beta for the game starting Friday, January 19th and running until the 21st, open to all Kickstarter and Humble Bundle backers. Other fans who didn't support the project's campaign can content themselves with the new trailer -- see above -- showcasing brand-new gameplay footage.

Battalion 1944 was inspired by what Bulkhead Interactive calls the golden shooters of old, where a player's skills mattered more than power-ups. Participants in the beta will get a taste of that old-school action before it enters early access, with the goal being to treat players to carefully focused map design and balanced weapons intended to create a tense, yet fair and fulfilling, WWII experience.

That experience is characterized by authenticity as well, according to Bulkhead Creative Director Howard Philpott, who says the team traveled to Normandy and made close study of the historical battles to combine competitive map design with historical credibility.

Non-backers won't have too long to wait to experience the game, though. Battalion 1944 is set to enter early access February 1st, bringing six modes with it that will be announced at a later date. The game is expected to retail at $14.99, lower than the lowest Kickstarter tier, and Bulkhead is offering crowdfunding backers unique skins and cosmetic loot as a "thank you."

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Are you excited about this return to old-school shooter glory? Let us know in the comments!

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Why Haven't There Been More Indie Monster-taming RPGs? https://www.gameskinny.com/0tmsq/why-havent-there-been-more-indie-monster-taming-rpgs https://www.gameskinny.com/0tmsq/why-havent-there-been-more-indie-monster-taming-rpgs Fri, 08 Dec 2017 10:33:28 -0500 Erroll Maas

Over the past few years, there have been a number of successful indie games inspired by the higher-budget, well-known games which came before them. The Harvest Moon series inspired the addictive Stardew Valley, Mega Man and the lack of new entries inspired 20XX (and another rather infamous game), and The Legend of Zelda series has inspired numerous indie games from The Binding of Isaac and Oceanhorn to the more recent Hob and Yono and the Celestial Elephants. But not all well-known games have inspired successful indie counterparts, or at least if they have, the games are still currently in development. One subgenre in particular, despite its popularity, has seen little to none in terms of inspired indie games until recently. The subgenre in question is the monster-taming RPG, first introduced by Mail Order Monsters and Shin Megami Tensei, and later popularized by the Pokémon franchise.

Not counting series like Digimon and Monster Rancher, which were concepts created around the same time but distinct enough to differentiate themselves other than the "Mon" name, Pokémon has had plenty of shameless imitators since release. This trend still continues to this day, mostly with mobile games. As the years went on, many of these games grew to become less like carbon copies and developed their own identities, evolving into an entire subgenre of role-playing games that we know today, eventually bringing us games such as Ni No Kuni, World of Final Fantasy, and Monster Hunter Stories, as well as plenty of others.

While indie games in the subgenre aren't completely nonexistent, there are fewer noteworthy titles than one might think. Currently, there are two rather similar indie games backed by bigger companies planned for release in 2018: Re: Legend, created by Magnus Games and supported by the Square Enix Collective, and Ooblets, created by Rebecca Cordingley and Ben Wasser, and supported by Microsoft and Double Fine Presents. Both games are heavily inspired by Pokémon and Harvest Moon, while each takes inspiration from other games to feel more distinct. Two other known games flying more under the radar are Rainbow Skies, published by eastasiasoft and developed by SideQuest Studios, and Crowns. While at least three of these games are expected to release as soon as next year, it's still rather shocking that there have been no notable indie games inspired by the subgenre sooner. However, there are a few important reasons as to why we haven't seen many of these types of games yet.

Fans Needed to Grow Up

One significant reason indie monster-taming RPGs are only starting to appear now is because those who grew up with Pokémon and similar games are just now in a position where they can contribute to making a game as a homage to the subgenre. It took years before numerous indie counterparts of The Legend of Zelda series were made, but now they're a dime a dozen, with a few new ones releasing every year. It takes time for fans to develop their passion, and after that, even more time to develop a game. Most fans of Pokémon and similar games were in elementary or middle school in the late 90's, and now that they're possibly finished with their educations and have the careers they were seeking, they can finally start paying tribute to the games which helped them get there.

Creating a More Unique Experience Requires Multiple Inspirations

Another reason may be because it's difficult to rival the amount of success and brand recognition of a phenomenon like Pokémon. Having similar catching and battling mechanics with only some minor differences is likely not enough to interest players on a worldwide scale. This may be a reason why both Ooblets and Re: Legend decided to take inspiration from farming simulation games like Harvest Moon in addition to monster-taming RPGs. Furthermore, each game has more unique inspirations, with Ooblets being partially inspired by Pikmin, and Re: Legend being partially inspired by Rune Factory and Monster Rancher. These amalgamations of preexisting ideas help create new, more unique games which will pique player interest due to feeling new yet familiar at the same time, without feeling like a shameless copy.

Making Games Always Costs Money

While Ooblets is being supported by Microsoft and published by Double Fine Presents, Re: Legend had to be voted for through the Square Enix Collective and have a successful Kickstarter campaign before obtaining a guaranteed release. After the Kickstarter campaign ended, the studio had their equipment stolen, but luckily they were able to move their location and replace what they had lost. Ooblets may not have had the exact same development obstacles as Re:Legend, but it does still have a Patreon to give the developers an extra boost and help speed up development of the game. 

There Are Likely More in Development and TBA

Just because there are only a small number which we're aware of doesn't mean that there aren't more in development. Developers may be having trouble finding someone to publish their game, or maybe they just don't feel ready to announce it yet. Ooblets, Re: Legend, and Rainbow Skies are all expected to be released in 2018, while the release date for Crowns is still yet to be determined, but they have all been in development for a few years. There may be more people who want to make these types of games in the right position, but making games still takes time, and it's not always certain how long it will take for a finished product to be made.

More to Come

In the coming years, we're bound to see a number of indie games similar to Ooblets and Re: Legend, but players may have to wait a while before there are as many as there are Legend of Zelda- or Metroidvania-inspired indie games. For now, we just have to wait for those we know will release next year and anticipate those which haven't yet been announced.

Which of the games mentioned are you excited for? Let us know in the comments!

