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	<title>Die Gute Fabrik &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Private Division Announces Publishing Partnerships with Four Indie Studios</title>
		<link>https://gamingbolt.com/private-division-announces-publishing-partnerships-with-four-indie-studios</link>
					<comments>https://gamingbolt.com/private-division-announces-publishing-partnerships-with-four-indie-studios#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 16 Mar 2022 15:15:49 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Die Gute Fabrik]]></category>
		<category><![CDATA[Evening Star]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[piccolo studio]]></category>
		<category><![CDATA[Private Division]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox One]]></category>
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		<category><![CDATA[Yellow Brick Games]]></category>
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					<description><![CDATA[The next games by indie studios Die Gute Fabrik, Evening Star, Piccolo Studio, and Yellow Brick Games will be published by Private Division. ]]></description>
										<content:encoded><![CDATA[<p>Private Division has built up a solid track record of working with indie studios and publishing indie titles, having most recently launched Roll7&#8217;s <em><a href="https://gamingbolt.com/olliolli-world-review-one-with-the-board">OlliOlli World</a> </em>(shortly after having <a href="https://gamingbolt.com/private-division-acquires-olliolli-developer-roll7">acquired the studio</a>), and has now <a href="https://www.privatedivision.com/2022/03/16/private-division-announces-four-new-publishing-partnerships/" target="_blank" rel="noopener">announced</a> publishing partnerships with four more indie studios- Die Gute Fabrik, Evening Star, Piccolo Studio, and Yellow Brick Games.</p>
<p>Die Gute Fabrik, based in Cologne, is working on a new story-driven game and wants to &#8220;push the boundaries of what games can be&#8221;. Meanwhile, Evening Star in Los Angeles, which last worked with Sega on <em>Sonic Mania Plus</em>, is working on its own unannounced 3D action platformer utilizing their proprietary Star Engine.</p>
<p>Then there&#8217;s Piccolo Studio, known for <a href="https://gamingbolt.com/arise-a-simple-story-review-simply-beautiful"><em>Arise: A Simple Story</em></a>, and is currently developing &#8220;a unique new IP&#8221;. Finally, <a href="https://gamingbolt.com/dragon-age-creator-sets-up-new-studio-yellow-brick-games-with-former-ubisoft-veterans">Quebec City-based Yellow Brick Games</a>, comprised of industry vets who&#8217;ve worked on <em>Dragon Age, Assassin&#8217;s Creed, Rainbow Six, </em>and more, is working on an &#8220;ambitious&#8221; new action RPG, and wants to create &#8220;rich, interactive worlds&#8221; with &#8220;emergent systems&#8221;.</p>
<p>As you may have gathered given how little we know about all of these projects, they&#8217;re all confirmed to be in early development right now. At the earliest, they will begin launching in Private Division parent company Take-Two Interactive&#8217;s fiscal year 2024.</p>
<p>Private Division also has a publishing agreement in place <a href="https://gamingbolt.com/ori-developer-moon-studios-signs-publishing-agreement-with-private-division">for the next game developed by Moon Studios</a>, the developers of <em>Ori and the Blind Forest </em>and <em>Ori and the Will of the Wisps</em>, while <a href="https://gamingbolt.com/kerbal-space-program-2-development-moves-in-house-to-newly-opened-private-division-studio">internal studio Intercept Games</a> is currently working on <a href="https://gamingbolt.com/kerbal-space-program-2-video-shows-features-to-help-new-players"><em>Kerbal Space Program 2</em></a>.</p>
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		<title>Mutazione Interview &#8211; &#8220;Mutant Soap Opera&#8221;</title>
		<link>https://gamingbolt.com/mutazione-interview-mutant-soap-opera</link>
					<comments>https://gamingbolt.com/mutazione-interview-mutant-soap-opera#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 10 Apr 2019 16:09:13 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Die Gute Fabrik]]></category>
		<category><![CDATA[mutazione]]></category>
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		<category><![CDATA[ps4]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=393519</guid>

					<description><![CDATA[GamingBolt converses with Mutazione writer and narrative designer Hannah Nicklin.]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">M</span>utazione </em>is a unique game- one look at it is enough to know that, but the more you find out about it, the more unique it&#8217;ll look. Though on the surface it&#8217;s a narrative-driven adventure title, it holds the promise of an ensemble cast of characters that players will be getting intimately familiar with, in a bizarre location that seems like a great place to spend a dozen or so hours in for a game such as this. We&#8217;ve been excited about <em>Mutazione </em>for some time now, and not too long ago, sent across a few questions we had about the upcoming title to the developers. The questions below were answered by the game&#8217;s writer and narrative designer, Hannah Nicklin.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-4.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-393525" src="https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-4.jpg" alt="mutazione" width="620" height="342" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-4-300x165.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-4-768x424.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-4-1024x565.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It was really important to us when writing and designing <em>Mutazione</em> that it work well with the ensemble (group) cast of characters."</p>
<p><strong>How does the game balance its larger story with its more personal, smaller-scale aspects?</strong></p>
