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Afterfall - All News

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Wednesday - September 09, 2009
Thursday - January 22, 2009
Wednesday - December 10, 2008
Thursday - April 10, 2008
Saturday - April 05, 2008
Thursday - January 10, 2008
Wednesday - November 28, 2007
Tuesday - January 23, 2007
Monday - December 11, 2006
Tuesday - December 05, 2006
Friday - October 20, 2006
Box Art

Wednesday - September 09, 2009

Afterfall - "Rascal" Interview

by Dhruin, 23:36

Since this isn't actually an RPG we'll cover this quickly and move on, but it may be of interest to anyone following the Polish post-apoc project, Afterfall.  Apparently they've decided to produce a survival-horror action game set in the Afterfall universe titled Rascal, before finishing the RPG.  There's an interview at Polygamia - scroll down for the English version.

Thanks, Ausir.

Thursday - January 22, 2009

Afterfall - Renders @ NMA

by Dhruin, 21:04

NMA has four renders from the Polish post-apoc project, Afterfall.

Wednesday - December 10, 2008

Afterfall - WIP Screens

by Dhruin, 21:59

Thanks to Dagon for pointing out six work-in-progress screens (or renders - my Polish isn't so good) of the Polish post-apoc project, Afterfall.

Thursday - April 10, 2008

Afterfall - Official PR

by Dhruin, 23:17

Brother None sends over the official PR from Nicolas Games on their acquisition of the past-apoc project, Afterfall:

*>>> Nicolas Games announces a new development studio - Aterfall the game begins! *

Following a long-term growth strategy, Nicolas Games SA announces that a new development studio has been created, Nicolas Games Intoxicate. The studio shall focus on making an innovative computer game: Afterfall.

Afterfall is a Third Person Perspective cRPG (computer Role Playing Game), with its setting corresponding to the mainstream of post-apocalyptic fiction. Some other examples of this genre are: Fallout series, S.T.A.L.K.E.R., and Gears of War. Some claim that also Half-Life 2 belongs to the genre. This project brings together innovation, excellent visual effects and physics, plus tested and efficient solutions. This is certainly the largest fan project in the whole history of computer games, that has evolved to the stage of commercial production. Afterfall has gathered a constantly growing huge community of fans, started by Andrew Koloska who leads the project up to this day.

The game features a gripping, non-linear storyline with many turns of events. It also allows the player to create and develop his main character with use of wide selection of behaviours never before seen in any other game. Afterfall features hundreds quests and over a dozen organizations to join, infantry and vehicle fighting equipment, a random mutation system, cybernetic implants and prosthetic equipment.

Main features of Afterfall:

- the option to create and develop the main hero with unique capabilities never before seen in any computer game;
- a gripping, non-linear storyline with many turns of events, where your every decision has its consequences;
- hundreds quests to complete and over a dozen organizations to join;
- a "Dynamic Turn-based Combat" system with infantry units and vehicles;
- optional tactical game and stealth action features;
- a random mutation system, cybernetic implants and prosthetic equipment;
- around two hundred pieces of weaponry and over a thousand items, with the option of creating and modifying some of them manually;
- excellent visual effects and realistic physics, due to implementation of a state-of-the-art game engine.

The game will be published on PC platform, and the developers didn't forget about a Linux version.

The Afterfall crew – Intoxicate Interactive Group, currently: Nicolas Games Intoxicate – was an independent crew of game developers and gamers, who spent over 3 years on the project of a post-nuclear computer role-playing game with a storyline based in central Europe. Afterfall was announced by many Internet sites in Poland and worldwide. News also featured numerous interviews, amongst all an interview with the project’s lead designer, published in the prestigious "RPGCodex" magazine.

"I am very happy as father of Afterfall and Project Manager. My dreams came true!" - said Andrew Koloska. The whole team of 20 people working on this project at the beginning (plus 10 best freelancers in Poland) decided to take opportunity to create one of the biggest and absolutely best cRPG game ever. The process of developing will progress in brand new studio, located at Dabrowa Gornicza, Poland.

In the future we will issue detailed updates about the project and a dynamic growth of our company.

www.afterfall.pl <http://www.afterfall.pl>
www.nicolasgames.pl <http://www.nicolasgames.pl>

Saturday - April 05, 2008

Afterfall - Gets Backing

by Dhruin, 23:47

Covr writes in to say the Polish post-apoc project Afterfall has received a financial boost from new Polish publisher, Nicolas Games.

Heading over to NMA, it seems Nicolas bought/hired Intoxicate to work on Afterfall as an internal studio.  Apparently Nicolas raised ~USD$1.2M recently in a stock market float.

Thursday - January 10, 2008

Afterfall - Interview @ RPG Codex

by Dhruin, 11:55

RPG Codex has scored an interview with the developers of the Polish post-apoc project, Afterfall.  Here's the opening question to set the scene:

What will be the focus of the game? A strong story with an interesting main quest, or a more free-roaming game with lots of different side quests?

The top priority is of course the plot, however, its structure is unlike the established standards. On the one hand, we have a rich story put in a repeatedly branching main quest with multiple endings. On the other hand, there are dozens of side-quests scattered throughout the game world, the most important of which are career quest chains in various organizations and extensive major quests regarding the most important events and processes happening in the game. An innovation in this area are bypasses, thanks to which while traveling, exploring and performing tasks, you may find new approaches to major quests, careers, or even the main plot.

