Atlus’ Jack Frost & Jack-o’-Lantern Side-Scroller Is Real, And Available For Free On PC

Atlus’ Jack Frost & Jack-o’-Lantern Side-Scroller Is Real, And Available For Free On PC

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Atlus recently showed off a side-scroller game featuring Jack Frost and Jack-o’-Lantern as a made-up game, but it’s been revealed as Shin Megami Tensei: Synchronicity Prologue, and it is available now for free.

image: http://www.siliconera.com/wordpress/wp-content/uploads/2017/10/SS02_thumb.jpg
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Shin Megami Tensei: Synchronicity Prologue was made by ledybug, the development team by Krobon, who is known to be an avid fan of the Shin Megami Tensei series.

Atlus says to not think of the game as something directly related to Shin Megami Tensei: Strange Journey Redux, but rather, something that tells us what was going on in the background during the U.N. Schwarzwelt Investigational Team’s activities.

image: http://www.siliconera.com/wordpress/wp-content/uploads/2017/10/SS04_thumb.jpg
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image: http://www.siliconera.com/wordpress/wp-content/uploads/2017/10/SS05_thumb.jpg
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The game is available to download here, and will be up for grabs until December 24, 2017. You can get a closer look at the game in our previous report.

Read more at http://www.siliconera.com/2017/10/16/atlus-jack-frost-jack-o-lantern-side-scroller-real-available-free-pc/#YDgGJfc30eLeHSY5.99
How to market your indie game on reddit like a pro using my proven 5-step template.

How to market your indie game on reddit like a pro using my proven 5-step template.

How to market your indie game on reddit like a pro using my proven 5-step template.
1. Around one year before release, use something like this: "Hey Reddit, after lurking and reading posts on /r/gamedev, I just learned to code and am working on <MY INDIE GAME>!"
2. On release day, use something like this: "Hey Reddit, I've been working on <MY INDIE GAME> for the past year and now it's finally out!"
3. Around a month after release, you probably won't get the traction that you're looking for (either because of bad marketing, bad product, bad luck, or all three). So, post something like this: "Hey Reddit, <MY INDIE GAME> failed. So here's a whole post talking about what I learned from failing!"
4. Soon after your previous post, if your game gets any kind of traction at all, use something like this: "Hey Reddit, after my last post hit the front page, <MY INDIE GAME> finally went viral! Thanks Reddit!"
5. A few months after that, you might need to use something like this: "Hey Reddit, I spoke too soon. I got too excited and quit my day job, but <MY INDIE GAME> only went viral for one day on /r/gamedev. It didn't translate into any actual sales because I just realized that other game developers aren't actually going to buy my game. Now I'm about to be homeless. Thanks Reddit!"
[Game Character Design & Scenario Writing] - Yoko Taro, The SEA Summit 2017