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Mobile Life Simulation Game Deiland Seeks Funding for Console Release https://www.gameskinny.com/pokzy/mobile-life-simulation-game-deiland-seeks-funding-for-console-release https://www.gameskinny.com/pokzy/mobile-life-simulation-game-deiland-seeks-funding-for-console-release Wed, 18 Oct 2017 09:13:40 -0400 Erroll Maas

Deiland, a life simulation RPG from Chibig Studio and an enhanced version of the previously released mobile game, Deiland Tiny Planet, is currently seeking more votes on via the Square Enix Collective. The game is set for release on PC and PlayStation 4, although no firm release date has been set as of this writing, and a Kickstarter campaign is planned to launch on November 7.

In Deiland, players take on the role of Arco, one of the many children sent to minor planets throughout the universe with the hope that he will be able to awaken the magic crystal buried within each planet. As Arco, players craft tools, collect various resources, and gather the food and items they need to ensure their survival. Players will also be able to trade items with intergalactic travelers who appear on their planets, which may result in players obtaining specific items which they might not be able to acquire through other means.

While making their planets their own, there is a chance that players will encounter aliens, both from within planets and elsewhere, which can be fought with weapons the player has crafted. Players will also be able to improve various stats such as strength, intelligence, and stamina.

The original mobile game, Deiland Tiny Planet, is available on the App Store and Google Play.

Stay tuned to GameSkinny for more news and information on Deiland as it develops.

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Equipment Stolen From Magnus Games' Studio https://www.gameskinny.com/jqkw6/equipment-stolen-from-magnus-games-studio https://www.gameskinny.com/jqkw6/equipment-stolen-from-magnus-games-studio Tue, 05 Sep 2017 10:23:27 -0400 Erroll Maas

Magnus Games, the developer behind the upcoming life simulation and monster raising game Re:Legend, has expressed on Twitter that its Malaysia-based studio was broken into over the weekend and all the team's PCs and additional equipment were stolen.

A police report has already been filed, but nothing is known about the culprit(s). The team has claimed this is just a minor setback and no data was lost, as they had backup files on hand.

After an immense amount of support from fans through the Square Enix Collective, the Kickstarter campaign for Re: Legend began on July 26, 2017 and reached its initial goal of about $51,668 USD in under 18 hours. By August 25, the final day of the campaign, it had been 900% funded with over $465,000 USD from backers.

Re: Legend has a targeted release date of June 2018 on PC, with launches planned for Nintendo Switch, Xbox One, and PlayStation 4 some time later. It is currently unknown if the targeted release date will changed due to these unforeseen circumstances.

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Re: Legend Kickstarter Campaign Reveals Final Stretch Goal https://www.gameskinny.com/6o5xu/re-legend-kickstarter-campaign-reveals-final-stretch-goal https://www.gameskinny.com/6o5xu/re-legend-kickstarter-campaign-reveals-final-stretch-goal Wed, 23 Aug 2017 17:05:48 -0400 Erroll Maas

After earning more than $353,000 and reaching its Magnus Breeding stretch goal, Re: Legend, the monster raising JRPG developed by Magnus Games through the Square Enix Collective, has revealed its final stretch goal: "End Game +". In addition, more details were revealed on Magnus breeding and the dynamic music which will be featured in the game.

Magnus Breeding

The chart above shows that breeding Magnus with the same rarity has a chance to produce Magnus of higher rarity, and certain details will change depending on the rarity of the Magnus produced. Only common rarity Magnus are obtained the wild, while higher rarity Magnus must be bred. 

Dynamic Music

For Re:Legend’s soundtrack, compositional duties are shared by three composers: Falk Au Yeong, Shota Nakama, and Yoshitaka Suzuki respectively, who previously worked together on some of Final Fantasy XV's music.

The concept for the music in Re:Legend centers on delivering memorable melodies in a dynamically changing format -- and building on them in new ways. The composers want to make sure players will be able to remember and associate the music with different areas, characters, and events when they hear it, even long after they have finished the game.

Sample music is available on Soundcloud.

End Game+

 "End Game+"  will allow the developers to add extended end-game content to Re: Legend, which will improve the overall gameplay experience for players who have already defeated the main story boss. The new content will include a final dungeon filled with randomly generated content, new bosses, new Magnus, and more. Future updates and expansions for the game are planned as well

Re: Legend has an expected release date of June 2018 for PC and winter 2018 for Nintendo Switch, PlayStation, and Xbox One. The Kickstarter campaign for the game ends on August 25.

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Kickstarter Campaign for Re: Legend Reveals New Stretch Goals https://www.gameskinny.com/f1xsy/kickstarter-campaign-for-re-legend-reveals-new-stretch-goals https://www.gameskinny.com/f1xsy/kickstarter-campaign-for-re-legend-reveals-new-stretch-goals Fri, 18 Aug 2017 13:53:46 -0400 Erroll Maas

The Kickstarter campaign for the co-op monster raising and life simulation game, Re:Legend, has revealed two new stretch goals this week after receiving $279,798 USD from backers.

Developed by Magnus Games with help from the Square Enix Collective, Re:Legend had a campaign goal of $51,284 -- which means the Kickstarter project has made more than 5x its original goal. To celebrate, Magnus has shown off new weapon types, a new magnus, and a brand new mechanic as well. 

New Weapons

In addition to great swords, dual blades, staves, and bows, four additional weapon types have been announced, doubling the total number of types. The four new weapon types are detailed below.

Knuckles: A counterpart to the dual swords weapon which are infused with magic to cast protective and offensive spells and have high offensive power.

Great Shields: Heavy weapons and a counterpart to the great sword weapon which can also be used to cast protective and offensive spells.

Chakrams: Gigantic boomerang-like weapons that have a long range and cut up everything in their path.

Prisms: Crystals infused with a high concentration of magic and boost magic power. These weapons can be used for quicker spell casting and give the player more mobility.

New Magnus and Magnus Breeding

In addition to revealing three new Magnus -- the Seacolt, Dunehound, and Nerlict Bug species -- the current final stretch goal has been revealed to be Magnus breeding. The details of the stretch goal are unknown at this time, but more information is expected soon. It's also possible there will be another stretch goal added once the Magnus breeding stretch has been reached.

The Kickstarter campaign for Re: Legend will end on August 25. Re: Legend has an expected release date of June 2018 for PC. The Nintendo Switch, PlayStation 4, and Xbox One releases of the game are expected to be come around six months after the PC release.

