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Energy Hook

Platform(s): PC
Genre: Action/Adventure
Developer: Happion Laboratories

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!


'Energy Hook' Kickstarter Campaign Enters Final Week - Screens

by Rainier on June 4, 2013 @ 8:33 a.m. PDT

Energy Hook is a grapple-and-swing-and-run-on-walls-for-style game developed by Jamie Fristrom, creator of the Spider-Man 2 game.

You play as Delilah, one-time Energy Hook great who has been out of the competition for years--raising her daughter--and now needs to get back in to pay for her daughter's medical bills. Maybe not as daunting as it sounds, with the anti-aging medical technology of The Future, but still, she'll have to learn the ropes all over again, as she competes to earn her way back up to the top of the Energy Hook league. An old friend, crippled in an Energy Hook accident, will help her through these tough channels and the changes that have happened in the sport since her heyday. 

Happion Laboratories has launched a Kickstarter campaign to fund Energy Hook, interested fans can back the project here.

Energy Hook is in its last week of its highly succesful Kickstarter.

After reaching the $30,000 stretch goal, game audio and music veteran Brian Luzietti has officially joined the team to create an original soundtrack and audio for the game.

And James Zachary, Spider-Man 2 animation director, has agreed to join the team in September to give the game's animation a makeover. 

Strech Goals:

$40,000: Oculus Rift support and New Level: "Wallrun Heaven"

Doesn't this sound like it would be cool with VR? A handful of people have suggested they'd like to play it with the Oculus Rift. 

Sounds cool to me, too, but doesn’t that mean it ought to be First Person instead of Third Person? So there’s going to be a lot of work to do to make it work with the Oculus Rift. And I’ll be honest with you: I bet it’ll be too hard to control, and could induce motion sickness. Finally, most people don’t have an Oculus Rift, so I don’t want to spend their money pursuing an experiment that might not even work.

So what I decided to do was this: yes, I’ll make Oculus Rift support part of an early stretch goal, but also only give it to the people who support at the Beta level or above. In other words, if you want the Oculus Rift support, you need to kick in a little extra.

Side note - the first-person mode should be...interesting...even without the Oculus Rift, and everybody will get to try that.

Also: additional level, one with lots of long walls pointing at each other to make for a wall-running paradise.

$55,000: Grab bag of new features

Ziplining: slide down diagonal ceilings as if on a zipline. Sliding: when hitting a floor or wall at speed go into a slide (for bonus points!) Ragdoll bails: when you eat it, it’ll hurt. But in a fun way. (Stair dismount, anyone? Or maybe think Trials.) These are features that I experimented with in the early days of prototyping and aren’t quite there yet, but with more time I’m sure I can make them work.  

$70,000: Rail sliding/grinding. 

Be able to grind rails and ledges; we’ll retrofit all the existing levels, including the bonus ones, to put opportunities to grind everywhere.

$90,000: Additional, seventh level: Sky City! 

Don't miss.

$110,000: Grab bag of midair tricks

We'll contract out more animation so you can do flips, big air, grabs, boneless, spin, and more. 

$130,000: The big one! ART MAKEOVER. 

With this much funding we can afford to bring on a full-time artist (to be named later) for several months to make across-the-board improvements in the game's look. 

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