Challengers, the tennis movie starring Zendaya, Mike Faist and Josh O'Connor, is not the first movie you'd think of for visual effects. But the film uses them to a surprising extent: One shot in particular, a 24-second volley between two of the protagonists from the perspective of the ball, used extensive digital and practical effects, as VFX supervisor Brian Drewes explained on X.
The live plates were shot with an Arri Alexa LF on a 30-foot technocrane during a period of five hours with stunt doubles, according to Drewes. 23 individual shots were stitched together to create the final sequence.
Love it or hate it, you have to admit, it’s a new way to see tennis!
I oversaw all VFX on Challengers and thanks to great direction from Luca and amazing artists @ZeroVFX it’s unlike any sports movie ever made!
"Highly detailed LiDAR and photogrammetry scans of the tennis court environment were captured to help create the final models. 100+ actors and background extras were also photoscanned to populate the stands of our CG environment," according to Drewes.
After that, CG was used to smooth camera motion and correct time of day changes. The stunt doubles' faces were then replaced "with a combination of full CG heads and additional photography," Drewes added.
So why do all that? The sequence appears designed to convey the speed, chaos and passion in the sport, matching the movie's overall themes. It's also just a cool and exciting way to convey what would otherwise be a routine tennis match.
This article originally appeared on Engadget at https://www.engadget.com/challengers-vfx-artists-show-how-they-did-that-tennis-ball-pov-scene-120523596.html?src=rss
Netflix’s mobile gaming lineup will soon have one more entry. Cozy Grove: Camp Spirit, the sequel to the 2021 Animal Crossing-esque Cozy Grove, will arrive on Android and iOS on June 25.
The Cozy Grove sequel is the first game from developer Spry Fox since Netflix bought the studio in 2022. In the game, you’ll embark on the high-stakes mission of helping ghostly bears upgrade their haunted island. The developer describes it as a “heartwarming adventure” where you’ll “experience new activities, new ghost stories, new furry companions with stories and abilities of their own and much more.”
Netflix’s mobile gaming portfolio has grown exponentially since it began dabbling in the arena in 2017 with its Stranger Things tie-in. Netflix now has a roster of “nearly 100” mobile games. Cozy Grove: Camp Spirit will be the third game from an in-house studio after the streaming service began scooping up indie studios, including Spry Fox, Night School Studio, Boss Fight Entertainment and Next Games. It’s also building studios in Helsinki and Los Angeles, where it’s working on a AAA game.
You can pre-register for the game on Google Play and the App Store and check out the trailer for the chillaxing title below.
This article originally appeared on Engadget at https://www.engadget.com/netflixs-cozy-take-on-animal-crossing-hits-android-and-ios-in-june-204905615.html?src=rss
Activision has confirmed that the next Call of Duty game will be Black Ops 6. The publisher updated the website for the military shooter franchise to reveal the title, promising that “official lines of communication have begun,” which essentially means the game’s marketing is shifting from teaser mode to slow-trickle reveal mode.
Xbox’s X (Twitter) account posted in late April that a “[REDACTED] Direct” event would follow the Xbox Showcase on Sunday, June 9. It was never much of a mystery that it would be a Call of Duty reveal: The logo matched the franchise’s military art style, and it had already been reported that the next installment in the long-running series would arrive this year.
On Thursday, a short teaser video on Xbox’s X account removed the redaction to reveal Black Ops 6. So you can look forward to a hype session for the first Call of Duty game unveiled under Microsoft ownership.
Activision
The Call of Duty website shows additional teasers that capitalize on conspiracy theorists’ worldviews. A shadowy video shows law enforcement body cam footage, building up to the (fairly corny) reveal of Mount Rushmore (Six Grandfathers Mountain before it was carved up) with blindfolds covering each of the four US Presidents’ eyes, reading “The Truth Lies” followed by a logo. Other videos on the website show vandals (also in found-footage style) placing posters with the same slogan around a city.
In other words, marketers are marketing.
Microsoft apparently plans to use the new installment to boost Game Pass subscriptions. The Wall Street Journal reported this month that the title will be the first Call of Duty installment to appear on Game Pass on launch day. We’ll have to wait to see whether that strategy provides enough much-needed lift for the service to justify the (potentially enormous) loss of direct sales to Xbox console owners.
You can hear about Black Ops 6 on June 9, immediately following the Xbox Games Showcase, which starts at 1 PM ET. Engadget will have full coverage of all the day’s reveals.