Let me give an example which has been already used to illustrate this idea: you have a quest requiring you to infiltrate the structures of one of Warsaw's gangs. The employer will usually suggest 2 or 3 methods of achieving that. However, if at some point the hero becomes the champion of the Warsaw combat arena, the boss of that gang will come to him on his own, with a proposition of membership and high status. That is going to create a shortcut, bypassing a dozen or so tasks that you would otherwise have to perform for the group before you got close enough to the boss. Discovering all of them will be very difficult even with several passings of the game. Thanks to this method, the more important a quest, the more ways there will be to complete it, both obvious ones and ones scattered across the world as bypasses.

I think a relevant, though still a bit distant analogy is a certain moment in the plot of Baldur's Gate 2, when you had to get money for a sea voyage, but at the same time no one imposed a method to reaching that goal. The player had to explore the world and perform quests in order to collect the necessary funds. In Afterfall, many such moments are intertwined with periods of almost unbounded freedom, and short times when the player is swept away by the unfolding events.

The second priority is our system, which we intend to develop with time and employ not only with add-ons and a sequel to the game, but also with some of our later productions. 

Thanks, Elwro. 

Wednesday - November 28, 2007

Afterfall - gry.o2.pl Interview @ Official Site

by Magerette, 22:00

Polish games site gry.o2.pl has conducted an interview with Andrzej Koloska, the Project Manager for Intoxicate Interactive's post-apocalyptic rpg, Afterfall and it appears in English translation at the official site:

Klecha (Gry.o2.pl): How would you briefly describe Afterfall: Prelude and Afterfall to those, who are yet unfamiliar with your projects?

Koloska (Intoxicate Interactive): Unlike Afterfall, AF: Prelude is going to be a short cRPG, for a few hours of play. The idea for its creation came up when we were considering the question of a demo. The Prelude will be out before the unveiling of Afterfall, instead of a demo, and will introduce the players to the world we have created, as well as reveal some aspects of the game. The Prelude’s plot, the story of two looters exploring some ruins untouched since the atomic war, is going to be connected with the events of the proper game.

Klecha (Gry.o2.pl): The plot of Afterfall is about…

Koloska (Intoxicate Interactive): …the fate of a human who is suddenly stranded in an extremely hostile world. He can depend solely upon himself, and the world around him for some reason will not stop harassing him. The plot of Afterfall tells also of humanity and of being stripped of it, of survival, of mutilation, and of the strive for perfection. It is about ambition which requires the sacrifice of many lives to fulfill. It is about people and societies put in extremely hard conditions, about how those conditions changed them, and continue to change and re-shape their children.

 

Thanks, Brother None.

Tuesday - January 23, 2007

Afterfall - Struggling On

by Dhruin, 21:52

The Afterfall site has a lengthy overview of their project's history that explains despite some interest from partners they still lack the necessary funding but will struggle on regardless:

As of today, several big publishing companies have voiced their interest in our project, and our team is a stable group of people. Although the majority of us work on Afterfall in our free time, some of us have given up their regular work to devote more time to the project. Thanks to our cooperation with QubicGames we have been a registered company on the Polish market for half a year now. A chronic lack of funds is unfortunately still a fact hindering our further development. We have not managed to convince a sufficient number of investors to get enough money to finalize the project. Although nobody is getting a dime for the work on Afterfall, the decisive moment has come – without additional sponsoring we won’t be able to finish our project quick enough.

Monday - December 11, 2006

Afterfall - New Game Movie @ Game Pressure

by Kawika, 22:56

Game Pressure has just published a new streaming video of Afterfall. There's no action at all in the video, but it does feature dark and decaying building interiors. For those not wishing to view the video, 6 new screenshots taken from the video are also available from Game Pressure.

Tuesday - December 05, 2006

Afterfall - Investor Presentation @ YouTube

by Dhruin, 22:41

Polish post-apoc project Afterfall has released a video on YouTube to attract investors.  According to NMA, the video shows one level of the game.

Source: No Mutants Allowed

Friday - October 20, 2006

Afterfall - Screens & Art

by Dhruin, 03:59

After an extended server outage, Polish post-apoc project Afterfall is back and new screens and art are available.

Hello, we are proud to inform you that our online absence (almost two months) is a memory of the past. We have been working during that time really hard, preparing to launch the Tech Demo – and here are some screenshots of that.

We could work on the tech-demo thanks to our dedicated team and the WIT/WSISiZ University, who allowed us to use their facilities and hardware.

We have also been working on a presentation we are going to show to potential publishers really soon. This was possible thanks to a legion of new members in the team (you can read about them in the Team section), getting us even closer to the release of a full-scale game in the nearest future.
As a special treat, I invite you to visit our gallery where you can find a new pack of concept-arts and renders.
Have a blast!

Source: No Mutants Allowed

Information about

Afterfall

Developer: Nicolas Intoxicate

SP/MP: Single-player
Setting: Post-apoc
Genre: RPG
Combat: Turn-based
Play-time: Unknown
Voice-acting: Unknown

Regions & platforms
Unknown
· Homepage
· Platform: PC
· Canceled
· Publisher: Unknown