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Square Enix Collective Reveals Gamescom 2017 Lineup https://www.gameskinny.com/1939g/square-enix-collective-reveals-gamescom-2017-lineup https://www.gameskinny.com/1939g/square-enix-collective-reveals-gamescom-2017-lineup Thu, 17 Aug 2017 13:37:46 -0400 Joshua Broadwell

The Square Enix Collective has announced its Gamescom 2017 lineup in a recent press release. Their showcase will include five indie games that are "full of contrasts" for a broad gaming experience. 

Below is a full list of all the games that will be featured on behalf of the Collective at this year's event.

Battalion 1944

Leading the lineup is Bulkhead Interactive's Battalion 1944, a multiplayer first person shooter game. The developers are seeking to recapture older styles of FPS gameplay, where skill and stats determined victory, as opposed to powerups and other add-ons. Square Enix London's  Director of Community and Indie Development, Phil Elliot, mentioned that this game has garnered quite a bit of attention and shows how popular both retro mechanics and World War II still are for gamers.

Forgotten Anne

Also featured is Throughout Games' anime adventure Forgotten Anne. Billed as a cinematic adventure with "light puzzle platforming elements", Forgotten Anne sees you take on the titular role of Anne as she tries to stamp out rebellion in the Forgotten Lands -- a place where forgotten things from socks to letters are refashioned into magical creatures called Forgotlings.

Oh My Godheads

On a lighter note is Titutitech's Oh My Godheads, a multiplayer game born out of love for classic franchises like Worms and Street Fighter. This title offers a variation of capture-the-flag where the flag happens to be a talking stone head.

Tokyo Dark

On the JRPG side of things, there's Cherrymochi's Tokyo Dark -- a title that combines psychological and anime horror. It also builds on the point-and-click visual novel style by adding various branching story paths that are uncovered based on your decisions as the main character, as you try to find your lost mentor in the darkness beneath Tokyo. 

Deadbeat Heroes

Finally comes Upstream Arcade's Deadbeat Heroes, another multiplayer title that's a 3D brawler. The goal in Deadbeat Heroes is to stop the new wave of 1970s super criminals from having their way with London -- only you play as civilians with no crime-fighting experience. You must borrow your powers from others, while "not getting shot, sliced, lasered, exploded, vaporized, eaten…"

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All of these games are part of the Square Enix Collective -- a curated platform for indie games where developers pitch their ideas, get approved for funding, and publish through Square Enix. All the titles above, and many others, will be taking the stage at Gamescom later this month.

What do you think of the Square Enix Collective's lineup for Gamescom 2017? Let us know down in the comments!

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Re: Legend Confirmed For PlayStation 4 and Xbox One https://www.gameskinny.com/ubmdg/re-legend-confirmed-for-playstation-4-and-xbox-one https://www.gameskinny.com/ubmdg/re-legend-confirmed-for-playstation-4-and-xbox-one Mon, 14 Aug 2017 17:05:51 -0400 Erroll Maas

The Kickstarter campaign for Re:Legend, the farming and monster raising JRPG being developed by Magnus Games with the Square Enix Collective, has seen a lot of success over the weekend -- having been able to reach two more of its major stretch goals. In addition to PC and Nintendo Switch versions, the game will now also be available on PlayStation 4 and Xbox One.

Prior to reaching the Xbox One goal, the developers detailed the game's Staff weapon. Staff users are at their best when wearing cloth armor which has high magical resistance. The staff shoots out magic bolts that get bigger and stronger as players progress through the game.

Staves also have a charge attack ability players can obtain, which changes according to which type of staff is used. Staff users can cast supportive magic in addition to offensive magic, to heal or buff their Magnus or other players in battle.

The developers also introduced a new Magnus, the Baston Gator, and its second form, the Ironskin Baston Gator. According to the update, Baston Gators may look small and innocent, but have powerful bites -- as well as one of the highest offensive stats when compared to other early stage Magnus in the game.

The next stretch goal, at $242,000 USD is new Bachelors & Bachelorettes. As such, one already existing bachelorette was introduced in the latest update under the moniker of Emilia. Emilia is the owner of the Vokka Village item shop where players can buy seeds, tools, food, potions, crafting and more, which will be on sale on certain days of the week.

The Kickstarter campaign for Re: Legend will end on August 25. The game will be available on PC, Nintendo Switch, PlayStation 4, and Xbox One. The PC version has a targeted release date of June 2018, but it has been stated that the console versions won't be released until around six months later, unless a possible future stretch goal is reached.

Stay tuned in to GameSkinny for more Re: Legend updates as the game's crowdfunding campaign continues!

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Re:Legend Confirmed For Nintendo Switch https://www.gameskinny.com/w45h2/relegend-confirmed-for-nintendo-switch https://www.gameskinny.com/w45h2/relegend-confirmed-for-nintendo-switch Wed, 09 Aug 2017 14:24:36 -0400 Erroll Maas

The Kickstarter campaign for Re: Legend, a crowdfunded RPG  by Magnus Games supported through the Square Enix Collective, has reached its seventh stretch goal, and will now be available for Nintendo Switch in addition to PC. 

Backers will now be able to select the Nintendo Switch as their preferred platform at the end of the campaign. If backers have opted for multiple copies, they will be able to choose a different platform for each one.

To celebrate gaining 3,000 backers, the team has also revealed new Magnus -- the Triemer Snail and its evolved form, the Steel Triemer Snail.  Additionally, the results of the weapon and armor design combination choice as voted by fans was revealed to be the Sunraid Ryder Set armor with the dual sword weapon.

Further stretch goals include PlayStation 4 and Xbox One versions of the game, new bachelor and bachelorette options, as well as two stretch goals yet to be revealed

Re:Legend has an expected release date of June 2018 and will be available for PC and Nintendo Switch. The crowdfunded campaign for the game will end on August 26. You can check out the Kickstarter page for more information, or to back the project before the campaign ends. 

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Kickstarter for Re: Legend Has Launched https://www.gameskinny.com/9zyx4/kickstarter-for-re-legend-has-launched https://www.gameskinny.com/9zyx4/kickstarter-for-re-legend-has-launched Wed, 26 Jul 2017 10:25:51 -0400 Erroll Maas

Re:Legend, the farming and monster raising game being developed by Magnus Games with the help of the Square Enix Collective, has officially started its Kickstarter campaign. 

The campaign seeks to gain $51,350 by August 25, and has an expected release date of June 2018. Stretch goals have not yet been detailed at this time, but all backer rewards have been revealed.