This article originally appeared on Engadget at https://www.engadget.com/the-next-call-of-duty-is-black-ops-6-161916709.html?src=rss
Starliner, the Boeing-made vehicle intended to carry the next generation of astronauts, has had its launch scrubbed once again. NASA called off the maiden crewed launch after a number of key engineering faults were discovered, and has declined to announce a new test date. Until then, the two personnel expected to soar into the heavens will just have to standby and hope that engineers are able to address the flaws with the Boeing-made craft.
Scarlett Johansson accused OpenAI of using a soundlike when she wouldn’t lend her voice to one of its products. Now, the company has fired back, claiming that its courting of the actress took place long after the “Sky” voice had been cast, and that nothing sinister went down here. Even though OpenAI CEO Sam Altman tweeted “her” as a reference to the character ScarJo played in the movie of the same name.
Disney+ has greenlit a standalone show for Marvel’s Vision, as reported by Variety. Paul Bettany will return to portray everyone’s favorite android/synthezoid and reporting indicates that the story will pick up after the events of WandaVision. We have a long time to wait, however, as it won’t air on the streaming platform until 2026.
This tracks with Disney CEO Bob Iger’s recent announcement that it would start being much more picky when it comes to Marvel content. The current plan is to reduce the number of shows from four per year to two.
As for Vision, it’s not being helmed by Jacqueline Schaeffer, who created WandaVision. Showrunning duties fall to Terry Matalas. He created the criminally underrated 12 Monkeys TV show and acted as showrunner for the final season of Star Trek: Picard, which was miles better than those early seasons. Schaeffer was working on an earlier version of the concept before moving to the forthcoming spinoff Agatha All Along.
While the presence of Matalas may be good news for Marvel fans, it’s bad news for Star Trek fans. Ever since the breakout success of Picard’s final season, fans have been pushing Paramount to greenlight a show they have been calling “Star Trek Legacy” with Matalas at the helm. This would be a continuation that follows the events of Picard season three, spotlighting Star Trek: Voyager’s Seven of Nine and other returning characters from the 1990s era of the franchise. Now that Matalas has been snatched up by Marvel, this is unlikely to happen. Between that and the recent cancellation of Star Trek: Lower Decks, it looks like 90s Trek is just about over and done with.
This article originally appeared on Engadget at https://www.engadget.com/theres-a-new-vision-show-coming-to-disney-with-paul-bettany-185730521.html?src=rss
This story contains discussions of sexual violence.
Multiple scenes from INDIKA are seared into my brain. A palm-sized person crawls out of a nun’s mouth and runs down her arm, frenzied, in the middle of a Catholic ritual. A man is suspended in the air, his torso impaled on a strip of curling rebar, while a guitarist gently encourages him to die. Dozens of bus-sized fish dangle on rotating spits above a blazing silo. The mangled head of a feral dog flops repeatedly against the gears of a mill, neck limp and tongue lolling. The sudden glimpse of a demon: gray skin, too many arms and joints bent the wrong way, bug-like and hulking. When I move, it moves.
Back at home in front of my PC, my skin prickles with goosebumps. INDIKA generates visceral reactions effortlessly and always with a tinge of surprise. It’s a (mostly) third-person narrative adventure set in an alternative 19th century Russia, and it stars an ostracized nun, Indika, who has the devil’s voice in her head. From this foundation, the game offers a flurry of whimsical absurdity and raw human suffering, and even as its visual and mechanical styles shift from scene to scene, everything comes together in a cohesive package. INDIKA is a masterful example of maturity in video games.
Odd Meter
The devil is Indika’s constant companion. As she travels from her convent to deliver a letter in another village, the voice in her head gleefully vocalizes her cruelest thoughts and points out the hypocrisies built into Catholicism, her chosen religion. The devil speaks like he’s narrating a children’s book, a Rumpelstiltskin glee dripping from every syllable as he tells Indika how weak, unloved and naive she is. Indika debates him and, at a few points, he splinters reality around her, opening deep cracks in the scenery, revealing new pathways and filling the world with a red glow. Players can hold down a button to pray, keeping his machinations at bay. To progress in these scenes, Indika has to shift between the devil’s reality and her own, inviting him in at specific moments to make use of his hellish platforms. Indika becomes more comfortable with the devil in her mind as the game progresses, and the “press X to pray” moments are just the first examples of their uneasy alliance.
