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File:TerrariaLogo2.pngTerraria logo | |||||||||||||||
Developer(s) | Re-Logic Engine Software (consoles) Codeglue (mobile) | ||||||||||||||
Publisher(s) | Re-Logic 505 Games Spike Chunsoft (Japan) | ||||||||||||||
Programmer(s) | Andrew "Redigit" Spinks | ||||||||||||||
Platform(s) | Microsoft Windows PlayStation 3 PlayStation Network Xbox 360 Xbox Live Arcade PlayStation Vita Windows Phone Android iOS
Philippe Poisson (born 1984), better known as Phil Fish, is a French Canadian former indie video game designer, best known for his work on the 2012 platform game Fez published by his company, Polytron Corporation. He was born and raised in Quebec, where his experiences with Nintendo in his youth would later influence his game design. He studied game design at the Montreal National Animation and Design Centre, and worked at Ubisoft and Artificial Mind and Movement before starting Polytron in 2008. Fish was a founding member of Kokoromi, a collective that explores experimental gameplay ideas, and organized Montreal's annual GAMMA games events. While Fez was in development, Fish worked on other unreleased games at Polytron, including Super Hypercube and Power Pill. Fez was released in April 2012 to widespread acclaim after a protracted five-year development cycle. Its final phases of development were shown in the 2012 documentary Indie Game: The Movie, which brought Fish celebrity unusual for game developers. Following an online argument in July 2013, Fish publicly announced his exit from game development citing long-term mistreatment by the industry. Early life and careerPhil Fish was born Philippe Poisson in Montreal in 1984. He was raised in Quebec. His parents shared their interest in art and gaming with him. When Fish was young, his father translated The Legend of Zelda into French to share the game with his son. Fish credits these memories as formative, and later cited their influence on Fez. He graduated from the 2004 Design and Digital Art for Video Games program at the Montreal NAD (National Animation and Design Centre). Fish began his career at the video game publisher Ubisoft, where he worked on Open Season as a level designer. He was initially excited for the job but grew disenchanted with their large development teams and working conditions, later describing it as "the worst experience of life". He was later fired from the company. On May 24, 2006, Fish won the Artificial Mind and Movement Award for Best Cut-Scene at the annual NAD Center Awards of Excellence Gala. Later that year, Fish began work as a level designer at Artificial Mind and Movement, where he worked on film tie-in games including The Golden Compass. Fish is a founding member of Kokoromi, a group that designs and promotes experimental video games. He led a November 2006 event called GAMMA 01 :: Audio Feed at the Arcadia Festival that featured games based around live sound. He planned a similar event, GAMMA 256, for 2007. The third in the series, GAMMA 3D, took place in Montreal in November 2008. Fish was invited to present a lecture on GAMMA 01 at the 2007 Game Developers Conference. He wrote a review of the 1999 Legacy of Kain: Soul Reaver in the 2007 Space Time Play: Synergies Between Computer Games, Architecture and Urbanism: the Next Level. Fish has been characterized by Sean Hollister of The Verge as "notorious for voicing angry, controversial opinions about the state of video games". PolytronFish began to work with Toronto-based indie developer Shawn McGrath on McGrath's idea for a puzzle game that showed 2D views of a 3D space. Fish provided the project's art until the partnership crumbled due to creative differences: Fish wanted to create a platform game. Fish continued to work on the game in his spare time, and incorporated the idea of voxels (3D pixels), where a 2D pixel could be seen from four sides. The game would become Fez and the game's design, lore, and art derived from this game mechanic. Fish searched for a programmer on DeviantArt and Renaud Bédard, the first person to apply, became the game's programmer. Fez was first announced in July 2007 and was nominated for two awards at the 2008 Game Developers Conference Independent Games Festival. Fish's employer, Artificial Mind and Movement, would not let him take leave from work to attend, so Fish quit. He marked this January 2008 moment as "when I became indie". The game received widespread attention upon its showing at the festival, leading Fish to open Polytron Corporation as a startup company with a government loan.Polytron later ran out of money and entered dire straits, until rescued by its Québécois neighbor, developer-producer Trapdoor, who offered to help Polytron without transferring its intellectual property rights. Before Trapdoor, Fish gave consideration to ending the project and felt the partnership