Depending on how much an individual pledges, backer rewards can include one or more digital Steam copies of the game, early beta access, exclusive HD wallpapers, digital and physical art books, a digital soundtrack, limited Magnus plushies, an exclusive weapon and armor set, a digital strategy guide, designing a weapon for the game and being credited as a weapon designer, having an NPC in the game named after the backer, creating a three evolution stage Magnus, designing a boss for the main story and receiving a 3D print of that boss, and being credited as an Executive Game Producer providing their own creative input.

Some new information about the game has also been revealed through the Kickstarter page. Character customization is a newly detailed feature in which players can choose their character's eyes, eye color, hair style, hair color,  skin color, clothes, and more.

The soundtrack, which is being composed by Shota Nakama, Falk Au Yeong, and Yoshitaka Suzuki, now has three sample tracks fans can listen to via Soundcloud.

Several pieces of concept art for various Magnus have also been revealed. The game's development team claims they are aiming for an art style that is a combination of "cute and cool," and have been spending a lot of time turning the monsters from 2D concept art into 3D assets.

Right before the launch of the Kickstarter campaign, a new fan-selected Magnus was revealed. On Twitter, an image with 11 possible Magnus for the game was shared. Fan response showed that the Duskel Deer was the most popular, so now it's guaranteed to be in the game.

Re: Legend has an expected release date of June 2018 for PC via Steam. The team also plans to release the game on PlayStation 4, Xbox One, and Nintendo Switch -- but stretch goal details for these additional versions of the game have not yet been revealed. Make sure to stay tuned for more updates.

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Re:Legend Kickstarter Will Begin on July 26 https://www.gameskinny.com/n9vjb/relegend-kickstarter-will-begin-on-july-26 https://www.gameskinny.com/n9vjb/relegend-kickstarter-will-begin-on-july-26 Fri, 14 Jul 2017 15:59:04 -0400 Erroll Maas

Magnus Games, developer of the upcoming title Re:Legend, has announced that the game's Kickstarter Campaign will start on July 26 via its official Facebook page. Backers of the game's campaign will receive exclusive goodies which have not yet been revealed. 

Re: Legend is a co-op simulation where players will be able to raise monsters (known as Magnus), farm, craft, rebuild the village to their liking, befriend villagers, explore, and engage in combat alone or with friends.

The game has been continuing development with the help of the Square Enix Collective after massive support from fans. On May 29, it was announced that the Kickstarter campaign had to be delayed, but that some of the composers of Final Fantasy XV and Kingdom Hearts -- Shota Nakama, Yoshitaka Suzuki, and Falk Au Yeong, respectively -- would be composing music for the game.

Re: Legend will release on PC. PlayStation 4, Xbox One, and Nintendo Switch releases are also planned for the future. Players who are interested in keeping track of the game as it enters its Kickstarter phase can sign up for the Re:Legend newsletter. The developer plans to start sending out informative newsletters on the first day of the campaign.

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Pokémon and Stardew Valley Fans Should Keep an Eye on Re:Legend https://www.gameskinny.com/e28wj/pokemon-and-stardew-valley-fans-should-keep-an-eye-on-relegend https://www.gameskinny.com/e28wj/pokemon-and-stardew-valley-fans-should-keep-an-eye-on-relegend Fri, 23 Jun 2017 16:22:55 -0400 Erroll Maas

After overwhelming support from fans through the Square Enix Collective, upcoming JRPG Re:Legend is continuing development with the publishers's support. In Re:Legend, players inhabit an island where they can farm, befriend NPCs, improve their village, and tame monsters known as "Magnus." 

Magnus are mythical creatures which inhabit the game's land of Ethia, and every Magnus can be tamed. Magnus will grow and evolve depending on the player's care of them, and each one has particular conditions which must be met before they can evolve. When the player has fully gained the trust of a Magnus, they will be mountable and it will become easier to use their abilities, which help with combat, farming, fishing, travelling and other activities.

Raising these Magnus are the main objective of the game, but farming is also important. Players will be able to grow crops, catch and raise fish, mine for ore, or chop and collect wood to obtain food and supplies.

Similar to other farming games, players can recruit other characters by giving them gifts they like, which then will allow them to help the player improve their village.

In addition to single player, Re:Legend will also have an online multiplayer mode that supports up to four players. One player will be required to host a multiplayer session while the other players join. In multiplayer mode, players can engage in combat, farm, go on adventures, tame their Magnus, complete quests, explore, hunt bounties, fish, chop wood, mine, trade, and compete for villager affection together. Multiplayer exclusive features are planned to be revealed in the future.

Re:Legend is currently in development for PC. The game is also planned for release on PlayStation 4, Xbox One, and Nintendo Switch. Fans can learn more about the game and new updates from its official website or Facebook page.

Make sure to continue following GameSkinny for more news and information on this game as we get closer to launch!

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EGX Rezzed 2017: Interview with Phil Elliott, Project Lead for the Square Enix Collective https://www.gameskinny.com/5o9am/egx-rezzed-2017-interview-with-phil-elliott-project-lead-for-the-square-enix-collective https://www.gameskinny.com/5o9am/egx-rezzed-2017-interview-with-phil-elliott-project-lead-for-the-square-enix-collective Fri, 28 Apr 2017 08:00:01 -0400 ESpalding

Most people reading this will already be familiar with Square Enix, developers of the phenomenal Final Fantasy series and Kingdom Hearts but did you know that they also help indie developers? This is done through the Square Enix Collective initiative.

At this year's EGX Rezzed, the Collective were showcasing eight indie titles ranging from a Communist dystopian puzzle game to a capture-the-flag inspired couch multiplayer. There were also debuting the latest title by the same team that developed The Turing Test in a World Exclusive session.

During the event, I sat down with the creator and project lead of the Collective, Phil Elliott, to talk about what the Collective does and how it helps indie developers.

Forgotten Anne debuted at EGX 2016

ESpalding: Welcome, Phil. Many thanks for giving me the opportunity to talk to you. To start with, please could you explain the Square Enix Collective to our readers.

Phil Elliott: Collective is, essentially, a service provider for indie developers. We work with teams in a range of ways – building community (via pitches on the Collective website), we’ve helped support teams through crowdfunding in the past few years (raising over $1.2m in the process), and last year we started publishing games to help developers get the most from their releases.