As a piece of religious criticism, INDIKA plays all the hits. Its jokes about the manipulation, hypocrisy and rigid inhumanity of Catholicism are clear and sharp, though not particularly revelatory. The devil's laughing tone makes every line sound like a lullaby, and to my ears — an atheist who grew up Catholic and was extremely confused by the gaudy, culty exclusion being preached every Sunday — INDIKA is soul-soothing. The game never fully explains whether Indika is experiencing a psychotic break or is truly possessed by the devil in this world; everything exists in the gray area where both of these states meet. Psychosis or Satan, it’s all incredibly real to Indika.
INDIKA is underpinned by a delirious tension between levity and agony, and the developers at Odd Meter got the rhythm just right. Indika’s reality is a frozen hellscape filled with pain, betrayal and isolation, but it also has laugh-out-loud moments that feel more like a rom-com than a psychodrama about a sad nun. The game also slips into a lighter visual style as it delves into her past, mining memories out of pixelated platformers in sun-drenched environments. These contrast sharply against the 3D brutalism of the main scenes, and they’re incredibly engaging, offering smooth jumps with tricky timings.
Odd Meter
This is a game that requires an escape every now and then, and moments of reprieve are built into its progression, perfectly positioned to ease the anxiety as it reaches a fever pitch.
About a quarter of the way through the game, Indika encounters a blood-chilling scene: Through the crack of a doorway, she sees and hears a man attempting to rape a woman, scuffles and screams spilling into the hallway. Indika freezes, accidentally makes a noise, and then hides in a closet as the assaulter turns his attention toward the interruption. The devil taunts Indika — "Did you see the size of that thing?" and "Maybe you wanted to join them?" — as the man searches for her. The danger of the situation bursts through the screen, heavy and white-hot.
This is horror.
Minutes later, Indika is driving a steampunk motorcycle with a trailer full of corpses down a winding path, an unexpected friend perched on the bodies behind her, throwing out cheeky one-liners. Suddenly, it feels like the beginning of a buddy-cop movie. The shift in tone is a huge relief, and this balance of extremes is something that INDIKA does with incredible deftness, time and time again. The (first) sexual assault scene is quick and powerful, showing enough to drive home the depravity of the situation without becoming gratuitous. After I played through it, I took a deep breath, collected myself, and then dove back into the game, eager to uncover more of its commentary. The handling of this topic increased my trust in the developers’ artistic instincts and their ability to reveal the nature of true terror; it made me more invested in the rest of the game.
Odd Meter
Of all the memorable visuals in INDIKA, one remains particularly vibrant in my mind’s eye. Indika is kneeling in a prison cell and a guard enters alone, his intentions clear. He puts his hand on the back of Indika’s head and reality breaks like it often does in this game — but this time it’s softer, slower and all-encompassing. The screen becomes a red pool, and in the center, Indika and the devil float around each other like amoebae in a petri dish, quietly discussing the injustices of human existence. Indika dissociates while her body experiences violence, and the scene lingers on the red womb, providing space for players to absorb the situation from an artistic and philosophical distance. It’s authentic and powerful. It’s oddly calming.
INDIKA stands out for these moments of sexual violence, each so delicately handled. The video game industry in particular is built on a foundation of physical violence — guns, war, blood and murder — but there aren’t many games that broach the subject of sexual abuse. This is largely for the best, as sexual violence is a topic that we’re still learning how to talk about on a cultural scale. It’s the ugliest side of humanity, the most uncomfortable to address, yet it’s pervasive. Sexual abuse is as worthy of compassionate discussion as gun violence, but for a multitude of societal and individual reasons, it’s much harder to look at directly.
Interactive media in particular can be a powerful vessel for immersion and revelatory storytelling. Sexual violence demands empathy if it’s going to be included in any piece of entertainment media, and this is particularly true in video games, where players are acting out the events, placing themselves in the character’s shoes, getting lost in their second-to-second actions. There’s high risk in telling a story about sexual abuse in a video game, and it’s not only about alienating or offending a portion of the audience. The risk lies in the potential to literally retraumatize players. Mishandling a topic like rape can be damaging and perpetuate harmful messages about power, autonomy and self-worth in the real world.
Odd Meter
The best outcome for creators who don’t know how to approach the topic is to leave it alone, and for the most part, video game developers have. The alternative — adding sexual violence to a game without understanding the cruelty of the act, using it for shock value or lazily turning it into a point of motivation for a separate character — will always be much more upsetting.
