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Help Hope escape from a 1984-inspired dystopia. Developed by Camouflaj (MGS4, F.E.A.R., Halo 4, Kinect) and Logan (Skyrim TV spot).
Help Hope escape from a 1984-inspired dystopia. Developed by Camouflaj (MGS4, F.E.A.R., Halo 4, Kinect) and Logan (Skyrim TV spot).
11,611 backers pledged $555,662 to help bring this project to life.

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July 2017 Update

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Dear Kickstarter Backers:

Our current projects remain super-secret, but we're still excited to shine light on the world of République. In July’s backer update, we look at the République supporting character Vice Admiral Matthews, the release of Camouflaj Radio Tape 38, and The Fullbright Company’s upcoming release, Tacoma.

VICE ADMIRAL MATTHEWS AND THE FIVE EYES

Vice Admiral Matthews appears in the margins of République's story, but he plays a tremendous role in the object of the Overseer's ambition—The Arrival. He shows up briefly at the end, opens a can of narrative worms, and then departs with the rest of the cast as Episode 5 closes. We sat down with République writer Brendan Murphy for some more background on the man in the margins.  

Howell: Matthews rejects the Overseer's self-introduction during one of République's POIs. What changed his stance?  

Murphy: Initially, Vice Admiral Matthews dismissed the Overseer as a kook. Only after one of the Overseer’s grave predictions came true (9/11) did Matthews realize who he’s dealing with.

Howell: What is Matthews's object in The Arrival?  

Murphy: The Arrival refers to Metamorphosis’s emergence as a sovereign nation with complex intelligence gathering capabilities. It also refers to Metamorphosis’s literal disembarkation into its new digs: the giant pyramid at sea. The pyramid, of course, is something the Overseer convinced Matthews and the United States government to build and fund for him. Treglazov is slated to “oversee” it upon its completion “over sea,” ha.

Howell: Cir appears to have expected Matthews to arrive with a small entourage, but Matthews surprised him with a fleet of ships. Why did Matthews bring the big guns to their meeting?  

Murphy: The US military doesn’t do “small.”

Howell: Matthews is a Navy Admiral. Why did the Overseer choose the Navy as the military branch to approach for The Arrival?  

Murphy: The Overseer wanted to build his giant server farm at sea, and the Navy was the most logical choice to defend it and keep its existence a secret.

Howell: During the final cutscene, Matthews welcomed Cir to "the eyes." Who is this organization?  

Murphy: "The eyes" refers to the Five Eyes, an intelligence gathering alliance of five countries: the USA, Australia, the UK, Canada, and New Zealand.

Howell: What is Matthews’s relationship to the Five Eyes?  

Murphy: Matthews has recently been appointed the head of a major security agency in the States. He’s now a central figure in the Five Eyes community.

Howell: Cir shows preference for Matthews as a co-conspirator (if not a friend), particularly during the cab scene during the Haystack sequence in Episode 5. Is Matthews part of Cir's plans, or is he simply a convenient tool?  

Murphy: The Overseer mostly sees Matthews as a useful idiot who can help him establish Metamorphosis as a pillar in a residency of nations that freely share intelligence with one another. Matthews has no idea that Cir intends to do nefarious things once he holds the internet’s reins.

CAMOUFLAJ RADIO TAPE 38

Ashley, Nate, James, and Ryan return with special guest Kevin "Ten Thousand Dollars" Clark, an associate of the studio who had a walk-on appearance as a Prizrak in République: Episode 1. We catch up with the team and return to our technical focus, as engineers Kevin Call and Troy Johnsen discuss code refactoring and resuming momentum after the end of a milestone. James and Kevin Clark discuss the pros and cons (respectively) of Persona 5

Catch Camouflaj Radio Tape 38 on iTunes, RSS, and Stitcher

TACOMA

The Fullbright Company, creators of the critically acclaimed Gone Home, are releasing their second foray into narrative gaming: Tacoma. Much as players explored a vacant house in Gone Home, Tacoma takes players through a deserted space station to piece together a story told through fragments of evidence.

Fullbright doesn’t just repeat its old design; it gives players control over 3D holographic recordings of the space station’s absent crew, allowing them to rewind time and watch the multipath drama unfold. Pick it up on PC or Xbox One this week!

WHERE TO FIND US

Be sure to check out Camouflaj on all of our channels.  

• Twitter: https://twitter.com/camouflaj
• YouTube: https://www.youtube.com/user/CamouflajLLC
• Facebook: https://www.facebook.com/CamouflajLLC/
• Instagram: https://www.instagram.com/camouflaj/
• Twitch: https://www.twitch.tv/camouflaj

We will continue to post Kickstarter updates for the near future, but we are migrating to a monthly newsletter. Stay tuned to Camouflaj’s newsletter and social media for more in-depth République info and studio news!

JAMES HOWELL & THE TEAM AT CAMOUFLAJ

June 2017 Update

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Dear Kickstarter Backers: 

We’re hard at work on our current super-secret projects, so, in the meantime, we would love to share some in-depth République information with you. In this edition, we look at Mattie Sade and talk with the Camouflaj team about their memories of developing Episode 1.

MATTIE SADE: VOX CIR

Mattie Sade, the Overseer's in-house propagandist, only meets Hope in Episode 3, but she makes up in mystery what she lacks in screen-time. We sat down with République writer Brendan Murphy for a closer look at Mattie's origins and background.