It’s always with developer choice as priority – so there’s no ‘lock-in’ to have to work with us; and developers always retain full IP rights and ownership of their games. So our intention is to build relationships, help find and support new talent, understand the market better (and understand more fully the kinds of games that people want to play), and help to build sustainable business in what is a challenging and ‘noisy’ industry.

Screenshot from Goetia, first game released through Square Enix Collective 

ES: The Square Enix Collective isn't your normal indie publisher as you focus, predominantly focus on community. Why was it decided to go that route rather than just being an indie publisher?

PE: Well, as a business, Square Enix has been looking for ways to bring the community into what we do more and more. You may have seen the Just Cause 2 multiplayer mod for PC a few years ago; normally that kind of thing might not have been allowed to continue, but we saw so many people having fun with it, so we spent time to find a way to legitimise it, and support it.

Another example is the way that the Final Fantasy XV team were so keen to get feedback on the ongoing development of the game, to enable that community a voice, that they released a demo very early -- and then updated it based on feedback. I think that kind of approach was unprecedented.

So as a business... although inevitably it may not always seem like it... we’re constantly listening to what the community is saying, and that feedback does lead to change. Maybe not overnight, but Collective’s community focus is another part of that.

The Turing Test. Released through the Collective in 2016

ES: So, what criteria do you have for developers who want to get involved with the Collective?

PE: That really depends on what kind of support they’re looking for. If it’s the community and awareness building bit, we open submissions to the Collective website on the 20th of each month for a couple of days, and then promote one new pitch every week to the Square Enix community.

For publishing options, it’s very broad, but currently we’re looking for teams who need marketing and release support – although at other times of the year we will be able to support with some production funding too. Ultimately, we’re interested in cool games that show a glimpse of the developers’ talent, and has some element that’s better or different to games that are already out there. But there are no specific genre requirements.

Oh My Godheads is currently on Early Access

ES: At this year's Rezzed, Collective were showing 8 games plus Bulkhead Interactive's new game Battalion 1944 which is an increase from last year so does this mean that "the word is out" and the Collective is growing?

PE: I hope so! But I also think it’s partly down to our steady growth since we first launched the website in 2014. We were always very clear that we needed to experiment and find the best route before expanding to new areas – so we’re on track compared to where we planned to be initially.

We believe we have capacity to publish up to 10 games per year – but we also have to be flexible, so if a team needs more time, occasionally that will mean schedule changes. Originally we probably expected a couple more to be released in 2016, but the games will be all the better for the extra polish.

Of course, we still plan to evolve and grow based on feedback and results, and I expect us to keep learning the whole time.

Battalion 1944 debuted at Rezzed 2017

ES: Battalion 1944 had its first public showing at this year's Rezzed. How has been the reception been?

PE: Really great! It was a bit nerve-wracking ahead of the event, because the build is still in such an early state, but I can happily say we were blown away by the positive feedback from people who played the game. We’re really happy to be working with the Bulkhead Interactive team once more, and also in a genre that Square Enix isn’t known for -- we have so much planned for the game, and I can’t wait to see it all build out.

ES: So, what are the Collective's plan going forward between now and next years event?

PE: The key ambition for us in 2017 is to just do the best possible job on the games we’re releasing. That’s really what we’re focused on, so at this point I’m not anticipating another jump in the same way we saw in the past 12 months. I’m looking forward to signing new teams to the label, and if we’re back in 2018 with eight new games, that will be an exciting prospect for us!

ES: Well, I'm very much looking forward to seeing what comes next for you! Thank you for giving me a moment of your time and for giving our readers a little insight into what the Square Enix Collective does. I'm sure it has come as a surprise to those who thought that you are just a normal game publisher. We wish you all the best for the future!

For anyone who wants to go and check what games are currently looking for votes, you can head to the Square Enix Collective website and vote for the ones you like the look of.

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Shattered: Tale of the Forgotten King Breaks Out onto Kickstarter https://www.gameskinny.com/6mgxj/shattered-tale-of-the-forgotten-king-breaks-out-onto-kickstarter https://www.gameskinny.com/6mgxj/shattered-tale-of-the-forgotten-king-breaks-out-onto-kickstarter Tue, 15 Nov 2016 04:47:16 -0500 ESpalding

France-based indie developers, Redlock Studios, this week launched their Kickstarter campaign to help fund its debut RPG platformer Shattered: Tale of the Forgotten King.

The game has already been well received by the Square Enix Collective community, earning itself 95% positive feedback from their forum. So the developers are taking to Kickstarter to get the game well and truly off the ground. With 20 days still to go, the game is already halfway to achieving its €80,000 goal.

Shattered: Tale of the Forgotten King sees a character called The Wanderer journey through the realm of Hypnos as he tries to rediscover his lost memories and piece together what has happened to the shattered lands.

All beings in the World are born silent and are equipped with masks that denote their personality. There are no names, apart from ones granted by King -- so your actions define what you are called. The Whisperers are the only beings that are able to talk, and it is one of these Whisperers that guides you through the world and speaks on your behalf.

The game aims to release in 2018 on PC, PS4 and Xbox One. It is currently going through the Steam Greenlight system as well, so if you like what you read here, consider heading over and giving it a thumbs up too!

There is still a while to go until the game releases, so make sure you check back with GameSkinny to keep yourself informed all the game's latest news!

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EGX 2016: Forgotton Anne - I Hope We Didn't Forget To Ask Anything https://www.gameskinny.com/wyhye/egx-2016-forgotton-anne-i-hope-we-didnt-forget-to-ask-anything https://www.gameskinny.com/wyhye/egx-2016-forgotton-anne-i-hope-we-didnt-forget-to-ask-anything Sun, 02 Oct 2016 23:48:04 -0400 Pierre Fouquet

EGX 2016 had a lot of announcements, among these was Forgotton Anne being published by Square Enix, under the Square Enix Collective.

GameSkinny stood up with, Michael Godlowski-Maryniak, Lead Programmer, and Alfred Nguyen, Creative Director of ThroughLine Games, for an interview.

EGX saw the "first unveiling of the game" to the public, so this was a big moment for the team -- and I bet a massive relief that they can finally talk about Forgotton Anne. The spelling of 'forgotten' with an 'o' is significant to the story, but of course you won't know how until you play the whole game.

Forgotton Anne is a "2D sidescrolling cinematic adventure game," and is "very much a story driven game." The inspiration for the gameplay is taken from adventure games, and puzzle platformers. The platforming is directly inspired by "cinematic 80s/90s platformers such as Prince of Persia, Another World, and Flashback." According to ThroughLine Games these types of games have of a "certain weight, or realism" to them, "so [they are] going in that direction with [Forgotton Anne]."

