A free-to-play action game where players collect demons while battling in hell, and it’s created by legendary designer American McGee?
Count us in (even if it makes our virtual feet burn).
“Our studio has a background making console and larger-scale PC games, so we’ve been trying to bring a bit of the quality and style and the 3D assets to the mobile and multi-player space,” says McGee. “This is actually our fourth title in the mobile/online space, and it’s taking everything we’ve learned, combined with the knowledge that DeNA has brought to the table, specifically with games within this genre, and we’ve wrapped it inside a story where the player is going into hell. I’ve been jokingly describing it as Pokemon in hell because you’re fighting against demons, then collecting these same demons and then doing the usual card collecting and upgrading of and skill-expansion of those units.
“We’ve also presented the fight mechanic in a pretty interesting way, as it’s much closer to a traditional RTS or RPG-style interface, so the player can engage with, in real time, the battles between the units as those things play out.”
Image via Kixeye
With Backyard Monsters Unleashed launching on mobile next week, Kixeye’s CMO, Brandon Barber, sat down with Inside Mobile Apps to talk about the new game in an exclusive interview.
Check out what Barber had to say as he talks Monsters and mobile in the site’s latest Insider Q&A.
Brandon Barber Interview
Editor’s note: During the upcoming Inside Social Games Conference on June 6-7, Bret Terrill, the Founder of 12gigs.com, will be moderating two panels on the future of social apps, “Gambling Games: The Promise of Real Money,” and “Platform Opportunities for Social Apps.” InsideSocialGames.com had the opportunity to ask Bret two important questions on the future of social and mobile games.
InsideSocialGames: Is it possible to build a cross-platform gaming network? Is this something the world wants?
Bret Terrill: A cross-platform gaming network is something that a lot of people were chasing last year as the next big thing. The idea was: Similar to Facebook owning the social graph, a company could own the “gamer graph”, connecting people who liked certain genres across platforms and games. As it stands today, Facebook is really the only company that has been successful in creating a cross-platform (PC and multiple mobile environments) gaming network , one that has largely fed off their immense social network.
Other large games companies, such as DeNA and Gree, have had success in the Japanese market, but they have moved toward a publisher model in the last year. It is an open question on whether Clash of Clans players care about what other games the people they “friend” within the game are playing. I suspect the gameing industry itself cares much more than the players, who are more interested to see what is in the top charts of their phone’s App Store.