For example, Immortality. This is one of the few contemporary games that uses sexual violence as a plot point, and, to me, its lens feels lecherous rather than poignant. Immortality employs real-life actors and puts the abuse itself center-screen, using the guise of edgy commentary to let the camera linger on extended scenes of softly lit molestation, the woman’s body in greater focus than her pain. The sexual abuse in Immortality feels like voyeuristic fantasy.
INDIKA, on the other hand,centers the person receiving the violence and reveals the true horror of the act. INDIKA demonstrates how a video game can tell a strange and beautiful story that involves sexual abuse, and proves it can be done without overwhelming the narrative or flow. These scenes add layers of insight and emotional heft to Indika’s journey, revealing truths about her psyche and her world. It’s encouraging to see these themes explored so deftly in a piece of interactive art.
INDIKA is not solely about sexual violence. The bulk of the game is filled with puzzles, platforming and witty wordplay from the devil, and most of it plays out in engaging and ridiculous ways. Plenty of segments in INDIKA are downright jovial, with a warped sense of humor that reminds me of Alice in Wonderland (or, more appropriately, American McGee’s Alice). However, it doesn’t shy away from the dark realities of Indika’s world, where rape is as pervasive as gun violence, war and religious oppression. The assault scenes — presented alongside running themes of death, manipulation, isolation, shame, guilt and cruelty — solidify one of INDIKA’s core messages: With a world like this, how much worse can Hell really be?
This article originally appeared on Engadget at https://www.engadget.com/indika-weaves-a-mature-tale-of-absurdity-hypocrisy-and-sexual-violence-182019378.html?src=rss
Earlier this month, Marvel and ILM Immersive announced that What If...? would be coming to the Apple Vision Pro in the form of an "immersive story" based on the Disney+ original. The original announcement didn't offer much in the way of detail but now we've got an official trailer and release date, with the title arriving on May 30.
The mixed reality game's trailer features the Watcher who needs help fighting "dangerous variants from across the Multiverse." Can you guess whose been chosen for this mission? That's right, you. Soon Wong appears and the Watcher tasks them with teaching you to cast spells and harness the Infinity Stones' power — which Wong reluctantly agrees to do. You will also meet game versions of Thanos, Hela, Red Guardian and more characters.
Overall, What If...? should take you on quite a journey. "As they step into breathtaking environments, they will cross between mixed and virtual reality as they enter new and iconic MCU locations," ILM Immersive stated in a release. "Fans will use their hands and eyes to interact with the world around them, becoming immersed with stunning visuals and spatial audio, and work to save the fate of reality as they live out their narrative journey. Together, these groundbreaking features and more will remind them that time, space, and reality are more than a linear path."
What If...? will be available on Apple Vision Pro starting May 30 and you'll be able to grab it as a free app for a limited time. However, you will need to have dropped $3,500 for the device so it's still going to cross you a pretty penny to play.
This article originally appeared on Engadget at https://www.engadget.com/marvels-what-if-for-apple-vision-pro-gets-a-trailer-and-release-date-150008952.html?src=rss
Meta’s advertising policies are once again in the spotlight as a watchdog group says the company approved more than a dozen “highly inflammatory” ads that broke its rules. The ads targeted Indian audiences and contained disinformation, calls for violence and conspiracy theories about the upcoming elections.
The ads are detailed in a new report from Ekō, a nonprofit watchdog organization. The group says it submitted the ads as a “stress test” of Meta’s company’s advertising systems, but that the spots “were created based upon real hate speech and disinformation prevalent in India.”
In all, the group was able to get 14 of 22 ads approved through Meta’s company’s advertising tools even though all of them should have been rejected for breaking the company’s rules. The group didn’t disclose the exact wording of the ads, but said they “called for violent uprisings targeting Muslim minorities, disseminated blatant disinformation exploiting communal or religious conspiracy theories prevalent in India's political landscape, and incited violence through Hindu supremacist narratives.” Researchers at Ekō pulled the ads before they ran and they were never seen by actual Facebook users, according to the report.
It’s not the first time Ekō has gotten inflammatory ads approved by Meta in an effort to draw attention to its advertising systems. The group previously got a batch of hate-filled Facebook ads targeting users in Europe approved, though the ads never ran.
In its latest report, Ekō says it also used generative AI tools to create images for the ads. Researchers at the organizations said none of the ads were flagged by Meta as containing AI-generated material, despite the company’s statements that it’s working on systems to detect such content.