Forgotton Anne is set in a place called The Forgotton Realm, "imagine all the things you have lost over the course of your lifetime, it can be anything from the odd sock under the bed to old toys you have left in the attic," these forgotten objects then appear in the Forgotton Realm. They are no longer just inanimate objects however, as they "take on life as creatures called Forgotlings."

The story follows two humans who find themselves among the Forgotlings, "an old man called Bonku, and a young girl called Anne." The mystery of the story, "and what really drives the story forward" is how these two people ended up the the Forgotton Realm, and their quest to return to the human world.

Forgotton Anne's world reminded me of Inside Out, by Pixar. When I brought this up Alfred responded saying "[ThroughLine Games] is trying to mix in eastern and western aesthetic and design sensibilities." With one of the major inspirations for the aesthetic coming from Studio Ghibli, but also other animation studios in Japan, the western inspirations come from "darker western fairy tails", such as Pan's Labyrinth.

As Alfred very much has a background in film, "it was very natural for [ThroughLine Games] to have a cinematic presentation with the story telling." Everything is also done very traditionally, as the game is hand drawn animation. "Most of our main characters are hand drawn sprite sheets, and also with the environment we wanted it to feel hand crafted, and painted, and really unique." It sounds like ThroughLine Games wants to ensure that every environment you go through feels unique, ensuring that you are never, or rarely, seeing the same things over and over. So inspiration was taken from all over the animation world.

Michael then jumped in to talk about the focus of the animations being on "immersion so that you feel like you're playing in this animated feature film." This is shown through the smoothness of the animations, where "you will feel like there are a lot of transition animations from state to state, and [ThroughLine Games wasn't] focusing on the snappiness of the controls by the visual side."

Alfred continued,

"seamlessness is a thing in our teaser, it's a key concept with [Forgotton Anne], and it should feel seamless. This is everything from how [ThroughLine Games] renders most of [their] cinematics in game. There are no difference between cutscenes, and in game it's a smooth zoom in and out. This extends to everything from the story, to how we engage the player with dialogue options.

This whole seamless transition from game to cutscene has been "seen a lot with 3D games," such as Max Payne 3, or GTA V. Alfred talks about how "the lines have been blurred, when are you watching something, when are you playing it." But he then talks about how in the "2D games arena many games continue in this old tradition, where there's a seamless cinematic presentation, it's really something that [ThroughLine Games is] trying to do."

But just because the game is 2D doesn't mean that you can't enter buildings by the front or side doors, "also while exploring the world we utilize depth for storytelling, and exploration." Michael talks about how this depth makes the world look 3 dimensional, even when it isn't.

"All our assets are 2D, but sometimes it looks like there are some 3 dimensional ones, like stair cases. We did some tricks with parallaxing to make it look like it's 3 dimensional, but it's still 2D. We wanted to keep the same art style, and still have the illusion that this is an animated film."

Even with the very strong Studio Ghibli vibe I get from the art style, Alfred told me that they are also taking inspiration from "often overlooked, great directors in Japan like the late Satoshi Kon, who deals a lot with the subconscious. So we are drawing inspiration from a lot of different sources."

I then felt we talked about the art, and design that went into that enough, so I wanted to talk about the actual gameplay. Alfred explains:

"It's rooted in the platforming genre, so you can run, jump, sprint, climb, navigate in and out of the [previously mentioned] depth, and travel up and down stairs. But the key mechanic is that as Anne, the main protagonist, you have this magical stone called the Arca that you wear on your hand. This enables you to manipulate energy in your surroundings, as everything in the Forgotten Realm -- a lot of it -- is made up of Anima energy -- or is powered by Anima energy. Using the stone, you can go into Anima vision, which is sensing all the Anima in your surroundings. You can draw and transfer Anima from different sources, this could be from the machines which are being built by Master Bonku, to also Forgotlings -- their souls are Anima.

One of the key parts of the games is that "you sometimes have the choice to decide the fate of Forgotlings," due to the powerful ability of the Arca stone. As Anne, you are the "enforcer trying to keep order in the Forgotton Realm", but are also working for "Master Bonku as he is trying to get the both of you back to the human realm."

You are trying to keep order as "at the beginning of the game there is this rebellion forming, a group of Forgotlings who are actually against Master Bonku and Anne." You then obviously have to "squash this rebellion", but I get the feeling due to the emphasis on the narrative, and dialogue, that you may be able to fight with them -- is Master Bonku a great or terrible Master?

I suddenly was wondering if the rebellion was player driven; if your actions effected when they would be fully formed. Alfred dives in telling me that "it's a set story, but your choices during dialogue and gameplay, certain actions you make can actually affect the outcome of different situations. Depending how you play the game, certain stuff might look a bit different." This extends to how characters react to you as well.

My final question to Alfred and Michael was a simple, but mean question. I asked them to describe Forgotton Anne in 4 words. Alfred gave the answer:

seamless, cinematic, adventure, hand-crafted

Michael agreed with this.

I want to once again give a massive thank you to both Alfred, and Michael, for taking the time to talk to me about their game.

Forgotton Anne is due out in 2017, for Xbox One, PS4, and Steam.

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EGX 2016: Day 1 - The Good, the Bad and the Indie https://www.gameskinny.com/llysq/egx-2016-day-1-the-good-the-bad-and-the-indie https://www.gameskinny.com/llysq/egx-2016-day-1-the-good-the-bad-and-the-indie Fri, 23 Sep 2016 12:46:47 -0400 ESpalding

Today the NEC in Birmingham, UK, opened its doors for this year's EGX expo. Fellow GameSkinny editor, Pierre Fouquet, and I were in attendance. The day started with queuing -- lots of queuing -- but eventually I got inside and immediately found myself in the Rezzed section.

Rezzed, for those of you who don't know, is Indie games. Nothing more, nothing less. As I kind of "specialize" in writing about indie games, I was akin to a kid in a candy shop. Let me introduce you to some of the great games I played today.

Forgotten Anne

This game, exhibited by the Square Enix Collective, was actually a mystery until I arrived. I had previously been told to check out the unannounced game at their stand so I was very eager to see what it was and my hands on some world exclusive gameplay.