Howell: What was the inspiration behind Mattie Sade?  

Murphy: For République, we wanted a journalist who represented the state—someone whose sole job was to protect the people in power. Mattie Sade is a propagandist, the opposite of a true journalist. If you scramble the letters in her name, you get “State Media.” That’s who she is.

Howell: How did Mattie come aboard Metamorphosis?  

Murphy: There are some audio logs in Episode 3 and beyond that offer glimpses into her backstory. Mattie always had a shaky relationship with the truth—she liked a good story better than the facts. The Overseer promised her an opportunity to run a news organization where facts didn’t matter, which was an offer she couldn’t refuse!

Howell: Why did the Overseer scout her, specifically, for his propaganda machine?

Murphy: Before bringing her into his employ, the Overseer read an article Mattie wrote which attacked one of his political enemies. He liked Mattie’s cutthroat style and admired how gracefully she danced around the truth.

Howell: Why did she have a change of heart regarding Hope?  

Murphy: A lot of people trapped in Metamorphosis arrived there voluntarily. When they saw what was really going on—the worst of it—they instantly regretted their decision. Mattie made a career out of spinning lies to sell newspapers, and she was corrupt beyond saving, but she couldn’t abide what was happening to Hope. Plus, an escaped Pre-Cal makes for quite a news story, depending on how you spin it.

Howell: Mattie has access to a lot of information in Metamorphosis. How much of Hope and the player’s activities did she know before Hope arrived in her office?  

Murphy: Mattie knew a Pre-Cal had escaped. She probably wasn’t monitoring Hope’s every move, as it all happened over the course of one night. Still, Mattie wasn’t surprised when Hope tiptoed into her office.

Howell: Where is Mattie at the end of République?  

Murphy: Mattie’s pretty wily. If Metamorphosis fell in the end, she probably made it out of there. If she had to face criminal justice for her complicity in all of it, I think she probably talked her way out of that jam, too. Mattie Sade always lands on her feet, even after a bottle of wine.

CAMOUFLAJ SPEAKS

What do you remember most about working on Episode 1?  

Stephen (Artist): I remember the challenge that Episode 1 was from day one. At the time, we had highly passionate individuals with little experience about authoring game content, and they had even less of an understanding of how to build for mobile. République is a testament to what drive, determination, and passion for a singular goal can bring to fruition.

Kaitlin (Animator): I remember a really tight knit group of rag-tag game developers trying to do something that hadn't been done before on mobile. My favorite memory of Episode 1 was when we shipped—we were all holding our breath in the office as iTunes stores around the world updated with "App of the Week" and "Editors Choice" awards. It would be the last iTunes update before Christmas, which meant we'd be on the front page for two weeks instead of one. I'll never forget the cheers inside the office!

Paul (Designer): I joined Camouflaj when there were just eight employees. I look back fondly on our early discussions about how combat would work and what the story was. Everything felt very wide open and blue sky. It was a dramatic transformation from conception to release.

Ashley (Artist): I was an intern at the time, and I remember the first prop I was told to make: the tray on the food cart during the opening Cooper Tour. I was so blown away seeing it in game because it was the first thing I made that went into a finished product. It was the moment I realized that, after all my hard work and studying, I had finally made it into the game industry. I was living my dream.

CAMOUFLAJ RADIO TAPE 37

In our latest podcast, designer Slaton White joins our usual panel to share favorite hits from E3 2017, grade our recent Milestone performance, and discuss the struggles of iterating within VR. On Side B, Nathanial and James discuss Polybius, the urban legend that became a real game under the masterful hands of Jeff Minter. Our resident chess guru Brandon and writer Brendan assess Chess Ultra, a new VR chess game. We close with a brainstorming session on Camouflaj’s eternal obsession: how we would approach a Dino Crisis sequel.  

Catch Camouflaj Radio Tape 37 on iTunes, RSS, and Stitcher!

8-4 PLAY PODCAST

The localization veterans at 8-4 do more than raise the standard for Japanese-to-English localizations—they also host 8-4 Play, a podcast brimming with long-view insight on the industry within the context of living and working in Japan. They’re not afraid to wax long when the conversation goes deep, so be sure to check them out for perspectives that will enrich and inform your own!

THE LAST GUARDIAN: AN EXTRAORDINARY STORY

The Last Guardian: An Extraordinary Story (Future Press) takes a mature approach to the traditional AAA release’s art and guidebook. It walks the line between giving insight into The Last Guardian’s lore (as well as its relationships to Ueda’s previous games, Ico and Shadow of the Colossus) and withholding enough information to keep the magic of the player’s speculation alive. Learn about the imagination and labor behind this incredible journey across three console generations to its arrival last year on PS4.

WHERE TO FIND US

Be sure to check out Camouflaj on all of our channels.  

• Twitter: https://twitter.com/camouflaj
• YouTube: https://www.youtube.com/user/CamouflajLLC
• Facebook: https://www.facebook.com/CamouflajLLC/
• Instagram: https://www.instagram.com/camouflaj/
• Twitch: https://www.twitch.tv/camouflaj  

We will continue to post Kickstarter updates for the near future, but we are migrating to a monthly newsletter. Stay tuned to Camouflaj’s monthly newsletter and social media for more in-depth Republique info and studio news!

- JAMES HOWELL & THE TEAM AT CAMOUFLAJ

May 2017 Update

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April 2017 Update

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March 2017 Update

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