KS Video first vs. second impression

There’s always things that could be done differently, but I agree this is probably the most impressive thing about it. Just how much Flavien and the team have achieved without any real funding or time is incredible.

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Yes, thats what I am doing. But the problem is, that it doesn’t matter what I or you do. What matters is what the 1000s of people who didn’t know infinity before will do.

I think the same here.

I think content wise I expected this:

  1. start with a breathtaking hyper-zoom with a star-system in one pixel down to planetary level where you can see every meter. This zoom in 10-20 seconds.
  2. Continue with something breathtaking beautiful and slow-paced: A sunset and afterwards a clear view up to the stars in the sky (with two moons?)
  3. A gameplay-combat scene.

I think it was spectacular.
It left the feeling of wanting to know more and that is great !

We had to keep the video short, if we demonstrated the seamless transitions we wouldn’t have had time to show anything else. Plus, we’ve already showed seamless transitions to death in the past years. And there are more videos coming, people doing live streams, etc… so that everybody will realize it’s the real deal IMO.

[quote=“AngryMarine, post:20, topic:1122”]The talking part was ok I guess. I only wish you guys showed more members of the team, or at least showed a few pictures of them pretending to work while you talked about the team.
[/quote]

Well it’s not the most-well pitched ever, that’s for sure. But we don’t have any experience doing this, so considering this I think we did okay. Not fantastic, but okay.

As for showing pictures of the team or people “pretending to work”, I’m not sure how we could have done that. It’s not like we have an office where we can set up these kind of shots.

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I could imagine, that people of your team are simply putting a DSLR on a tripod and position a skype-device next to it. Then you could interview each other and they can take a video right from their working place. Just as an idea.

After I saw only the end of this live, I now checked a bit of the hours in it before. This really amazes me much more than the video. With all this curiosity it is so easy to understand, that this is no pre-rendered stuff but really the real real deal! Its crazy! :slight_smile:

It was discussed, but 1) we were all strapped for time with our work schedules. 2) we couldn’t all access good equipment, and our concern was the video capture would have been to wide a range in quality to justify using the footage.

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I was a bit thrown by the introduction because it suggested an RPG-style story. I thought you guys had somehow decided to dump the arena idea. I would have preferred to see and hear a player battle with the stuff they say setting the expectation of a large scale PvP arena.

Here’s a simple script with two scouts trying to figure out what’s going on at an enemy location.

“I’m telling you, they’re gonna stay defensive.”
“Nope, they’re coming up from the surface. I can see them clear as day, and they’re not happy.”
“How many?”
“Well, it’s not a really big group. Call it twenty.”

“Hey, Weasel, are you listening? We’ve got twenty ships coming up from the surface.”
“Yeah, I heard. Forget it. We’re blowing them off and going after that other factory. Nobody’s there, dude.”

“Oh, man, I’m outta here.”

Shots start flashing past the scout ships, hitting one and causing it to tumble.

Emphasis on sections that are supposed to be communicating an important point about gameplay. The twenty or so ships could be a scripted set of NPCs viewed from a distance.

The game scene ends with the tumbling scout ship and then Flavien and Keith start talking: “Well, the good news is that we made it out alive. The bad news is that we need help to keep the fight going.” Cue Kickstarter pitch.

One last point is that Flavien writes English beautifully, but I have difficulty understanding his spoken words. My hearing isn’t the greatest anymore so it may be nothing to be concerned about, but I thought I’d mention it.

Watching the video in HD the second time, I must say you guys did great with the sense of danger ramping up as the viewer follows the space ship.
Great music also, although I havent heard other OST, I sure hope the tracks will be available before the intended release :wink:

The explosions could use more work, IMO, and we don’t see much of the battle. Then again, the station got taken by surprise and seemed not very well protected.

I think this was mostly covered with the small interview at the end of the video. It’s hard to show some specific points of the engine in so little time.

I have mixed feelings about that, but for a small team as INovae, I think they can afford it for the next time, say the Q&A, where anyone can answer on questions and show us their passion (though it might be hard because of the time zones ^^).
After all, the whole team deserves some gratitude :wink:

I don’t know if I am the only one, but I think the end is not really good on the main trailer. I think the whole video is awesome and I can’t stop to watch it on “super HD”, but the end hasn’t a good timing for me. It’s not really important, but it is something that bother me. It’s like if it was cut too early or like if it was missing a boom or a scream or something else to end the story told by the trailer…

I loved the trailer. Maybe because I had lower expectations or whatever but at points I seriously felt shivers down my spine from the action.

The score was incredible too. Reminded me of intense scenes in Stargate universe/gravity/battlestar Galactica. Who wrote the music in the trailer? Props.

I was ready for some cringy action scenes when I realized it was a cinematic but was paced well and it managed to flow nicely, ramping up until the end without the feeling that you are watching something that was lower budget. Again could be biased because I pledged and had low expectation (or didn’t really know what to expect) but still the team did a great job.