Forgotten Anne is a delightful and well-crafted 2D adventure featuring a young girl, Anne, an elderly gentleman, Master Bonku, and a world of forgotten things. The things that we humans are notorious for forgetting, such as old toys, bits of broken things, that cardigan you lost en route back from the pub, and even that "other sock." They all find their way into the Forgotten Realm. With the help of beings made up of some of these forgotten things, Anne and Master Bonku are trying to find their way home.

It is due to release sometime in 2017 and will be available on PS4, Xbox One and PC.

Deckbound Heroes

One of my preferred genre of games is the collectible card games. Most CCGs will catch my eye and none more so than Deckbound Heroes. This unique game is so much more than just a CCG and that's what makes it really good. Not only are you presented with a whole selection of card abilities to use against your opponent but you also have to occupy outposts which, in turn, also grant additional abilities. All the abilities have a cool down and you have to figure out the best sequence to use them in to beat your opponent.

It has a pretty in-depth card system which you can read about on their website. The game is just about the launch into beta and is currently needing votes to get the project Greenlit.

HoPiKo

This game is a delicious blend of retro GameBoy music and bright, fast and taxing gameplay. HoPiKo has been developed by Leeds-based developers Laser Dog and it described as an "intense speedrun platformer where you get to save gaming". Speed is the operative word here, because the platforms explode if you say on them too long.

I'm going to be honest here and say that to begin with, I didn't quite get to grips with the very simple controls for this game (*hangs head in shame*) but when I did, it was addictive. Each level consists of 5 mini-stages and you need to complete them in one go to complete the level. However, if you crash into something and die, you have to start from the first mini-stage every time. So what happens is that you start to get quicker and quicker every time you die because you know how to solve the puzzles in the previous mini-stages and you just want to get back to where you were quickly so you can carry on.

Black the Fall

While Pierre got the opportunity to play this amazing game, I managed to pin down the developer for a chat about it and I am so glad that I did. Black the Fall is based on the experiences and general feel of what was going on in Romania during the fall of the USSR (the Soviet Union). The developer Sand Sailor Studio, from Bucharest in Romania, made the game using experiences from those who lived during the unsettling time to make this communist dystopian puzzle platformer.

Lost Castle

Lost Castle comes out of China from the Hunter Studios, and is being published worldwide by Another Indie. Already a complete smash in its native land, the game now has its sights firmly fixed on the World. Iain Garner, from Another Indie, described the game as "cute chibi crossed with the complexity of Dark Souls". Well, that makes an interesting combination!

The premise of the game is that your character has been taken prisoner inside Castle Harwood. A once noble castle, it is now overrun with goblins and other castle dwelling beasts and you have to fight your way out of it. Lost Castle is a 2D dungeon crawler with lots of randomly generated maps, items, mobs, and weapons.

Grimm: Dark Legacy

I'm a fan of the TV show Grimm, and I was excited to hear that the developers over at Gamesco had developed a game based around the lore of the show. Grimm: Dark Legacy takes place hundreds of years before what you see in the show today. The creatures and races, such as the Wesen, the Grimms, and the Daemonfeuer, will appear familiar to fans of the show but it is nice to get a different perspective on things sometimes.

The game is based around hunting. Players must learn to be vigilant and patient as they utilize tracking and hunting skills to find their prey. There is also a very heavy crafting element to the game which is in-depth and requires figuring out which elements go together to create effective traps, bombs, and other weaponry. Beware though, because the skills you are using to hunt and track will also be being used against you by the AI as the Wesen are hunting to kill you.

Grimm: Dark Legacy is available now and is free to play. It is available exclusively online which allows the game to be multiplayer, both locally or open to all.

Everything else

Even though my day was pretty booked up, I did get the opportunity to have a look at some other games which had caught my eye through the day. The guys from Ghost Town Games were there with their fantastic Overcooked (check out my review for Overcooked!). I got to talk to Abyssal Arts about their tactical story-driven fighting RPG City of the Shroud. And a game called Troll and I by UK-based developers Spiral House caught my eye -- it's a dual protagonist co-op action adventure set in Scandinavia, and sees a boy team up with a mountain troll after dire events destroy their separate lives and force them to work together to overcome threats.

EGX 2016 is on from September 22nd until 25th so make sure you check back to see what I get up to for the rest of the expo!

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Square Enix Collective Announces New Title at EGX 2016 https://www.gameskinny.com/7ctrn/square-enix-collective-announces-new-title-at-egx-2016 https://www.gameskinny.com/7ctrn/square-enix-collective-announces-new-title-at-egx-2016 Thu, 22 Sep 2016 13:04:52 -0400 ESpalding

There was lots of intrigue leading up to this years EGX regarding a previously unannounced game that the Square Enix Collective were exhibiting at the show. In a panel, it was revealed that the game in question is a 2D adventure called Forgotton Anne. Visitors to the event got to see and play the game in its first ever outing.

Forgotton Anne is set in a world connected to our own in which everything that we forget or mislay ends up. Old toys, misplaced scarves and hats and even the ever elusive missing sock end up in a place called the Forgotten Realm. They can form together to create creatures called the "Forgotlings". As well as all these items, there are two humans trapped in the realm called Anne and Master Bonku. With the help of the Forgotlings, Anne and Master Bonku must try and find their way home to the real world.

The game has been developed by the Copenhagen-based studio ThroughLine Games and is being published through the Square Enix Collective, an initiative that gives indie developers help in getting their games "out there" and noticed. The game will be released on PS4, Xbox One and PC sometime in 2017. 

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A Dragon Named Coal and other games seeking support through Square Enix Collective https://www.gameskinny.com/p6sim/a-dragon-named-coal-and-other-games-seeking-support-through-square-enix-collective https://www.gameskinny.com/p6sim/a-dragon-named-coal-and-other-games-seeking-support-through-square-enix-collective Thu, 08 Sep 2016 01:13:06 -0400 Kris Cornelisse (Delfeir)

A Dragon Named Coal is the latest entry into the Square Enix Collective program. Featuring dragons, whether they be the fierce and noble or cute and cuddly, a disney-esque presentation style combined with gorgeous pixel art. The aforementioned art is merely a front to a much darker and more serious tale, drawing inspiration from the likes of Game of Thrones or Berserk to create intricate plots with consequences to your actions.

