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Mushroom 11, An Indie Success Story

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Mushroom 11

Since its release earlier this year, indie title Mushroom 11 has exploded across the internet. After being supported by the Indie Fund and becoming a finalist for the IGF 2014 Excellence in Design, it was met with critical acclaim across the board. Basically, the story of Mushroom 11 is every indie developer’s dream. Between its unique mechanic and intriguing theme, it’s easy to see why the game has reached this level of success. I spoke with Itay Keren, creative director of developer Untame, and Julia Keren-Detar, co-designer, about the game.

“We originally built Mushroom 11 for 2012 Global Game Jam, which is an event all around the world where people get together and form groups and then make games based on a theme that is given by the organisers,” Keren says. “The theme that year was the Ouroboros, which is the symbol of the snake eating its own tail. What I really wanted to do was have some sort of platformer or puzzle game where the protagonist has some sort of a cyclical nature of destruction and growth – like, you destroy it on one side and it grows on the other.”

Keren experimented with many different ways of implementing this core idea. Eventually, he settled on the idea of having a group of cells clustered together, with the ability to remove some of the cells in order to shape the group. That idea formed the organism at the centre of Mushroom 11. The central mechanic is erasing parts of the amorphous blob to make it move and grow in other directions. That central mechanic is also what formed the game’s world.

Mushroom 11 boss

“Everything came together because of the mechanics,” Keren says. “The mechanic is about destruction and growth. And it was very clear that that needed to be translated into the world in some way. And a lot of our ideas were already thinking about the future of the human race and what we’re doing, the destruction and regrowth and what it means to us as human beings. That gave us the idea of a post-apocalyptic world with no humans, it’s post-destruction. The whole thing came together really well.”

“We were also really interested in photographs of nature taking over abandoned places,” Keren-Detar says. “There’s something really interesting about that because it’s weird seeing places where humans lived, and there aren’t any humans there. It’s post-apocalyptic, but it’s also full of growth.”

“There’s so many things you can do with this mechanic,” Keren says. “Some of them are very unique and some of them are very difficult. The very basic nature of the mechanic is that you kind of lose control a lot of the time. The whole nature of the mushroom is you have no effective control. You’re always on the verge of having control and losing control.”

Mushroom 11 ss

That means the game gets very difficult in later levels. “The game is not just exploring. It actually challenges you.”

The team behind Mushroom 11 grew over the course of development. At first, it was the husband and wife duo of Itay Keren and Julia Keren-Detar, but when Keren-Detar had to return to full-time work, Keren worked on the game with artist Simon Kono. Later on, Keren-Detar rejoined the team and Kono’s wife, Kara Kono, started working as the game’s producer. Untame became a four-person studio made up of two married couples. On top of that, The Future Sound Of London licensed their music for the game and Power Up Audio created the sound effects.

As for why they named it Mushroom 11, Keren-Detar says it was the result of research into recent science. “We came up with the name early on. We were trying to figure out what to identify this organism of cells as. It reminded us of a fungus or a slime mould, but we thought mushroom was a better fit for it. We started researching different things like mycelium, and all the recent science that’s come out about using mycelium in various ways, and that filled in the story.”

“As for the 11,” Keren says, “it’s more of an internal joke. It found itself fitting into the story as well. We’re not going to give too many spoilers, but it’s definitely part of the story. If you look behind the scenes, you will see a lot of references.”

Mushroom 11 ruins

The story behind the organism’s creation is hidden in the background of the game, Keren says. They had the story take a “backseat,” hidden in the details of the game. “One of the things you may notice when you play, but are very likely to ignore, is that it has a lot of images and artefacts and graffiti behind the scenes. If you put everything together across the entire game, you will get a clearer picture of what actually happened.”

Keren says the story isn’t told chronologically and piecing it all together is meant to be a challenge. But he says all of the information needed to work out what happened to the world is there. “Obviously there was some sort of experiment, and I’m not going to say too much, but if you go into levels five, six, and seven, you will see a lot of information. And all of that information is very scientifically sound. We worked with two scientists, biological chemists, and tried to come up with an idea that could actually happen in real life.”

Keren says the community is starting to piece together the story behind Mushroom 11, but it hasn’t figured it all out yet. “We’re starting to see some people trying to come up with their own version, and some people got very… I want to say close, but it’s not a competition to see who’s closer to our version. Our version has a lot of layers, and a lot of these layers are hidden very deep in the images. But a lot of people really understood what happened to the world.”