Meta didn’t immediately respond to a request for comment. In a response to Ekō, the company pointed to its rules requiring political advertisers to disclose their use of AI and a blog post about its efforts to prepare for the Indian elections.
This article originally appeared on Engadget at https://www.engadget.com/meta-approved-ads-in-india-that-called-for-violence-and-spread-election-conspiracy-theories-225510165.html?src=rss
When OpenAI showed off GPT-4o's seemingly more-human like voice mode last week, observers were quick to point out that one of ChatGPT's voices sounds like Scarlett Johansson, particularly her character in Her. The company says the similarity between the flirty AI voice Sky (which it actually rolled out in September) and Johansson was unintentional. However, it's "working to pause the use of Sky" while it addresses some questions about the voice.
"We believe that AI voices should not deliberately mimic a celebrity's distinctive voice — Sky’s voice is not an imitation of Scarlett Johansson but belongs to a different professional actress using her own natural speaking voice," OpenAI wrote in a blog post detailing how it picked ChatGPT's five voices. "To protect their privacy, we cannot share the names of our voice talents." It added that each of the performers is paid "above top-of-market rates, and this will continue for as long as their voices are used in our products."
For what it's worth, shortly after OpenAI demoed the upgraded version of Sky, CEO Sam Altman posted the word "her" on X. But it's definitely "not an imitation."
New Chat GPT-4o personal assistant uses the voice of Scarlett Johansson (Samantha in the 2013 movie Her) pic.twitter.com/m9GOKaQrMM
Johansson's performance in Heris one of the more famous depictions of a virtual voice assistant in cinema. The film predated the conversational AI craze by around a decade, so it's not too much of a surprise that Johansson's portrayal of a breezy, warm chatbot is effectively a template for current voice assistants. The actor previously took legal action against a developer that was said to have used an AI-generated version of her voice and likeness in an ad.
It's unclear why exactly OpenAI removed Sky for the time being or what changes (if any) it plans to make before restoring the voice in ChatGPT. Engadget has asked the company for comment.
This article originally appeared on Engadget at https://www.engadget.com/rip-chatgpts-knockoff-scarlett-johansson-voice-2023--2024-143620642.html?src=rss
Video game horses tend to play a fairly uncomplicated role, at least in mainstream titles. Like semi-sentient meat bicycles, they often exist as little more than a way to make the player travel faster, jump farther or occasionally defy the laws of physics. With the exception of Red Dead Redemption 2, an outlier beloved for its equine verisimilitude and breadth of riding-related activities, horses in video games are generally emotionless props, notorious for janky animations and unnatural anatomy.
That’s fine for most players’ needs, but for those who are drawn to certain games in part because they have horses, there's a lot to be desired. Especially since the alternatives — dedicated horse games — haven’t proven to be much better. The genre is plagued with shoddy graphics, unoriginal storylines and drawn-out, repetitive caretaking tasks like hoof-picking. While horse games of the aughts, like the Barbie Horse Adventures series, sparked a lasting interest in the niche for a lot of young gamers, we’ve yet to really see what their maturation can look like for the now-adults still chasing that high.
The biggest actual horse game today, the decade-old MMORPG Star Stable Online, is distinctly tween-girl-coded. Suffice it to say, there’s a hole in the market as big as a Clydesdale. But some extremely passionate developers are trying to change that.
Alice Ruppert, who runs The Mane Quest — the go-to blog for all things relating to horse games — has cultivated a community of “horse-interested gamers and game-interested equestrians” over the last five years by churning out news, reviews, analyses and wishful editorials covering the latest developments in the genre. As a lifelong equestrian who also has a professional background in game design, she’s become an authoritative voice at the intersection of these two worlds.
The way Ruppert sees it, dedicated horse games have long been stuck in place. Budgets for new titles over the years were kept tiny based on the assumption that these games would only land with a very small niche of gamers, namely young girls. Limited resources resulted in the creation of subpar games, with “basic mistakes of game design and usability,” causing those games to be poorly received. Bad sales and negative reviews ensured future projects wouldn’t be given bigger budgets, and the cycle repeats.
There’s been a shift more recently, she says, “as the game development space is getting democratized and more people start trying to make games.” That has introduced a host of new issues, like “very amateur teams launching really big projects… and not being able to deliver,” Ruppert said, but she thinks that's “a better problem to have than just nobody making any games at all.”