<p>It was really important to us when writing and designing <em>Mutazione</em> that it work well with the ensemble (group) cast of characters- what that means is that instead of designing a hero’s tale, where the player goes on a journey which only momentarily touches the lives of other characters, we built a game around the player joining a community with a rich history, and made sure that the story we tell enhances that rich history, not just exists alongside it.</p>
<p>This means that a lot of the information you need in order to complete the game is wrapped up in the stories and the past of the characters. It’s not about quests and completing tasks, but understanding and enjoying the stories of the people who live in <em>Mutazione</em>. If you are asked to do things in the game, it’ll always have a narrative motivation behind it, some of which will be instrumental in moving the game forwards, but some of which will just be self-contained and enjoyable moments.</p>
<p><strong>You&#8217;ve mentioned that the game has an ensemble cast of characters- how does it balance that with having a very clearly defined main playable character? Or will there perhaps be sections of the game where we can play as other characters as well?</strong></p>
<p>This is an interesting question! At our scale, it was only really feasible to develop one player character &#8211; Kai, and as a lot of her character exposition will be shaped by your choices as the player, it made more sense to let the player sit with her throughout the game. I think the reason this works with the cast is that you get to know Kai at the same rate you get to know the members of the<em> Mutazione</em> community &#8211; how she reacts to others, what you choose for her to share about herself, all these things mean that Kai is being built for you at the same time as being the instrument by which you discover others.</p>
<p><strong>Can we expect to see multiple endings in the game?</strong></p>
<p>The narrative choices in the game are more like one of exploration than of branches. The people you choose to talk to will open up plot lines that you might not otherwise see, and help you discover secrets and snippets of information that you might otherwise miss. There will always be two to three conversations in a time of day which you need to have to move time onwards, but the rest is up to you, and there are a lot of delightful moments hidden away for people to find. In that way, I’d describe the game as having multiple middles, rather than endings.</p>
<p><strong>From what we&#8217;ve heard and seen of <em>Mutazione</em> so far, it seems like the game almost has a bit of a life simulation aspect to it, or at least elements of that. Would that be an accurate assertion, or is it a more directed experience than that?</strong></p>
<p>We hope that because of the choices the player has over who they engage with, where they go, and how much they want to explore, the game can flex to a multitude of different kinds of play style. Whether that be someone who wants to follow the main story, or someone who wants to follow some of the ‘B’ or ‘C’ plots, or just spend time tending to musical gardens. I wouldn’t call this ‘life sim’ &#8211; you’re not feeding Kai, and there’s very little resource management (it’s mainly seeds), but while the experience is guided by the ‘A’ plot, we hope players will be able to pace the experience in a manner that suits them.</p>
<p><strong>Can you talk to us about how planting musical gardens factors into the game as a gameplay mechanic?</strong></p>
<p>The gardening in the game has a narrative drive which will be slowly revealed to the player throughout the game. The player can also choose to spend a lot of time experimenting, or just enough to move the story forwards. I don’t want to say too much more in case I spoil the surprises! But put simply: the world of <em>Mutazione</em> is full of beautiful plants, some of which you can harvest seeds from, and which you can plant in a series of gardens. As the game progresses, you discover how to make them grow, and can access new areas with new seed varieties. Each plant is a different instrument, and as you compose a garden and help it grow, you build a musical soundscape. We also hope to have seed-sharing available, so you can send seeds to other players.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-3.jpg"><img decoding="async" class="aligncenter wp-image-393524" src="https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-3.jpg" alt="mutazione" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-3.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/mutazione-image-3-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The narrative choices in the game are more like one of exploration than of branches. The people you choose to talk to will open up plot lines that you might not otherwise see, and help you discover secrets and snippets of information that you might otherwise miss."</p>
<p><strong>How did you land on the understated visual aesthetic that <em>Mutazione</em> is using?</strong></p>
<p>The aesthetic of <em>Mutazione</em> is very much down to the creative vision of Nils Deneken, Artist and Creative Lead on the game. He’s been developing and sketching the world for over a decade now, but it’s incredible that you can go back 7 years or so and find that it looks almost completely full-formed, even then. He’s heavily influenced by graphic novels and lush anime such as <em>Future Boy Conan</em>. A lot of our influences are from outside the world of video games, which I think makes the game feel fresh in a number of ways.</p>
<p><strong>About how long can we expect <em>Mutazione</em> to be in terms of gameplay hours?</strong></p>
<p>It depends on how much time you spend exploring. Minimum (unless you’re speed running) would probably be around 7-8 hours, but you could easily spend double that talking to everyone and spending time gardening. There will also be a ‘garden mode’, whereby you can just experiment with musical gardening compositions at your leisure.</p>
<p><strong>Why did you decide to keep <em>Mutazione</em> as a console exclusive to the PS4?</strong></p>
<p>Sony have played a big role in getting <em>Mutazione</em> off the ground and we’re excited to release the game as a PS4 console exclusive, alongside Windows/Mac.</p>
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