[Game Character Design & Scenario Writing] - Yoko Taro, The SEA Summit 2017

Q: How does Yoko Taro go about designing game characters?
A: There are 7 steps in sequence from the start to the end:
1) Budget - It is important to clarify this as it affects the scaling of story and content
2) Period - Any accurate or rough timeline given to create content, can affect number of characters and amount of interactions
3) Market - What is wanted from the market you're targeting? Platforms? Genres?
4) Balance - Gender, percentage of Males vs. Females. Number of characters, 3-5 is a good number he usually start or work with
5) Fans - If the game is a sequel, what do the fans want? You may go against their wishes and try something new
6) The Game - Gameplay Specifications, Motion Cost for your characters to integrate as content in the game
7) The Drama - World View & Characteristics, characters interact with other characters and environment
Sometimes along the way, timeline becomes constrained and things such as 1 character per level can shift content balance. Carefully split scenarios to capture sufficient content for individual characters.
For students learning character design, it is really important to know about the budget because when a real budget really occurs, creators often try too hard to merge multiple characters into 1 character (in Japan).
Q: Why does Yoko Taro always work with a dark story?
A: It was not a conscious decision at all. I think this is because I believe [Reality is just as dark]. This is proven from 2 traits...
Trait 01: Video Games are an imitation of the real world. For example, in classic Space Invaders with low quality graphics: Humans are able to perceive the black screen as "space" because there are alien sprites invading defending bases.
Trait 02: People (mostly) seek to kill in games. In a game where you kill enemies, there is no realistic possibility of a pleasant world filled with hope. Game tropes like killing 100 enemies/bosses with the main character ending up being a hero, kissed by a "princess", are the unrealistic stories (to Yoko Taro).
"Humans are smeared by their own desires, never able to run away from competition or enmities", this notion apply in many games (especially fun and popular ones).
There are a lot of wars happening right now. Competition and rivalry becomes part of a world view to the audience. Rivalry becomes about creating winners and losers. Games that depict this, I feel, can connect with others. Games are essentially parallel to the real world.
Q: How did NieR:Automata come to life?
A: [Platinum Games is the Genesis of it]
1) Platinum Games approaches Square Enix first
2) Square Enix sounds out NieR's production (Yosuke Saito, Executive Producer pitches to do another NieR game)
3) Square Enix approaches Yoko Taro. Rights of NieR is with S.E... (jokingly), I think S.E. took pity of me and gave me an opportunity for a poor to earn money (yet again)
4) Yoko Taro tries to understand and imagine in the direction and expectations of Platinum Games (since the best of developers are there)
5) Yoko Taro analyzes between Sci-Fi or Battle Adventure sort of themes. He thought perhaps Fantasy is a good pitch to Platinum
6) Yoko found out that Platinum developers actually respect the themes of the previous NieR IPs (to not change it too much)
7) Yoko always misunderstood that Hideki Kamiya was the centre of the whole company. (jokingly, he thought the company was like the Mad Max game)
8) He also realizes that Platinum is not an office with top-down hierarchy, they even take opinions and suggestions from newbies in the office
9) The RPG element is revived as Platinum wants to maintain the consistent RPG factor from past NieR titles: Gestalt and Replicant
Q: What sort of trial & error does Yoko Taro use during game writing?
A: [IMAGINE] is the core
This is by no means a short answer, I think some creators may not truly understand imagination. To me, it's something near to making something interesting out of something that no one would commonly think it's interesting.
There is also [You]. Who you are is critical to your imagination.
1) You are the center of your own world
2) To express yourself is to control what others think of you
3) Throwing a rock to someone's heart will ripple your environment
4) Ripples created actually differ from person to person based on perspectives
5) However, people hope to connect by sharing similar perspectives
[No matter how interesting an idea can be, always doubt it]
(Shows kitten picture)
- Without captions, this mostly look cute to people, even though not everyone
- With "This kitten is abandoned and abused" captions, people have the power to immediately change their perspectives when they are given different labels
It is important to analyze why people would have initial perspectives and then change their minds later from other factors.
[If you are seeking for uniqueness, you need to know the standards]
It is also good to understand that a creator can not have control to how everyone feel with just 1 story. It is important to know the customers you are servicing to. Are they a massive crowd or a niche audience?
Creators often insist on purely doing what they want but market research ends up being the most important as it depicts common connections of different perspectives. It is never about how you understand your own story.
How To Email Youtuber to Play Your Game

How To Email Youtuber to Play Your Game

I couldn't believe it.
I cold emailed a single YouTuber yesterday with over 200,000 subscribers and got an almost instant reply.
You can too (hopefully) with these six tips...
1. Personalize the crap out of your email. Bonus points if you lead with humor or don't actually pitch them on your game right away. If you're going to pitch right away, try to lead off with something like, "I noticed that you enjoyed [insert game name here]. We were deeply inspired by that game in the creation of ours. You might like ours as well!" - Take a few seconds to browse the channel and learn a bit about the YouTuber, then tailor the email specifically to them. You can also develop a more authentic relationship by not pitching them right away, and being more genuine with your initial email (such as asking them a question that you're curious about).
2. Make it easy for them. Don't make them dig for basic information about the game. This is a given, but include screenshots, a link to the trailer, and a brief one-line summary in the body of the email. Then, attach a press kit. Remember, if they want to cover your game they'll need to create a custom thumbnail for it--make it as easy on them as possible. If the game's not already out, make sure to specify a release date and whether or not they'll need to wait for a specific date and time before releasing it.
3. Have patience. YouTubers have crazy schedules, and they get pitched multiple times a day. If the YouTuber doesn't reply, it's perfectly fine to send a follow-up after a week or so to check in, but don't spam their inbox. Remember that there are significantly more indie games being released than there are YouTubers willing to play them.
4. Come up with a sexy subject line and leading sentence. Make the first line count. If the first line doesn't convey enough value, the YouTuber will delete the email. The best advice is to use the road less traveled and try techniques that haven't been used before. Most YouTubers have seen generic pitches a gazillion times--don't be like everyone else.
5. Make sure your email is relevant. Most emails get ignored because the YouTuber probably has no interest in covering a game of that genre and/or caliber. Early in my career, I worked with a YouTuber with over 4 million subscribers. It didn't translate to game sales because the targeting was wrong. It's all about knowing the audience--this is kind of common sense, but make sure that the YouTuber has a track record of playing games that is similar in genre to your game.
6. Have flawless spelling and grammar. If your email looks like it was written by a 10-year-old, the YouTuber isn't going to be very convinced. Most of these horribly-written emails get tossed straight into the bin. Proofread your stuff. It's okay to have a typo here and there. I mean, I make small mistakes all the time.