After Ruppert panned Aesir Interactive’s Windstorm: Start of a Great Friendship (Ostwind in its original German, based on a movie), the studio got in touch and later brought her on as a consultant and eventually creative producer for its 2022 title, Horse Tales: Emerald Valley Ranch. The game is far from perfect, Ruppert admits, but despite joining the project at a pretty late stage, she says she was able to make some contributions toward creating an experience that could be appreciated by people who actually know and love horses.
Aesir Interactive
That included helping to correct funky details that might not have registered to a non-equestrian but would stick out like a sore thumb to anyone in that world — like a bizarre transition when changing a horse’s leading leg in a canter. “Whenever I spotted something that was wrong, I was like, okay no, we need to fix this because the horse game crowd is going to care,” she says.
Horse Tales: Emerald Valley Ranch is an open world adventure game where players can explore on horseback, tame wild horses, breed and train horses, and maintain their own ranch. It takes a realistic approach to breeding and genetics, and the horses each have unique personality traits. The team crowdsourced horse names, too, so the game’s automatic name generator spits out the names of community members’ real horses.
Still, the game drew some harsh criticism after its release, and the reviews overall have been mixed, with common complaints of game-crashing bugs and a world that feels empty. (The team released a final patch for the game in April devoted entirely to bug fixes.) It has its fans, though, and if there’s one thing players seem to agree on, it’s that the horses and the riding mechanics look great.
Aesir also announced last month that it’s releasing a remastered version of Windstorm: Start of a Great Friendship. The revamped game includes improvements like “replacing those horse animations that I’ve been complaining about for the past five years,” wrote Ruppert — who has separated from the studio — in a blog post. It’s slated for release in June.
As more and more efforts from the horse games community pop up, “The really promising developments are going to come when either those amateur projects learn and grow into something better, or when more experienced indie devs start picking [them] up,” Ruppert says.
One such example she points to is The Ranch of Rivershine, a horse game developed and published by Canadian studio Cozy Bee Games that’s currently in Early Access. The studio, founded by developer Éloïse Laroche, focuses on cozy games (think Stardew Valley and Animal Crossing), as the name would suggest, and already had a handful of highly rated titles under its belt before putting out The Ranch of Rivershine. That includes Capybara Spa and the baking sim Lemon Cake.
While it may not be “the horse game to end all horse games,” Ruppert says, “I do think it does a lot of things really well.” The Ranch of Rivershine takes a format Cozy Bee Games has shown it excels in, and applied horses. It isn’t groundbreaking — players are tasked with building up their own ranch, where they can breed, take care of and train horses — but it doesn’t necessarily need to be. There are trail rides, cross country competitions, villagers to interact with, auctions and lots of pretty horses. Unlike many of its peers, The Ranch of Rivershine has mostly positive reviews.
Rockstar Games
To this day, Red Dead Redemption 2 stands widely accepted as the best horse game out there despite it not technically being a horse game. Red Dead Online has drawn hordes of equestrian-minded players over the last few years for organized in-game meetups, trail rides, horse shows and other horse-centered activities. The horses themselves, though they’re not without flaws, are far more lifelike than others heretofore have achieved. And the game places importance on actually bonding with them.
It’s so good, it’s become a pain point for projects that have emerged in its wake. AAA games like Red Dead Redemption 2 set a bar that is “almost impossible for an indie game studio to reach, which puts a lot of pressure on creators,” says Jonna Östergren, a 3D animator working with the Hungary-based developer Mindev Games on Unbridled: That Horse Game. Nevertheless, they’re aiming high.
Engadget caught up with the Mindev team recently over a Discord group chat. “I have loved horses for as long as I can remember,” Östergren says, they’ve “been a big part of my life.” So have video games, and in 2017, she started learning how to make them using tools like Unity and Blender. Östergren by chance connected with Jasmin Blazeuski, the founder of Mindev, years later while working on her own horse game that had hit a dead end. “I had big aspirations but I was alone and I was trying to learn all the things, from coding to animation. It was a lot,” Östergren said.
After talking with Blazeuski, “I offered to help them make some 3D models if they needed it. One thing led to another and I became a much bigger part of the team than I had first imagined.”
Unbridled’s creators envision the game as one that allows the player a lot of freedom. “You decide how you want to play and manage your stables,” Blazeuski said. “If you want to make money over competitions, breeding horses or farming — it is all up to you.” They’re striving for realism, in terms of the horses’ physical appearances but beyond that, too. “I have never had a horse game with a simple yet so cute detail such as horses looking outside the stable. Casual, real things horses do, we want them all in the game.”
