rising star games
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rising star games will publish suda 51 and grasshopper manufacture' s no more heroes in europe in february 2008 .
the ceo of rising star games, martin de vries, has responded to criticism levelled at the company following the announcement that forthcoming title no more heroes would differ in content to the us edition .
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two hours after rising star commented, hayes responds in greater detail about the publisher’s actions through poncho’s development, saying that “rising star games have decided to take [ sic ] their dirty laundry out in public. this is the very thing we restrained ourselves from doing while writing the post - mortem, which we wrote for other developers in order to stop them from making the same mistakes we made. ”
shortly after publication, hayes’ post - mortem picked up traction on twitter with many developers discussing its contents. the publicity of the article led to rising star games posting a response in the comments of destructoid, where a summary of the post - mortem was being discussed :
hayes then claims that rising star games has blocked delve from being able to complete its final milestone by not providing the studio with a playstation vita development kit. “i knew, and they knew, that sales had been disappointing, ” hayes writes. “it just wasn' t worth it to [ rising star games ] anymore to give up some thousands for the vita version. so they blocked us. not officially, but by not allowing us a dev kit and not allowing [ port developer just add water ] to work on it anymore. ”
in an extensive post - mortem submitted to gamasutra danny hayes describes the gruelling five - year development of parallax platformer poncho. he says that he and his two colleagues have yet to make “a single penny from poncho ” and puts much of that failing on the game’s publisher rising star games .
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hayes admits to missing milestones, saying “this bump caused a ripple throughout development. ” he also says that he contacted rising star “many times” asking for £2, 000 or more in advance to get back on track .
development of the vita version of the game remained with delve and rising star says that “the first notice we have received that the ps vita version will not be completed by delve is in the post - mortem posting across the weekend. ”
the final milestone delve interactive and rising star games had agreed in the contract was that on completing the game and all its ports the final 20% of the game’s development funds would be released to the developer. as poncho’s vita port remains uncompleted, delve has not fulfilled that final milestone and so has still not received the final 20% of development funds .
“we are desperately upset that “ poncho ” wasn’t a hit product, ” rising star games says. “we funded and promoted at each turn – determined to give the game its best shot. it’s what we do for many games from many partners. this one didn’t work out. we got things wrong too but to suggest that rsg caused a series of “events” that largely contributed to danny’s parlous state ignores the repeated failings of the dev team to deliver on the promises and agreed work. ”
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hayes then admits that while delve interactive negotiated “an ‘on delivery’ milestone system”. the day after signing the contract he contacted rising star games asking for “a small amount of start up funds”. rising star said no to providing an advance and hayes told the publisher this would cause delays. “ now of course, it' s my fault for not having this amended in the contract, but they could have easily paid a couple thousand in the beginning to ensure smooth development, ” hayes writes. “as a result, we had to work part time immediately and take time off the game to be able to live, plus we couldn' t pay anyone to work on the game. ”
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after negotiating through all our options, we landed on rising star games, mainly because they were in the same country and seemed to know what they were doing with indies. i also thought they seemed like nice people at the time. we got funded for slightly less than what we asked for in our kickstarter, but we were funded. we did have much higher offers, but turned them down since other publishers asked if they could change the game .
rising star games is a publisher of next - generation video games across nintendo and sony gaming platforms. with decades of combined experience in video games publishing between us and a genuine passion for interactive entertainment, everyone in this small dedicated team wants to bring the very best titles from japan to the european market. rsg is now in its seventh staggeringly successful year of trading and has published more than 30 titles for wii, nintendo ds, sony playstation 2 and psp. our portfolio includes popular franchises and original intellectual gaming properties like harvest moon, no more heroes, bomberman and bubble bobble. rsg is set to bring more fantastic titles to europe in the coming months including: rune factory for ds and wii, harvest moon: island of happiness, populous for nintendo ds, little king' s story for wii, r type tactics for psp and many more ...
