Review Fix Exclusive: Inside ‘Planetoid Pioneers’

Review Fix chats with Jeroen van Hasselt, who breaks down the fun and creative process behind “Planetoid Pioneers.”

About Planetoid Pioneers:

Team up with friends and discover uncharted worlds, each with its own distinct game mode. Annihilate or outwit enemies and watch havoc ensue with the customized physics engine.
 
Harvest the scraps of fallen enemies and the environment to craft new items, weapons, vehicles, and characters. Use the developers’ own tools to engineer the most dangerous (or ridiculous) weapons this side of the Milky Way.
Review Fix: How was this game born?

Jeroen van Hasselt: As Data Realms’ previous game Cortex Command had a dedicated modding community, out of which some even landed jobs within Data Realms and other parts of the games industry, we awakened a passion within us to share the love of modding. This combined with the love for physics and non-scripted situations happening in-game has resulted in Planetoid Pioneers.

Review Fix: What was development like?

van Hasselt: For Planetoid Pioneers to reach the stage we’re in now was incredibly hard because Data Realms has a huge passion to build technology. With building technology there’s the danger of feature creep and that certainly was a continuous threat looming over the project. In the end, we believe we were able to bring all of it together into focus and deliver an experience that enforces the core strengths of the game, namely the physics and editor.



Review Fix: Any fun dev stories?

van Hasselt: Because we’re a so to speak ‘virtual team,’ we work in our own places from all over the world. We’re present in 4 continents in more than 15 countries. This means we don’t get to see each other in real life, but every once or twice a year we try to meet up. We rent a place for all of us to stay in the middle of nowhere and we’ll work for a couple of weeks dedicated to the game while we enjoy food and some fun activities together.

Review Fix: What makes this game special?

van Hasselt: The physics! Data Realms has spent more than 8 years making its own unique engine and then the last 3 of them making a game in the same engine. There’s no game that feels quite the same as Planetoid Pioneers and we can proudly say we have one, if not the most advanced 2D physics engine out there. On top of that, the editor is super in-depth, which allows you to build your own ideas into the game, but also provide a behind-the-scenes look at how we have created things.

Review Fix: How is this different from your previous games?

van Hasselt: First of all it’s a completely different engine to Cortex Command, although they both share a lot of the same love for physics. Every object can be tweaked down to what material and how it reacts to gravity, heat, cold, erosion etc. This time we’ve empowered the community even more by providing them the in-depth editors, so they can mod the game however they like.

Lastly, we focused a lot more on building a proper campaign around all the tools and mechanics we’ve built for Planetoid Pioneers, providing a story mode that revolves around the use of acquiring blueprints the player can destroy or build to overcome all kinds of (physics based) challenges.

Review Fix: What games influenced this one the most?

van Hasselt: That’s hard to say, but Dan Tabar, one of the founders of the concept took the original inspiration for Planetoid Pioneers from the old Blaster Master game out 1988. Used as an original inspiration there were a lot of other influences on top of that from Metroidvania-like games for the campaign as well as our previous game Cortex Command for some of the physics behavior.

Review Fix: As an indie studio, what do you think you guys do differently than the big studios?

van Hasselt: We’re focused on empowering the community as much as possible and giving them all the tools needed to edit and change the game as they see fit, while also giving them the right to copy any of the work we ship with the game and use it for their own ideas within Planetoid Pioneers.

Review Fix: What’s your favorite memory as a gamer?

van Hasselt: I couldn’t pick out a favorite moment among all those cherished memories. But one moment that I still remember well, would be from playing the horror shooter F.E.A.R. I just came out a battle fighting the amazing A.I. feeling quite tense and on edge when I get confronted with a brief glimpse of Alma (the scary little girl with supernatural lethal powers). She was just there.., but still managed to scare the shit out of me, making me shoot my shotgun all over the place.

Another one would be the revelation moment in Hellblade; it had moved me to tears.



Review Fix: How does this game disrupt the video game landscape?

van Hasselt: If there ever was an interest in game development with the use of practical examples, then I think this is one of the rare commercial products that allow you to play and learn from the same game how to do just that.
Also, as far as I know, Planetoid Pioneers is the only game that auto-injects the game with community created content without you having to leave the game.

