Like all good Kickstarter campaigns, we have a nice list of stretch goals. You know what these are, they are all the things we want to do, but can’t quite afford, so as more money comes in, we can add them to the project.
(skip to the bottom if all you care about is PS4)
We decided that we wanted as many of our stretch goals as possible to be people. People that we want to work on the game, but we’re not sure we can afford unless we raise a little more money. Human stretch goals basically! So today we announced our lineup of stretch goals and if you look on the main page, you’ll see a nice chart that shows all the goals and how much we need to raise to activate them. Some are pretty cool, so let me tell you about them:
Lee Perry: You might not know his name, but you’ve played his games. His last 10 years were spent at Epic Games as Lead Designer, Senior Gameplay Designer, Lead Level Designer, and Artist. Titles included Gears of War 1, 2, and 3, Unreal Tournament 2003 and 2004, Unreal Championship, Infinity Blades: Dungeons (combat, creature, and minigame design), and Lead Design work on the upcoming Fortnite. Lee’s a partner in Bitmonster games now, and if you haven’t seen it yet, check out their new game GunnerZ.
If we hit $800,000, Lee will design our first Battleground for us and I bet it will be good!
Lee Wilson: If you ever played Twisted Metal, you know Lee’s work, he designed all the cars in the first Twisted Metal, Twisted Metal 2, and Twisted Metal Black. Oh and for fun he did concept art for both Halo, Halo 2 and God of War. So, basically Lee is the master of video game concept art and car design so he fits into our dream team quite nicely.
If we hit $900,000, Lee will design 5 cars for MotorGun. We’ll have Lee design the first 5 Scavenger cars, so he’ll establish the look for the scavs.
Chris Avellone: Well, you all know Chris, he’s the world famous comic and game designer who designed every great RPG to come out of interplay back in the Day. From Planescape Torment to Icewind Dale, Chris had his hand in all the greats. Chris is currently working as a designer on the awesome Obsidian developed Project Eternity.
If we hit $1,000,000 Chris will write the first MotorGun comic, the history of the Ratters.
Oh and BTW, if we hit $1,100,000, Chris will do a second comic, the history of the Scavengers!
But wait, there’s more, if we hit $1,400,000 Chris will write a third comic the history of the Techies!!!
That’s 3 awesome comics that all backers above $90 will get!!!
Ok, back to the car combat dream team. Back in the day when i76 was developed, the Art Director was a very talented guy named Rick Glen. Now, if you played i76, you know the car design was really cool and that was all Rick. Now Rick has moved on from games to work on TV and Movies, but we needed another awesome car designer, so we coaxed him out of retirement to work on MotorGun.
So if we hit $1,200,000 Rick will join us and design 5 more cars, the first 5 Ratters!
Well, we all know how important music is. We searched high and low (and the valley) to find a great musician. In fact, we needed the best game musician money could buy and we found him, his name is Jesper Kyd. Oh sorry, his official title is: BAFTA award-winning and MTV VMA nominated composer Jesper Kyd. You’ve heard his music before, his music drives METAL HURLANT CHRONICLES, ASSASSIN’S CREED, ASSASSIN’S CREED II, ASSASSIN’S CREED BROTHERHOOD, BORDERLANDS, BORDERLANDS 2, DARKSIDERS II, HITMAN 2: SILENT ASSASSIN, HITMAN: CONTRACTS, HITMAN: BLOOD MONEY and FREEDOM FIGHTERS. Yes, I’m not joking, he did all those!!!
We’ve wanted to work with Jesper forever and so if we hit $1,300,000 Jesper compose our soundtrack! Awesome!!!
OK, last but not least, in fact this is the big one. The community spoke and the community spoke very loud. In fact the community was pretty pushy. So, we heard you and we’ve decided to add a PS4 version of MotorGun. Yes, I just said that, we’ll have a PS4 version around the same time (Sony submission process permitting) as the PC/Mac version. We’re big console fans here so this wasn’t a hard one for us. Hell, we wanted to do it before you yelled at us about it, we swear.
So how does this work. We’ll basically everyone that backs us at the $35/$40 level or above will get a code for the PS4 version. So, you’re basically getting 2 copies of the game at that point!!! Higher tiers where you get multiple copies of the game can chose to split those copies across PS4 and the PC/Mac version and we’ll send you the codes for the versions you want.
Wanted to also share this image which shows some of the many components we intend for people to be able to customize.
I hope these stretch goals are interesting to you and I hope I explained them well. If you have more questions, please hit our official forums at www.pixelbionic.com or join our facebook page at:
Monday, we'll have another update about John Romero's car. Seriously.