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“the piece from danny hayes calls into question our professional abilities and may impact upon our games publishing business – we’d like to set the record straight or, at least, provide some sort of balance. ”
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sticking with finances, hayes said “it literally only came down to that single miscommunication on the first milestone being an advance or not. we stipulated in the postmortem that £22, 500 was the absolute bare minimum we needed in order to successfully develop the game, based on how much we all needed to survive and still work full time. this is why we set that as our kickstarter goal. as well as the miscommunication surrounding the first milestone causing delays, 20% of the funding we agreed on with rising star was set to be withheld until all development including ports had been completed, which means that we then had to deal with not being able to use 20% of the agreed funding on the actual game. we tried to explain to rising star many times how little sense that made, but again, we couldn' t reach an agreement. i don' t think they realised that we literally had no funding except what they gave us, which turned out to be less than the bare minimum goal we had set for the kickstarter. since we didn' t have enough to fulfil our plans, development was affected, but we pushed through and still released a game on multiple platforms, we' d never take someone' s money and run away with it. ”
the games industry is not unique in that you shouldn’t negotiate a contract you can’t meet. delve set up a deal with a company that stipulated it would only be paid on completing its first milestone, but it didn’t have the development funds to do that work. delve asked for an advance on the first day after signing this contract. delve then proceeded to miss every deadline it had. it seems blinkered to blame the publisher for every problem in poncho’s development .
update: in a clarifying email, rsg' s coo martin defries said
to develop the ps vita version the developer doesn' t actually need the dev kit to make the game – just to test it in a vita environment. so we use our kit to test the builds he sends to us – we make use of the same kit for other games we are working with. he had continued to make builds and send them to us. they were unsatisfactory. it appears he has now ceased to do that .
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this mystical creature accompanies ada on her adventure – where it came from is a mystery, but the strong bond between the two is undeniable. delve into the story: the elk is easily scared in the beginning but with time its courage will grow. the elk was inspired by yakul from princess mononoke. decay of logos by amplify creations will be coming to nintendo switch, playstation 4, xbox one and steam .
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programmers create their very own game which can be taken in any direction they see fit, while artists create a game - ready asset packet to industry briefs. you can check out what last year’s winners created
outstanding students will be invited to our finals day showcase event to demonstrate their skills and knowledge to a panel of industry experts .
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we have created a detective themed 2 - 4 player card - based board game inspired by cult sensation videogame deadly premonition, set in the mysterious town of greenvale, following the murder of anna graham .
in deadly premonition: the board game you and your fellow detectives must take on the task of protecting the innocent, incriminating the guilty and work out who might not be who they say they are. with a hidden killer amongst the detectives, the race is on to identify a suspect as an accomplice in order track down the true killer .
the mechanics found in deadly premonition are unique and original concepts formed around our vision for the game. embark on competitive battles to manipulate your own board toward a victory condition, while simultaneously sabotaging your co - detectives. there is also a hidden identity element to shake things up and reward observation and intuition .
you have each been assigned a line - up of six townsfolk to investigate. your suspects begin in the “incriminated” row until you provide evidence that they should be presumed innocent. once all your suspects have been cleared of guilt and you have proven yourself to be a trusted detective, you can begin to go on the offence to identify which player is the hidden killer by extracting information from incriminated suspects on their board. correctly identifying an accomplice of the hidden killer wins you the game !
our vision was to create a well - balanced, atmospheric game inspired by deadly premonition’s delivery of big reveals, plot twists and consequential moments. check back here for a video about our vision and how we made the game, coming soon .
the project started out as just an idea between colleagues. with hopeful optimism we put together a proposal for swery, the man behind deadly premonition, and he loved the idea. on 3rd june 2015 we created our first prototype for
incrimination
, which became the skeleton that the following game was built upon… we hope you enjoy! let’s take a closer look at the mechanics .
before the game starts, each player is dealt an alignment card which provides one of two outcomes: killer or agent .
each player is randomly dealt six suspects which must all be placed in the lower “incriminated” row side by side. five evidence cards are dealt to each player .
during your turn you may use evidence to move one corresponding suspect on your board between the two rows. the colors signify whether the evidence is incriminating or if it proves innocence. you can also use these cards to attack other players' boards, instigating an evidence battle .
an evidence battle consists of two detectives going back and forth with counter evidence and action cards until there is a victor. the winner of an evidence battle wins two card draws, allowing them to gain an edge on card count .
action cards hold unique and powerful effects. knowing when to use these cards and utilizing creative combinations can swing any case your way .
in the town of greenvale, bad things happen when the weather changes. certain action cards have an optional weather - activating component which they can choose instead of the action’s base effect. weather cards can be enormously powerful or underwhelming. choose the right time to take the risk .
when it rains in greenvale, a red mist descends upon the town and the killer strikes. a suspect from the line - up of the current player is eliminated. although the tragic death of one of your suspects may be chilling, it also reduces the number of people under your jurisdiction putting you in a stronger position as an agent. of course, it also puts the killer one step closer to completing their goal. your intentions when playing with weather must remain known only to you .
once all you suspects are in the clear, exploit your position to expose other agents. use evidence cards to incriminate one of their suspects in the lower row, initiating an evidence battle. successfully incriminating someone from their line - up can result in two possible outcomes .