The kickstarter page maybe needs a little more info on the engine, a bit of technical stuff for those who are interested, I have a feeling space game enthusiasts might be more technically inclined.

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The trailer may be weak in transporting information, but it is fairly strong in transporting mood and emotion. The entire soundwork is contributing to that and pretty well done. Imho, the trailer should do the main job it has fairly well: Catch the attention of people so they spend the time to look at the information available on the Kickstarter page. A trailer rich in information but that does not transport mood and emotion well would have troubles to draw the attention of people that are not already informed/invested.

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What if that was the point of the video? “If you want to see how this ends, if the suspense over whether or not the ship got away or was destroyed is killing you, then you should back this game to make it and its awesome space battles a reality.”

And you could really feel that suspense in the video. Because you know that in the beginning they said there were no survivors, but what if? What if the ship survived? What if there’s going to be a new battle, something more now that reinforcements are here?

When you see the ship run away, deploying flares, dodging ships and cannons, after having spent some time to get to know it and its journey from the planet’s surface, having seen its playful maneuvers through the station, having heard its pilot and formed a small attachment to it or identified with its perspective, you begin (even unconsciously) rooting for it, hoping this underdog manages to survive this massive battle. It’s like in TV series, where they tend to end the episode with some big secret being in the verge of being revealed or a protagonist being in danger so that the viewers will have more of an incentive to watch the next episode.

At least, that’s how it felt for me.

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I enjoyed the video. As mentioned on another thread, the beginning of the video evokes a similar feeling to the opening of Freelancer, but also sets the mood for the action sequence, which no-one’s actually seen yet really. Also, bear in mind that the action trailer sequence is followed (on KS) by a short interview which runs through the features in more detail.

I wouldn’t say it was a perfect pitch, but I think it’s more than enough to do the job. @INovaeFlavien I think sometimes your modesty does you a disservice :smile: For a first time KS pitch, I think it was very good. It’s got more positive attention than bad so far, which is also a good sign in my opinion.

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Besides the trailer it seemed the delivery of the script had good room for improvement for future videos. You talk over each other a few times (cough Flavien :P), there are a few flubbed lines, and a very flat “yeah” from Keith at one point sticks out to me every time I watch it. An ad lib vibe is good but still have to nail it. It wasn’t terrible if you weren’t watching to nitpick but could’ve benefited from filming a better take. Not saying I could do better but if you have infinite recording tries might as well shoot for near perfect. Unless that was already like the 20th and you had to call it a day. Nice v-neck from Keith though, I want! Also Keith was much “cooler” than I expected :stuck_out_tongue: must be the jacket

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I would have actually loved a longer video! Hope you guys keep updating the Kickstarter page; the more information you can give us, the more interested the audience will be. Especially if you want to show new people that the game is ready for this.

Maybe we can turn this thread into some constructive criticism. I’d suggest everybody gives 1 (!) improvement idea or writes that everything was perfect.

I suggest to have a more dramatic contrast in pace. Have slower scenes than the slowest now and faster scenes than the fastest now.

They didn’t have infinite tries, Keith flew to Europe to do the recording and other members of the team also had to travel internationally to get there. They had a single day to nail it and spent 11 hours (IIRC) in the recording studio.

They also recorded a Q&A session and some other bits that will come up later in the campaign so the time available to nail the pitch was even less. Considering they are not trained or very experienced in pitching to camera I think they did a pretty good job.

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it’s an expression

I understand that, I read the blog

we’re here saying our impressions…that was my impression

yes inoX has it, it’s meant as constructive criticism, not a personal attack, honest feedback

I sent the kickstarter link to many of my friends.
The ones who responded, said that it looked interesting, but that it looked formulaic, and didn’t get what was the hype about. Then when I finally showed them this video: https://youtu.be/JIQb_P7crG8?t=268 where you can clearly see the transitions. And that is when they were completely hooked. Several of them backed the game right there and then. Seriously.

One of my friends and colleagues directly criticized the page literally minutes ago when we were having a coffee at our kitchen at work and then went back to his place.

He said along the lines of “why are these gifs here? Why didn’t they make a gif of a transition from rings, to planet, instead of showing the combat that doesn’t seem all that unique and attention-grabbing? The planets in the background of the battles seem like they are just backgrounds, not places where you can actually go.”

I really want this kickstarter to succeed. I haven’t been fanboying so hard for any other game out there.
I’m worried that a lot of potential backers might be not hooked just because they don’t see the thing where inovae engine shines the most :sweat:

Edit: I’m considering sending out the video I mentioned above before sending the link to the kickstarter for the remaining friends that I haven’t spoken to yet.

Agree, maybe a quick planet transition gif at the beginning of the kickstarter text would work!

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