“We had a very elaborate story,” Keren-Detar says. “But we never expected people to actually pick up on that. We wanted people to come away with a few main, overall points to the story, and to fill in the blanks on their own terms. The stories that people have come up with are very interesting.”

Mushroom 11 is available on PC, Mac, and Linux. Untame is working on bringing the game to iOS and Android tablets, and expect to have it ready in 2016.

Rhiannon likes video games and she likes writing, so she decided to combine them. As well as writing about video games, she also belts out the occasional science fiction or fantasy story, edits videos, and eats strawberry oreos. In that order.

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Sony is reportedly engaged in discussions to form a partnership for a potential bid on Paramount

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There hasn’t been much buzz lately about any new acquisitions in the world of video game intellectual property. According to a recent report, Sony is currently engaged in discussions with a well-funded partner to potentially acquire the renowned film studio Paramount, along with all the exciting possibilities that come with such a merger.

As reported in the New York Times (thanks, ResetEra), Sony Picture Entertainment is reportedly in discussions with Apollo Global Management, an investment firm, as per two sources familiar with the matter. In the past, Apollo had made an offer to acquire Paramount for a minimum of $26 billion, but their bid was ultimately turned down.

The terms of the joint bid are currently under discussion, and there is a chance that the two parties may decide against making a formal offer. Unnamed sources have revealed that Paramount is currently in exclusive discussions with Skydance, preventing any official offer from being made at this time. Investor opposition to the recent deal that Skydance brought seems to have been significant.

The potential impact of such an acquisition is immense. First and foremost, it would introduce adaptations of Sonic and Halo into the expanding media empire of the PlayStation platform holder. Following the announcement, Paramount’s stock experienced a significant 11% surge in after-hours trading.

What are your thoughts on the news? Is there a possibility of Sony acquiring Paramount? Feel free to share your thoughts in the comments section below.

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Helldivers 2 Players Face Overwhelming Hordes of Factory Striders

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In the ongoing conflict against the Automaton invasion fleet, the Helldivers 2 players have successfully halted their advance. However, the situation has now reached a tiresome stalemate. Yet again, the machines refuse to take a break from their relentless pursuit of progress, with reports emerging of the Factory Striders being deployed in record-breaking quantities.

There have been reports of alleged machines that were supposedly encountered during Operation Swift Disassembly, which was just the beginning of a larger campaign. However, these accounts should be taken with a grain of salt, as they are unverified and seem to be more on the imaginative side. Factory Striders have gained a reputation as formidable weapons platforms that can produce more Automatons while enduring significant damage. If the machines are able to withstand such a relentless assault, it will be necessary to develop innovative strategies.

Have you come across groups of Factory Striders in Helldivers 2? Which strategies are proving to be the most effective in taking down these armored brutes? The Orbital Railcannon Strike will prove to be a valuable asset in the comments section below.

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Todd Howard affirms that the timeline of the Fallout series is coherent and well-constructed

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The recent release of Amazon’s adaptation of Fallout has ignited a renewed interest in the series and brought attention to the captivating alternate history that forms its foundation. Fans have expressed concern that the TV show’s events might be at odds with the plot of the Obsidian Entertainment video game New Vegas. Warning: Spoilers ahead for New Vegas and Amazon’s show!

Bethesda Game Studios director Todd Howard and Fallout TV executive producer Jonathan Nolan recently sat down with IGN to discuss the timeline. Howard was taken aback when showrunners Graham Wagner and Geneva Robertson-Dworet presented him with the surprising concept of obliterating Shady Sands, the bustling capital of the New California Republic, in the aftermath of the events in New Vegas. Howard eventually warmed up to the idea: “After discussing it, we realized that this could be a significant story moment that many things hinge upon.”

It seems that they had to make some tough decisions to ensure everything fell into place, but Howard emphasizes the importance of preserving the integrity of the Fallout timeline: “We take great care with the timeline. There seems to be some confusion in certain areas. However, all the events from the previous games, including New Vegas, did occur. We take great caution in that matter. We’re really pushing the limits here, but the explosions occur right after the events of New Vegas.

What are your thoughts on this? Is it up to par? Even though it may not have a significant impact on the overall quality of the games or show, it is comforting to know that those in charge are paying attention. We value your feedback and would love to hear your thoughts in the comments section below.

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