Here’s the English version of part 2 of our interview with Gabriel Perier and the French indie gaming site Game Sphere where we talk more about our upcoming game Fist Puncher. You can check out part 2 of the interview in French here.
Game Sphere: You took your team name from a game in which you work: Fist Puncher. Can you tell us more about this game?
JAKE: Fist Puncher is an homage to old school beat ‘em up games, complete with retro inspired pixel art and four player local co-op. These games were really popular when we were kids, and although they’ve died off in the mainstream, there’s still lots of people that love to play them. We’re bringing Fist Puncher to Xbox LIVE Indie Games first, sometime later this year although no date is set in stone yet.
Fist Puncher follows a team of vigilantes as they fight their way through the crime ridden streets of a near future city (perhaps as near future as tomorrow). Players can choose to play as Dr. Karate, Kid Justice, Steroid Jackson or Hella Fistgerald plus 4 other unlockable characters, each with their own moves and abilities. As you advance in the game you can shape your characters’ growth by leveling up and assigning attribute points, but mostly the game is about good old fashioned button mashing and face punching.
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Game Sphere: What were your inspirations for Fist Puncher? When I saw the videos I thought Final Fight, but I doubt that this is not the only inspiration!
JAKE: Final Fight is definitely one of the classic beat ‘em up games, I just recently replayed it on Xbox and it holds up very well. Our start with this genre was Double Dragon, which was one of our favorite arcade games back in the day and a huge influence on Fist Puncher. Double Dragon didn’t work as well on the old consoles though, you really had to play the cabinet version. Golden Axe was similar, a really fun brawler that didn’t port well at the time. On NES, River City Ransom was the game that stands out as the gold standard for brawlers. It added some RPG elements, which are also a part of Fist Puncher.
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Game Sphere: You are particulary focused on a old school world. Whether for Fist Puncher or Washington’s wig, or even on your site, the pixels are in the spotlight. Why this choice?
JAKE: This was the look of video games that we played when we were kids, and we want to stoke the nostalgia people still feel for this generation of games. When I see giant pixels I immediately feel a connection to those days and remember rushing home from school to try to figure out a puzzle in Legend of Zelda or Shadowgate. There is also something mysterious and unseen in pixel art. It leaves more to your imagination, letting your mind fill in the blanks instead of putting every little detail on the screen.
There is a practical reason as well. There are only the two of us and neither of us are trained artists when it comes to modern techniques. We’re comfortable making pixel art and in many ways it simplifies the development process, something we have to be aware of since we both work day jobs and really have very limited time available to work on our games.
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Game Sphere: The game is planned for early 2012 on Xbox Live indie. Any chance to see it coming on PC?
JAKE: We’re always looking at other platforms and distribution channels for our games. Since we’re making Fist Puncher in XNA, it’s very easy to port it to PC. We’re just focusing on the Xbox version right now, and hopefully there will be enough demand that a PC version will follow shortly after. Seeing that so many indie games have found greater success on PC, it would be foolish for us not to explore the possibilities.
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Game Sphere: Do you have new projects planned after the release of Fist Puncher?
JAKE: We haven’t done extensive planning on this yet because so much depends on the response to Fist Puncher. We have a wealth of ideas, but we really want to make games that will sell. We’re going to try to find the perfect intersection between a game we’d love to make and a game people want to play. Either way we’ll be sticking to our themes of retro-styled art, colorful characters and a humorous tone.
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Game Sphere: Do you think that, in the world of indie game, beard is synonymous with creativity and success (Notch, Edmund McMillen, Terry Cavanagh)?
JAKE: There are some wonderfully talented women in the world of indie games, but aside from them I don’t think there is any excuse for an indie developer not to have a beard. You can either spend your time researching shaving lubricants, buying razors and picking out ingrown hairs, or you can sit down and work on your game. If Notch had wasted his mornings worrying about razor burn, Minecraft would never have existed.
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Game Sphere: The World of indie game is more and more popular. Do you think this is the future of video games?
Matt: I think indie development has a place in the future of videogames, but people will always salivate over massive, cinematic, AAA titles that can only be produced by big studios with tons of resources. On the other hand, indie games have also shown that people crave uniqueness, quirkiness, originality, and occasionally dogs wearing wigs. None of these require a big studio. As long as people are open-minded and willing to try new things, indie games will have a place in the industry.
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Game Sphere: On behalf of Game Sphere staff, its community and all French indie game fans, we thank you for your time and even if the die is cast, we wish you good luck for the next game and boss for the future release of Fist Puncher. The last word is for you!
JAKE: We want to say thanks to everyone who has watched the show, the outpouring of support from around the world has been really appreciated. Also a special thanks to France for helping us win our Revolutionary War so we’d be free to make a game about George Washington’s dog one day. The best way to keep up with what we’re doing is to check out our website, fistpuncher.com, follow us on Twitter or like us on Facebook. If you don’t actually like us, and think we come across as two bumbling jerks, then don’t bother doing any of those things, it would be a waste of time. We’ll understand.