A science-fiction action adventure inspired by William Shakespeare's Romeo and Juliet and Joss Whedon's cult TV series Firefly.
A science-fiction action adventure inspired by William Shakespeare's Romeo and Juliet and Joss Whedon's cult TV series Firefly. Read more
Welcome to the Kickstarter campaign of VERONA – a video game inspired by Shakespeare’s Romeo and Juliet and Joss Whedon’s cult TV series Firefly. With strong narrative and seamless story integration, our aim is to create a science-fiction action adventure game with an open storyline structure and multiple possible endings.
- Plot outline: The Earth is falling into the Sun. The rich and the privileged already fled the planet and are living on the colonies, while millions were left behind. We play as a group of extractors (22nd century mercenary thieves) returning to this pre-apocalyptic Earth, stealing abandoned riches for the wealthy – until we find something more valuable.
- Target platforms: Windows PC (DRM free and Steam distributed; PS4 and Xbox One versions available as Stretch Goals).
- Scope: 5 episodes in Season One, 45-60 minutes each. Mission branch exploration and 100% completion is estimated at 10-15 hours. Single player only.
- Expected ESRB rating: M (Mature).
Following the Montague and Capulet families of the original play, the two central forces of our story are both controlled by the colonial authorities, respectively the governor. The Global Traffic Department (GTD – nicknamed the Chevrons) is the quasi police force responsible for the legal extraction and professional evacuation control. Crossing paths with the law is the vast network of Extractors: treasure hunters, who are basically stealing "values" for rich individuals on the colonies - fine art, iconic artefacts or even historic landmarks. Both forces are in constant conflict with the remaining survivors, whose single goal is the get aboard on anything leaving the planet.
Our "Romeo" is an Extractor and our "Juliet" is a daughter of a high ranking Chevron. They meet and it will be up to the players, how they'll live or die in the end – their story will be modified in real-time, based on player actions and choices.
EXTRACTION AND TREASURE HUNTING
- Extract something important, interesting, highly valuable or simply monumental in size in every episode. Every mission has unique mini-games built around this process.
- Solve environmental puzzles and scavenge the levels using your detachable drone (the „Firefly”) in first person mode.
- Send back collectibles in special, ultra-durable collector pods and upload 3D scan data to your mothership to make more cash.
- Upgrade your Firefly, tools and weapons – add new, gameplay-changing features or access previously closed areas.
- Use original heavy equipment including the Spider multi-purpose machine to drill, excavate, lift, disassemble.
ADVENTURE AND COMBAT
- Episodes are interconnected by intermezzos – 2D adventure segments played on the extractor mothership Queen Mab.
- Hidden karma system, altered by player decisions and secondary objective completion. Fellow crew members’ reactions shape the story based on your actual relation to them.
- Third person shooting gameplay based on the fundamentals of the modern cover-based games: the Uncharted series was the main source of inspiration for its fun battle sequences and elegant combat.
- Level design uses closed game worlds, but offers multiple routes and solutions to its challenges.
Fireflies can be used among others to explore the area, reach seemingly unreachable areas, scan and collect data, operate environmental elements. Players can upgrade their firefly with additional features and gadgets: grenade jammers, special optics, hazard resistances, et cetera. Many (but not all) enemy types also use their own fireflies, equipped with various upgrades. Several of our boss fights are focusing on firefly handling or drone strengths and weaknesses.
VERONA is developed by Prior Games – a small, independent studio based in Budapest, Hungary, established by the creative team behind the Golden Joystick nominee SINE MORA. The game was a collaboration between Digital Reality and Grasshopper Manufacture; you can find it as a digitally distributed title on PlayStation 3, Xbox 360, PS Vita and of course PC.
We are veteran game developers, working in the industry (and mostly together) for 10+ years – you can find our names in the credits of Battlestations: Midway and Battlestations: Pacific, Ecco the Dolphin: Defender of the Future, Overlord II, The Witcher 2: Assassins of Kings, Silent Hill: Shattered Memories, Perfect Dark (XBLA Remake), Armies of Exigo and Arcania: Gothic 4.
Our core team is supported by an international network of talented contractors, including concept artists Tony Holmsten (Lollipop Chainsaw, Killer is Dead - http://www.tonyholmsten.com) and Joakim Hellstedt (Bionic Commando, The Chronicles of Riddick - http://joakimhellstedt.com).
VERONA's cutscenes are produced by Vertigo Digital (www.vertigodigital.com).
The original soundtrack of the game is composed by Greg Edmonson, known (and admired) for composing the soundtrack to the cult TV series Firefly and the fantastic Uncharted game series.
Here are some excerpts from his score for VERONA:
Track from episode "How green is my valley" – The monk and the bear
Track from episode "Swift redemption" – Haikyo
Track from episode "How green is my valley" – Chartreuse
- Encyclopedia and Gallery: every single bit of the lore and the process of creation collected into the game – from early concept art, iterations to the finished 3D models. Fully interactive, per se – your ultimate reference and guide to the world of VERONA.
- FIGS localisation: stands for French - Italian - German - Spanish, as additional languages to English.
- Robot horse race mode: crazy event on a special race track, with offline multiplayer. It will be FUN!
- 3D Queen Mab intermezzos: similar to the Normandy sections of the Mass Effect series.
Here is the chart summarising the tiers:
Risks and challenges
We've spent the last 18 months building the game's custom engine and designing, then setting up VERONA's fundamental game systems and production pipelines (even switched from hand-animation to motion capture, which was a really painful process) – the road ahead is mostly content production and AI development.
That said, as with most video game projects, this is a creative process: extremely challenging in terms of project management, with many unseen elements.Learn about accountability on Kickstarter
- (30 days)