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How Google Stadia swallowed Typhoon Studios and spat Raccoon Logic

Trip to the Savage Planet is a 2020 experience game developed by Typhoon Studios and also released by 505 Gamings. It was released for Microsoft Windows, PlayStation 4, as well as Xbox One on January 28, 2020, followed by a Nintendo Switch over port on May 21, 2020, as well as a Stadia variation on February 1, 2021.

You can remind Raccoon Logic as Typhoon Studios, the internal development studio in Montreal Stadia Google, most famous for having been removed without warning when the technology giant quickly lost confidence in their transmission company games.

But we were fans of the feisty group of people long before they pass through the intestines of primary colors Alphabet company. As Typhoon Studios, they launched Savage Journey to the Planet, a game of amazing planetary exploration and silly to the VG247 gave it four stars. Before that, the creative director Alex Hutchinson directed Assassin's Creed 3 and Far Cry 4, the elephant, while the executive producer Reid Schneider helped give life and Arkham Knight Arkham Origins.

Having reformed as an independent study and rescued rights Savage Planet of the bowels of Google, Raccoon Logic intends to apply those skills AAA action in their next game. In addition to its pedigree, the team has an attitude cut the nonsense and anti-corporate comedy that make the conversation entertaining.

The new brand and identity of Raccoon Logic, the new independent study.

VG247: For those who do not know, who are you ?

Alex Hutchinson : I am the creative director and co-founder of Raccoon Logic, the new study presented here strange name.

Reid Schneider : cofounders went to Typhoon Studios. We could be the only company ever sold to Google and then never worked in an office of Google.

Hutchinson : Google bought the day we basically started the pandemic. So remote we were all the time, and we regurgitated along with all the developers of the game, before taking a free coffee or lunch or play with what I assume are large balls of orange foam.

VG247: Think slides office which has not gone down and never will .

Schneider : talk about these micro-kitchens, You're never more than ten steps!. The only microkitchen is in my house and is fully equipped unless I do it.

Hutchinson : It's terrible when those actors The Internship spent more time at Google Mountain View to us.

Schneider : So obviously that ended, and we are super happy because we could restart, building extravagant and unique things. The best part is that we could recover all the code and intellectual property of Google.

VG247: How he managed to keep the intellectual property of the Savage Journey to Planet ?

Schneider : It was definitely on the side tricky. Joke that it took longer to retrieve the IP that Google acquired it. But they were really cool about the whole thing. They understood that as emerging from the development of the game, it made sense that the people who created the IP the retreat. But Google is used to buy things, not to let them go. It was a process.

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VG247: You jumped directly to a sequel to Journey to the Savage Planet during your year in Google ?

Hutchinson : It was quite tumultuous, to be honest. Explore options for licensing, technology focused cloud and ideas for the sequel. But because we remained small throughout that period, the only realistic thing we could do was keep iterating on the core ideas of Savage Planet. We work a lot while we were there.

Time is your greatest resource, so waste a year of work is heartbreaking. Google was very generous to the sell it. We are excited to choose between that and find out what we want to preserve.

VG247 : So his first game as Raccoon Logic is Journey to the Savage Planet 2?

Schneider : At this time, we're not really prepared to talk about what we do next. We're back, we have the IP and we really like the idea of ​​returning to indie. There's something really great in order to concentrate only on making games and not think about all the other things that are tangential or are a distraction.

Hutchinson : In large studies, approximately 50% of my time spent reformatting and re-describing what decisions to keep them alive for a publishing group, marketing or executive. A large part of my job was to protect the game. Had much more energy for that when he had more hair.

VG247: Journey to the Planet Savage was a satire of corporate life. Work for Google provided you with some new material to work with?

Hutchinson : We have a fascinating story ...

Schneider : No!

Hutchinson: Reid and I spent a time at Silicon Valley, we were in EA for many years, we have gone through the various drains of the great corporate structures. We have much more inspiration to advance in the next game, sure.

VG247: you could see the influence of Far Cry in Journey to The Savage Planet, not only in the set of movements, but in the way that wildlife crossed and caused unexpected events. Can we expect to see more about that?

Hutchinson: I'm glad you mentioned that, that's exactly the kind of things that interest us. For me, the history of the player always triumphs over the author's narrative. It was the joke at Far Cry 4 that we can have all this Hand Hand story about the problems of violence and how are you here to bury your mother, but we know that all players took the box to shoot people on an elephant. . People who try things and experience is the joy of videogames. The unknown, flip a stone and see what there is, or interact with the creatures of the environment with strange and extravagant verbs. That is something we want to continue adopting.

The Racco Logic team.

VG247: There has been an explosion of photography games since Savage Planet came out. Is it likely to return to that mechanic?

Hutchinson: It is an excellent non-violent way to celebrate your universe and give people systemic tools to interrogate the world. The camera is just a pistol where the exit is a photo and not a death. It has 90% of the skill and excitement of aiming and tightening a trigger. In fact, I was throwing a snap pokémon-and for a while there, as as quickly as possible we could throw. But a camera quickly becomes a weapon, something that is given for granted, which is in all games. I do not think we can escape that, if you are exploring a completely new world, taking pictures is part of him, but I do not think it's a central mechanics.

VG247: Journey to The Savage Planet dealt with the joy of discovering something strange and alien, and get to understand how it behaved. With a sequel, you have the problem of halo: How do you keep it cool and strange for the second time?

Hutchinson: If we return, we will put it on a new planet with new creatures. If you are doing a police drama, you lose force if you always explore the first crime. But if you have a new crime, you have the consolation of the characters in a new mystery. I think that this is how we try to address it and not be afraid of a radical change within a franchise. That is something that brutters the great studies.

Schneider: Halo is pseudo-realistic. And the more serious one is something, if it does not close completely, then it begins to feel ridiculous. What we always want to do is embrace the mood and the ridiculousness of it at the beginning, because then it becomes fun and satire.

VG247: Reid, your experience is in the Arkham Games, how do you manifest that experience in your work today?

Schneider: I learned a lot working with Rocksteady. They are absolute pros. They were very careful that everything they sent were up to the team's vision. He gave me a framework on how to frame the delay of a game with an editor and keep the line ...

Hutchinson: Hodor!

Schneider: Keep the line and do the best for the team and the game. Typhoon never crushed and we were able to finish the game.

VG247: Tencent finances you now. I think most of us associate Tencent with multiplayer services such as League of Legends or Fortnite, but now support a wide variety of games. What does your involvement for the games you do?

Schneider: have been phenomenal partners. They invested in us long before the IP and the code was discovered. We were not trying to fight, 'Oh, let's do a mob or a real battle.' The good thing about Tencent is that they focus on people, and that is a really welcome change.

Hutchinson: It is the difference between the money from old video games and the money from the new video games. The money of the old videogames began assuming risks and now has become reluctant to risk. Try to do it by adopting brands and licenses. The money of the new video game is embracing people, and that is always a better solution.

VG247: Obviously it did not work, but you spent a lot of time working as a study of its own. What taught you that experience that you can carry out in Raccoon Logic?

Hutchinson: We realized that we are rude and we are not so comfortable in large corporate structures as before. They require everyone to align and agree to progress. We were all good at that for many years, but at a certain point you feel that you want to reward your experience and make solid decisions. For good or for bad, this is how we are going to leave: in the quality of our own ideas.

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