1). they are the killer. the accomplice you have arrested has pleaded with you and revealed who the real killer is…. it was the agent protecting them from further investigation! the killer has been found and you as the successful detective claim victory .
2). they are not the killer. you arrest the accomplice that was sitting right under your fellow detective’s nose. due to their incompetence, that detective is removed from the case. without the protection of the detective, their remaining suspects become vulnerable to the killer. every turn that passes over the removed detective’s board, a dice is rolled and the corresponding suspect is removed, drawing closer to the killer’s victory condition and adding a countdown to the game' s duration .
we have recorded a time - lapse video of a match in action! full length video with commentary also available here .
below are the stretch goals that will be fulfilled if project exceeds our target funding. these additional features will be included in every version of deadly premonition the board game. there are many more to be revealed !
as an rpg fanatic, daniel spends his time slaying ghouls and schooling fools. strengths include product management and game balancing. @ danosuper
special thanks: jeff kramer, the original vo artist from deadly premonition for bringing york to life in our campaign video napoleon creative, for their exceptional work helping us create and refine the campaign video. find them @ nacr
a board game is a completely new type of venture for us, and the planning, research, prototyping, design and balancing stages of launching a product that’s outside of our established expertise is a pretty vast undertaking. by using kickstarter we are able to seek out the fans and players, and propose our idea for a board game to them, before we go into full production. this in turn allows us to continue signing new videogame projects without impacting too heavily upon the resources required to continue fulfilling that passion. in addition we love the unique way that kickstarter enables us to approach a project differently, allowing our fans and backers more visibility and insight into how we operate, the opportunity to give feedback and make a real difference to the game, and accompanying us along the journey that we embark upon when we create and manufacture and ship a project we’re massively excited about .
one special edition of deadly premonition (limited availability) and a steam key for the titular videogame .
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however, in describing poncho’s development and his interactions with rsg, it looks like many of hayes’ problems may have been of his own making. hayes was initially ambiguous about rsg’s involvement in poncho’s development, saying
now, this is where writing this gets tough. for legal reasons, there’s a bunch of events here that we can’t talk about. there would be massive repercussions if we do, and we’ve been told as much. i would, however, suggest this to all you other developers out there: think very, very, very hard about whether or not getting a publisher is right for you .
later in the article hayes states that poncho’s ports were taken away from his studio, delve interactive, and outsourced to another company .
the statement goes on to say rsg struck a deal with the studio to advance funds to the team as it completed development milestones “proposed by delve”. rsg also funded poncho’s marketing, which included getting it on the show floor at events like rezzed and gamescom in 2015. however rsg went on to say that :
[ n ] ot one development milestone was achieved to schedule by the dev team. consequently, the game release was postponed. rsg kept spending. delve kept working but eventually communicated ‘it’s just too much for one person to handle’ – the game would be many more months in development .
as a result of these delays, rsg took the ps4 devkits from delve and hired another studio to handle the port .
it is worth spelling out what this means, inasmuch as rsg has learned from the media that a game it had contracted and scheduled for release is now cancelled. rsg now has to inform the platform holder and distributors about this cancellation, after everyone’s already read the news .
rsg’s statement ended with what, in the circumstances, is a restrained summary of poncho’s development and their involvement. it is striking that delve, who ended up making a 2d platformer over five years, should attribute the game’s lack of success almost entirely to a publisher that got involved at a relatively late stage .
“they provided the following things for poncho: localisation, a trailer, taking the game to a few big game expos and doing interviews there, provided sony dev kits and sending out a few press releases as well as some social media posts. we agreed on funding poncho for £25k, which we calculated as the bare minimum we needed, as long as we got a small amount in advance, as you may remember in the postmortem, i said that i had less than £100 personally at this time. ”
i offered many reasonable terms, including still giving them a hefty percentage of the game as a divorce fee. their return offer was to threaten to sue us for hundreds of thousands of dollars and take control of the game if we attempted to go through with it. we were stuck. we were also told that we couldn' t run a second kickstarter or look for funding elsewhere. it felt like we were being sabotaged by our own publisher .