saved Fez. The game was delayed several times over the next few years for which it received some notoriety. In late 2009, Polytron presented an iPhone game called Power Pill at Pecha Kucha Montreal. The game's player-character is a panacean pill that travels through human bodies, and uses the iPhone's multi-touch screen. GameSetWatch's Eric Caoili compared it to Soul Bubbles and Irritating Stick. The game was developed with Alec Holowka of Infinite Ammo, and a level editor was expected to be included.While working on Fez, Fish revived a game project called Super Hypercube, which was based on Wiimote motion capture input and stereoscopic navigation. Fish felt the game would work better with the new Kinect motion tracking. The adapted game was a finalist at Indiecade 2011. Fish and Fez were featured prominently in the 2012 documentary Indie Game: The Movie, through which Fish received celebrity unusual for game developers. The chronicles the stories of several indie developers at various stages of their games' development cycles, and Fish is shown preparing for Fez's booth at PAX East in March 2011. The film presents Fish amidst a legal dispute with a former business partner that jeopardizes the game's release. The partner, believed to be Jason DeGroot, is portrayed negatively and does not participate onscreen. The film also tracks Fish's personal and emotional investment in the game. Eurogamer wrote that the part where Fish resolves to kill himself if he does not release his game is "the film's most startling moment". Rock, Paper, Shotgun wrote that Fish is portrayed as melodramatic, theatrical, and neurotic, and that the film will exacerbate his outspoken public perception. Game Informer called Fish the film's "most memorable developer". The film's end credits were later corrected to reflect that Fish's business partner was not asked for input. Near the end of development, Fish felt "burnt out" and that his personal health had suffered. Fez was released on April 13, 2012 and sold 200,000 copies in its yearlong exclusivity to the Xbox Live Arcade platform. The video game review aggregator Metacritic described reviews for the 2012 Xbox 360 Fez as "generally favorable" and those for the 2013 PC version as "universal acclaim". While in development, Fez had won the 2012 GDC Independent Games Festival's Seamus McNally Grand Prize, the 2011 Indiecade Best in Show and Best Story/World Design, and the 2008 GDC Independent Games Festival's Excellence in Visual Art. Eurogamer awarded Fez a perfect score and named the "perfect, wordless sci-fi parable" their 2012 Game of the Year. Fish announced eventual ports for "'pretty much' every platform" but the Nintendo 3DS. It sold one million copies by the end of 2013. Fez 2 cancellation post on Polytron's website A Fez sequel was announced as "one more thing" at end of the Horizon indie game press conference during the June 2013 Electronic Entertainment Expo. A Twitter argument between Fish and GameTrailers journalist Marcus Beer a month later culminated in the project's cancellation and Fish's exit from the industry. In an episode of his show Invisible Walls, Beer had criticized Fish's recent response to questions about Microsoft's Xbox One self-publishing policy change. On Twitter, Fish condemned the industry for its negativity before his final tweet announced the cancellation and his leave. The news came as a surprise to the rest of Polytron, which has not commented on upcoming projects other than ports since the sequel's cancellation. Polygon listed Fish in their top 50 newsmakers of 2013 for the social power of his "caustic use of Twitter". Works
References
External linksMedia related to Phil Fish at Wikimedia Commons Portals: Template:Persondata | ||||||||||||||
Release | Microsoft Windows May 16, 2011 PlayStation Network Xbox Live Arcade March 27, 2013 PlayStation Vita iOS August 29, 2013 Android September 13, 2013 Windows Phone TBA | ||||||||||||||
Genre(s) | Action-adventure | ||||||||||||||
Mode(s) | Single-player, multiplayer |
Terraria is an action-adventure sandbox indie video game, developed by game studio Re-Logic, available on Microsoft Windows with ports for Xbox Live, PlayStation Network, Android and iOS. The game features exploration, crafting, construction, and combat with a variety of creatures in a randomly generated 2D world. It's music is largely composed of Chiptunes.
Originally released for Microsoft Windows on May 16, 2011, the game is estimated to have sold about 50,000 copies during its first day of release, with over 17,000 players online at the same time during the first day's peak. 200,000 copies of the game were sold, making it the top-selling game on Steam for the week, ahead of The Witcher 2 and Portal 2. It remained number one on Steam for the first six days of its release, and as of January 2013 has sold over 2,000,000 copies.