A Dragon Named Coal is also heavily inspired by such classic heavy hitters as Castlevania: Symphony of the Night, to deliver a sidescrolling action RPG with a variety of skills and variety in playstyle. So if you want to see more potentially interesting and creative game ideas spring up and succeed rather than fall away into obscurity... or worse, have them never be developed at all, then you might want to have a look at A Dragon Named Coal.

Sadly, the game isn't presently finished (though a demo is available), but with your assistance it could come out looking more like the game you want it to be.

Notable publisher and developer Square Enix have been maintaining their Collective program for some time now, which seeks to bring promising games in development into the community limelight. Rather than pick existing games that are already running (or have previously run) crowdfunding programs, they instead aim to have people provide feedback on the game so the developers can hone their ideas further. Viewers then vote for whether or not they'd back the game, and those with considerable notice may receive Square Enix assistance in their funding ventures, which can certainly help bridge the gap from concept to creation.

While there are many other games that have passed through the Collective with some success, such as The Turing Test, A Dragon Named Coal is the most recent and one that has caught my eye with its promises. There are a lot of interesting ideas drawn from sources that I'm quite fond of, and the dichotomy between the charming lead character and the potentially grim narrative are concepts I'd love to see explored.

Given that the initial Kickstarter rush appears to have died down and we're now into a more steady stream of crowdfunding ventures, it's quite easy for these projects to pass us by. This is likely further tempered by less than stellar results from big campaigns -- Mighty No. 9 comes to mind -- so having the Collective present games for feedback and general approval before seeking out funding seems like a smart decision and one I wholly endorse.

If any of this strikes your fancy, be sure to check out the links provided and show your support. With a little love from fans, we may get to play through the adventures of the adorable black dragon Coal sooner rather than later.

While you're there, be sure to give further attention to some of the other projects there. Square Enix is doing good work by helping out smaller developers, so it'd be a shame to waste the opportunity!

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A Look inside the Collective: Switch https://www.gameskinny.com/lpakc/a-look-inside-the-collective-switch https://www.gameskinny.com/lpakc/a-look-inside-the-collective-switch Wed, 13 Jul 2016 06:34:39 -0400 Michael Crissman

Hello everyone, and welcome to the first 'A Look inside the Collective', where I talk about the various games that show up on Square Enix Collective -- a platform where indie devs submit games they are working and Square Enix does an evaluation of them.

If the company approves it, based on quality and Square's faith they will be able to complete the project, they put it up on their main page. And a new game gets featured each week.

Members of the community then say whether or not they would be willing to fund the game via some kind of crowdfunding platform. Based off this community reaction (as well as their own judgement), Square will continue to promote -- and possibly help publish -- a set number of games per year. 

Each week I'll be taking a look at the game Square is currently promoting. The first part will be a bit more of an objective analysis, and I'll finish off by giving my opinion on whether I'd like to see this be one of the games Square promotes. 

All that said, let's look at this week's game: Switch.

Switch as a 2D puzzle platformer where you progress through levels without defeating enemies. A 'non-violent' game, as they call it. 

As you see in the image, you have as sort of 'double jump' ability, though that isn't quite an accurate description. You gain an additional jump when you change sizes, which you can seemingly do once. Watching the demo play through available, your ability to change sizes (and thus gain an additional jump) appears to reset after jumping off a wall, and there doesn't seem to be a limit on how many times you can do that. 

Different worlds within the game are supposed to have their own unique features to keep the areas feeling fresh -- but no specifics were given, and the demo only featured a run through part of one world. 

What is shown looks well-made, though I am not really seeing anything I haven't seen done before. Whether or not the game is going to do something truly unique remains to be seen until more is known about the different worlds. 

The story details of the game are rather vague. You are named I -- big I when you're larger, little i when you're smaller -- and you have apparently lost all your friends for some reason. You go on a quest to find them, and your conscience debates with you about whether you should do the right or wrong thing. 

So what do I think?

I think the game play looks decent, but at the same time I'm not really seeing anything all that unique to make the game stand out. 

This holds equally true for the art design. I'm not saying it's a bad looking game. It looks decent enough, but nothing jumps out at me. The only real selling point that could be left is the story. And I'm not liking what we have so far.

The actual plot and what happens is pretty vague, and the fact they go out of their way to state in their pitch is that there is an argument between 'the right and wrong' choice going on makes it seem like it will lack any kind of subtlety. Though considering your name is 'I', they kind of lost any semblance of being subtle right out of the gate. 

They do have a demo available to try, though playing just kind of re-affirmed how the game looked from the pitch -- just kind of mediocre. 

This is a game I would pass on trying to build up on Square Enix Collective. There are a lot of other games that actually have some interesting things going for that could really benefit from being among the limited number of games Square Enix Collective help out each year. 

If you are interested in suggesting non-collective related kickstarter/indiegogo games you'd like me to look at, feel free to comment either here or send me a tweet @The_Mad_Monarch. 

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Square Enix Encourages Indie Developers to Create New Games For Their Old Franchises https://www.gameskinny.com/int0t/square-enix-encourages-indie-developers-to-create-new-games-for-their-old-franchises https://www.gameskinny.com/int0t/square-enix-encourages-indie-developers-to-create-new-games-for-their-old-franchises Tue, 17 Feb 2015 07:29:40 -0500 Nick Boisson

Around this time last year, Square Enix opened Square Enix Collective. Essentially, Collective is Square Enix's indie developer pilot program. You have an idea for a game, submit your pitch to Collective and, if it meets the parameters, it will be submitted for crowdsourced-funding (i.e. IndieGoGo and Kickstarter), then development and release.

When announced at GDC Next in October 2013, Square Enix unveiled that they would be opening up use of their old, currently used IPs for submission to Collective. The first three would be Eidos' GexFear Effect, and Anachronox. But they decided to hold off on accepting submissions for these IPs until Collective was up-and-running with original games.

Well, Square Enix has announced this morning that it has opened up these three Eidos properties for submission to Collective beginning immediately.

Square Enix Collective Eidos

What does this mean for independent developers looking to reboot the Gex the Gecko franchise or finish the story started in Anachronox? Simply put, if an indie dev has a stellar idea to continue on the work of one of these already well-established franchises, they may just have the opportunity to bring these worlds back to life with the help of Square Enix. As for fans of GexFear Effect, and Anachronox, these long quiet franchises may get some new life pushed into them by a new team.

Are you excited to see any of these IPs come back from the dead? What would you like to see in a new GexFear Effect, or Anachronox game? Let us know in the comments!

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