rsg didn’t want to comment further than its statement on destructoid when i contacted them for this article .
i also contacted hayes, asking if delve had given rsg any indication it didn’t have the funds to complete the work for the first milestone before it signed the contract. hayes doesn’t answer explicitly, repeating what was in the destructoid comment, saying “our initial impression was that the first milestone would be paid in advance, and the milestone deadlines that we provided were based on a plan that depended on this. despite having already made a couple of amendments to the contract, we obviously made a mistake and missed a few things before signing since we then had to deal with the fact that we wouldn' t be receiving funding for some time. ”
however, while hayes puts all the blame of financial struggle on not getting an advance from his publisher, the fact is that if a publisher hadn’t signed with delve then the team was out of cash. in hayes’ post - mortem he says that he was down to his last £100 when rsg approached the team with a deal, having spent the last of his money and taken out a loan to exhibit the project at egx .
delve is returning to kickstarter for its next game: change. considering the financial trouble the team struggled with throughout poncho’s development and its failings with sticking to its schedule, i also asked hayes why potential backers should trust that delve can deliver its next game .
“potential backers can feel safe in knowing that we won' t let them down, especially since development of change is already 80% complete; we learned from our
don' t quit your day job
lesson and have been developing it over the last year, ” hayes answered. “the funding from the kickstarter will be used on porting costs as well as an overhaul of the art and music. additionally, one of the backer rewards will be a download of the beta on the same day the kickstarter ends, and there will be a demo available publicly in the next month or so. because of this we hope people will have faith that change will be in their hands soon. ”
it’s certainly refreshing to know there will be a demo of the game available to try .
it’s a huge effort to take a personal project from conception to completion and i have the utmost respect for anyone who manages it. poncho is a testament to the rigour and dogged determination of its makers. but the game’s development has mistakes which i don’t think the post - mortem really comes to terms with .
whatever the truth behind this dispute, it serves as an object lesson for young developers. there is much to learn from hayes’ post - mortem, but perhaps not in the way he thinks .
clarification: hayes' post - mortem was posted on gamasutra through its developer blog system and wasn' t commissioned by gamasutra .
update: a clarifying statement from rsg regarding how the publisher handles playstation vita development was added.
rising star games is an english video game publisher formed in 2004 as a joint business venture between scandinavian distributor bergsala and japanese video game publisher and content developer intergrow . the company is based in hitchin , hertfordshire , england , and in north america in california , united states . its focus was to publish titles from japanese companies for release in european , australian and north american markets however now has a wider range of products from developers all over the world . so far , the company has published over 105 titles for nintendo , playstation and xbox consoles , as well as pc . in late 2007 , the company was surrounded with controversy over what appeared to be its decision to censor the european version of no more heroes , though it was later revealed that the decision was made by its parent company and the developer grasshopper manufacture to release the censored version in europe unlike what was released in north america . in 2012 , rising star games announced the opening of rising star games usa , where north american releases will be published . 
rising star games is an english video game publisher formed in 2004 as a joint business venture between scandinavian distributor bergsala and japanese video game publisher and content developer intergrow. the company is based in hitchin, hertfordshire, england, and in north america in california, united states. its focus was to publish titles from japanese companies for release in european, australian and north american markets however now has a wider range of products from developers all over the world. so far, the company has published over 105 titles for nintendo, playstation and xbox consoles, as well as pc. in late 2007, the company was surrounded with controversy over what appeared to be its decision to censor the european version of no more heroes, though it was later revealed that the decision was made by its parent company and the developer grasshopper manufacture to release the censored version in europe unlike what was released in north america. in 2012, rising star games announced the opening of rising star games usa, where north american releases will be published.
rising star games is an english video game publisher formed in 2004 as a joint business venture between scandinavian distributor bergsala and japanese video game publisher and content developer intergrow. the company is based in hitchin, hertfordshire, england, and in north america in california, united states. its focus was to publish titles from japanese companies for release in european, australian and north american markets however now has a wider range of products from developers all over the world. so far, the company has published over 105 titles for nintendo, playstation and xbox consoles, as well as pc. in late 2007, the company was surrounded with controversy over what appeared to be its decision to censor the european version of no more heroes, though it was later revealed that the decision was made by its parent company and the developer grasshopper manufacture to release the censored version in europe unlike what was released in north america. in 2012, rising star games announced the opening of rising star games usa, where north american releases will be published.