The game was released on PlayStation Network and Xbox Live Arcade (worldwide except for Europe and Australia) at the end of March 2013 with exclusive content. The PS3 European and Australian release date was May 15, 2013. It was announced on March 28, 2013 that Terraria is coming to the PlayStation Vita. It was released on December 11, 2013. The PlayStation 3, Xbox 360 and PlayStation Vita versions were developed by Dutch studio Engine Software. On August 29, 2013, Terraria came out on iOS phones and tablets. The developers are the Dutch studio Codeglue.
Gameplay
Terraria is an open-ended sandbox 2D game with gameplay revolved around exploration, building, and action. The game has a 2D sprite tile-based graphical style reminiscent of the 16-bit sprites found on the SNES. The game is noted for its classic exploration-adventure style of play, similar to titles such as Metroid and Minecraft.
The game starts in a procedurally generated world and the player is given three basic tools, including a pickaxe for mining, a short sword for combat, and an axe for woodcutting. Many resources, notably ores, can be found while mining or exploring underground caves. Some resources and most items may only be found in certain areas of the map, stored in common and rare chests, or only dropped by certain enemies. Players must use resources to craft new items and equipment at an appropriate crafting station for that recipe. For example, torches can be crafted at a crafting bench or ingots smelted from ore at a furnace. Many advanced items in Terraria require several crafting operations, where the product of one recipe will be used as the ingredient for another.
Players encounter many different enemies in Terraria from simple slimes and zombies to various region-specific enemies. The occurrence of certain enemies depends on several factors including time, location, random events and player interactions. Players may also summon powerful boss monsters with various combat mechanics that drop rare loot. Each map will have several zones with unique items and unusual enemies, and one of two evil biomes known as the Crimson and the Corruption. Both spread across the world and have their own unique bosses and loot.
By completing specific goals (such as defeating a boss, or finding a gun), characters can attract non-player characters (NPCs) to occupy structures or rooms they have built, such as a merchant, nurse, or wizard. Some NPCs can be acquired by finding them throughout the world and will then reside in the player's house. Characters may then buy or sell items and certain services from NPCs with coins found in the world.
By summoning and defeating a powerful boss called "Wall of Flesh" located in hell, the player will activate the game's "hard mode", which is a much tougher version of the game. This adds many new and harder to defeat enemies to the game in all zones. This also unlocks new NPCs, new bosses and tougher versions of normal bosses, and makes many new items available for crafting or acquiring from mob and boss drops. A much larger part of the world becomes corrupted and a new "Hallowed" biome emerges with new enemies and items.
Development
Terraria was developed by Re-Logic, with development starting in January 2011, and is built on the Microsoft XNA framework. The game was released on May 16, 2011. Re-Logic is composed of Andrew Spinks, who designed and programmed the game, and Finn Brice, who along with Spinks did the graphic design for the game. The music was composed by Scott Lloyd Shelley through his Resonance Array studio.
In February 2012, the developers announced that they would not be continuing active development, but would release a final bug-fix patch. However, development would resume in 2013 with the release of version 1.2. Additionally, 505 Games has ported the game to several video game consoles and added new content, but does not have any rights to the PC version of the game. On 24 January 2013, Spinks requested suggestions of features for possible future updates to the PC version. This question was put to people on the official Terraria forum. As of April 3, 2013, Spinks posted a spoiler on the possible update for Terraria, showing the possibility of the update. While initially the release was slated for July 2013, it was later moved to October 1, 2013.
In an October 2013 interview with Rock, Paper, Shotgun, Spinks said he was working on further endgame progression for Terraria, as well as a possible Halloween update. He also announced that he is planning a sequel, Terraria 2.
Reception
ReceptionAggregator | Score |
---|---|
Metacritic | 83/100 |
Publication | Score |
---|---|
Destructoid | 8/10 |
GameSpot | 8/10 |
GameZone | 9/10 |
Terraria has received favorable reviews from critics with an 83/100 metascore on Metacritic. A review for Destructoid included praise for Terraria as "full of depth". Another reviewer praised Terraria's integration of some of Minecraft's concepts into two dimensions. GameZone gave the game a 9 out of 10.