The emotional elements are crucial. Even in games where horses are the main subject, they often “lack personality and liveliness,” Östergren said. “They are not really their own being with their own mind… That is something that I would love to change in our game. Not making the horse a nuisance that never does what you want it to do, but to make it so that your horse feels alive in the world that you are in as your character.”
The team, also including 3D artist and longtime equestrian, Sara Wermuth, points to childhood games like Horse Illustrated: Championship Season, Riding Champion: Legacy of Rosemond Hill,Pippa Funnell: Ranch Rescue, My Horse Friends, and Pony Girl (1 and 2) as sources of inspiration. Only Unbridled’s programmer, Amon Ahmad, comes from outside the world of horses and horse games, and had to watch “a lot of gameplays from different horse games” to get up to speed.
Between the old and new games, “I noticed that nothing has actually ever changed, apart from the graphics or the style,” Ahmad said. “New functions, new gameplays, new ideas in general are missing.” The team aims to avoid those trappings with Unbridled, which is being built meticulously using the Unreal Engine.
Mindev Games
Horse games have a tendency toward tedious and repetitive tasks or mini-games, which can be detrimental “no matter how much detail and love was put into it,” Östergren said. They don’t want to go down that road. And Unbridled will have unique systems for dressage and jumping to give players a challenge, without predetermined points that will guarantee a well-executed jump, according to Ahmad. Instead, players will have to train their horses and develop a feel for the timing.
But making a game of this scope that is fun, engaging and realistic can be a slow process, not to mention an expensive one. The team’s recent Kickstarter campaign failed to reach its funding goal, and it’s relying on avenues like Patreon for financial support to see the project through. An update posted in February noted that half of the team has picked up part-time jobs to bring in additional income.
The animation alone is a huge undertaking. The complexity of horses’ bone structure, all the bending points, plus “getting the gaits right and all those little details of movement is very difficult [to do] by hand,” Blazeuski said. But, “we will take our time to perfect everything.”
Unbridled: That Horse Game has been in a closed beta since November, allowing the developers to get direct feedback from the community, but the team estimates it’ll be a few years yet before the full release.
Astride, another horse game being developed by a small team with big ambitions, is setting itself apart with its focus on Nordic horse breeds, like the Norwegian Fjord Horse and the Norwegian Dole, as well as gaited breeds like the Icelandic Horse. The studio behind it, Raidho Games, was formed in 2021 after Maja Nygjelten (CEO and concept artist) and Mathilde Kvernland (Community Manager and 3D artist) decided to get serious about their idea to create the horse game they’d always been in search of.
Raidho Games
They put word out on a Norwegian Facebook group for gamers and ultimately expanded the team to five people, including fellow equestrian Tirna Kristine Mellum, who joined as a 3D artist and Project Manager. Using their combined experience with horses in real life to guide the process, Mellum said, “We are hoping to have a horse game where the horses feel like horses.”
“We know what to look for in references” to provide their animator, Marius Mobæk Strømmevold, so the horses’ gaits and other movements look true to life, Nygjelten said. “I think that's very important, to [not] take a random animation from YouTube” but instead provide him with references that they’re confident show the proper result.
The main focus of the game at launch, which is somewhat scaled down from the original vision, will be on breeding horses in the fictional Scandinavian town of Eldheim and training them to compete. “Most [horse games] have show jumping as the first feature, including us… [but] I think we will stand out a lot with the breeding and everything,” Nygjelten says. “We have very realistic horse genetics,” according to Mellum, and that will initially be what the game leans into most.
The early gameplay is centered around the stable and interactions in the Eldheim community rather than grand adventures. It’s being designed to be an online multiplayer game, so players will also be able to meet up with friends. Down the line, the plan is to implement more complex storylines and quests to keep building out the experience.
The project has had some successful funding efforts, including a Kickstarter campaign in spring 2022, but it’s also suffered delays. An Early Access version of the game was released behind schedule last June to very mixed reviews. But, the team emphasizes, it’s still a work in progress.
“Astride still has some years left of development,” says Nygjelten, “The game will continue to grow every single day, and it will probably be very different in a year.”
This article originally appeared on Engadget at https://www.engadget.com/indie-developers-are-trying-to-make-horse-games-that-dont-suck-its-not-easy-140008337.html?src=rss