Review Fix: Who will enjoy this game the most?

van Hasselt: Players that love to fiddle around with everything and approach the game as one big toy box to play and have fun with. And players that love to watch their character fail in ridiculous ways while fighting the whacky physics of the game.



Review Fix: How do you want this game to be remembered?

van Hasselt: As a game that’s still alive and has evolved with crazy ideas within the game that I couldn’t even come up with now.

Review Fix: What are your goals for the game?

van Hasselt: Our goal is to keep adding more content and challenges for players to play with and polish up any of the rough edges. Planetoid Pioneers is not only a sandbox physics game but also a creator’s game. And all three aspects are bound to have unpredictable behavior that makes it hard to polish. However, we believe that’s part of the beauty of the experience, as this will result in behavior in-game you won’t expect and can’t be pre-scripted.

Review Fix: What’s next?

van Hasselt: Ohhh… well can’t really discuss it, but the engine is made keeping in mind that we should have the ability to add online multiplayer later. This was probably the most requested feature for Cortex Command (but unfortunately infeasible) and now Planetoid Pioneers, so maybe we can add this somewhere along the line for the game. Fingers crossed.



Review Fix: Anything else you’d like to add?

van Hasselt: If you ever wanted to play as yourself in the game, it’s really easy to set that up and put your face, voice and even body into Planetoid Pioneers. Also, the game does have local shared-screen multiplayer for up to 4 players.

[embedyt] https://www.youtube.com/watch?v=DvahcP63V18[/embedyt]

mm
About Patrick Hickey Jr. 14230 Articles
Patrick Hickey Jr. is a full-time Assistant Professor of Communication & Performing Arts and Director of the Journalism program at Kingsborough Community College and is the chairman of the City University of New York Journalism Council. He is the Founder and Editor-In-Chief of ReviewFix.com. He's also a former News Editor at NBC Local Integrated Media and National Video Games Writer at Examiner.com where his work was mentioned in National Ad campaigns by Disney, Nintendo and EA Sports. Hickey was also the Editor-In-Chief of two College Newspapers before he received his BA in Journalism from Brooklyn College. Hickey's work has been published in The New York Daily News, The New York Times, Complex, The Hockey Writers, Yahoo!, Broadway World, Examiner, NYSportScene Magazine, ProHockeyNews.com, GothamBaseball.com, The Syracuse Post-Standard, Scout.com and the official sites of the Brooklyn Aces and New York Islanders. His first book, The Minds Behind the Games: Interviews With Cult And Classic Video Game Developers was released in April 2018 and is chock full of interviews with legendary developers. His second book in the series, The Minds Behind Adventures Games, was released in December 2019. His third book, The Minds Behind Sports Games, was released in September 2020. His fourth book, The Minds Behind Shooter Games, was released in March 2021. The Minds Behind Sega Genesis Games and The Minds Behind PlayStation Games were released in 2022 and The Minds Behind PlayStation 2 was published in January 2023. Hickey is also a contracted comic book writer, currently penning his original series, "Condrey," as well as "The Job," "Brooklyn Bleeds" "Dem Gulls" and "KROOM" for Legacy Comix, where he serves as founder, owner and Editor-in-Chief. Hickey Jr. is also a voice actor, having starred in the 2018 indie hit and 2019 Switch, PS4 and Xbox One release, The Padre (also serving as English language Story Editor), from Shotgun With Glitters. The sequel, The Padre: One Shell Straight to Hell was released in February 2021- Hickey also served as a Story Editor and Lead Voiceover performer. He has also done narration and trailers for several other titles including The Kaiju Offensive, Relentless Rex and Roniu’s Tale. Hickey is also the lead voiceover performer on Mega Cat Studios’ upcoming title WrestleQuest, responsible for nearly 90 characters in the game, as well as Skybound's Renfield: Bring Your Own Blood, where he voices both Dracula and Renfield, as well as several other characters. He also stars in Ziggurat Interactive’s World Championship Boxing Manager 2, where he performs the VO of nearly every male character in the game. He also worked on the Atari VCS’s BPM Boy.

Be the first to comment

Leave a Reply

Your email address will not be published.


*