GameSpot praised Terraria's exploration and feeling of accomplishment but criticized its lack of tutorial or explicit directions. Terraria received the #1 of 2011 Indie of the Year Player Choice on IndieDB. Spike Chunsoft released the PlayStation 3 version in Japan, including exclusive items such as a costume based on Monokuma from Danganronpa: Trigger Happy Havoc.
References
- Senior, Tom (May 17, 2011). "Terraria launch a huge success". PC Gamer. Future plc. Retrieved May 18, 2011.
- Plunkett, Luke (May 26, 2011). "Minecraft Links Help Indie Game Sell 200,000 Copies in Nine Days". Kotaku. Retrieved May 28, 2011.
- Cifaldi, Frank (May 25, 2011). "2D Word-of-Mouth Hit Terraria Sells 200K in Nine Days". Gamasutra. Retrieved May 28, 2011.
- "Is Terraria the next Minecraft". IGN.
- Cite error: The named reference
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Terraria coming to PS Vita
was invoked but never defined (see the help page). - Winslett, Author (August 29, 2013). "Terraria Digs Into iOS, Crosses Over With Edge Of Space". Gaming Blend. Retrieved September 1, 2013.
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was invoked but never defined (see the help page). - ^ Mc Shea, Tim (May 31, 2011). "Terraria Review, Terraria PC Review".
- ^ McWhertor, Michael (May 13, 2011). "Somewhere Between Super Metroid and Minecraft Lies the Intriguing Terraria". Kotaku. Gawker Media. Retrieved May 18, 2011.
- Devore, Jordan (April 25, 2011). "Minecraft in 2D, you say? Terraria looks legit". Destructoid. Retrieved May 22, 2011.
- Geere, Duncan (May 18, 2011). "Terraria offers two-dimensional mining, exploring and giant eyeballs". Wired. Condé Nast Publications. Retrieved May 22, 2001.
- "Terraria patch 1.1 to add new bosses, monsters, NPCs, hard mode and Unreal Megashark | News". PC Gamer. November 28, 2011. Retrieved October 21, 2013.
- "news.ews | Scott Lloyd Shelly". Resonancearray.com. Retrieved April 7, 2012.
- "My Fellow Terrarians". Terraria Online. February 21, 2012. Retrieved November 27, 2012.
- "My Fellow Terrarians (Pt. 2)". Terraria Online. February 28, 2012. Retrieved November 27, 2012.
- "Facebook post "At 505 Games, we're really excited to bring Terraria to more gamers through XBLA and PSN."". Facebook.com. Retrieved November 27, 2012.
- "Twitter / Terraria_Logic: @JoANSanxhez We don't own the ..." Twitter.com. Retrieved November 27, 2012.
- "Something about a possible PC update". Terraria Online.
- "Its been a while since I posted a spoiler". Terraria Online.
- "Check out Terraria's PC-only 1.2 update | News". PC Gamer. May 24, 2013. Retrieved October 21, 2013.
- "Terraria 1.2 release date announced: major update due out beginning of October | News". PC Gamer. Retrieved October 21, 2013.
- "Terraria 1.2 update released, tweaks almost every part of the game | News". PC Gamer. October 2, 2013. Retrieved October 21, 2013.
- "Well Here's A Thing: Redigit Tells RPS There's A Terraria 2". Rock, Paper, Shotgun. Retrieved October 21, 2013.
- ^ "Terraria for PC Reviews, Ratings, Credits and More". Metacritic. CBS Interactive. Retrieved November 20, 2011.
- Nakamura, Darren (April 17, 2013). "Review: Terraria". Retrieved January 11, 2013.
- ^ Sanchez, David. "Terraria Review". GameZone. Retrieved April 7, 2012.
- Devore, Jordan (May 25, 2011). "Impressions: Terraria". Destructoid. Retrieved May 28, 2011.
- Castelli, Stefano (May 23, 2011). "Un tris di mini-recensioni". Videogame.it. Retrieved May 28, 2011.
- "Space Station Room With a View". IndieDB. Retrieved November 27, 2012.
External links
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