"She stood in the darkness, the light painted stripes on her body.
Still, I was sure she wasn’t a zebra..."
Chicken Police is an "Animal Noir Adventure Game", set in a fictional universe, the Wilderness.
What awaits you in Chicken Police? A gripping, dark story, adult themes and unique, absurd humour. The game mixes elements of classic point & click adventures and narrative-driven, text heavy storytelling, completed by a complex interrogation system, detective gameplay and a bunch of optional, backtracking and hidden content.
A mysterious Dame...
A strange case...
and the Wildest Cops of the Wilderness!
Sonny Featherland and Marty McChicken were once legendary as detective partners in Clawville PD. Predatory division. But time had passed them by... Sonny is a burnt-out, alcoholic ex-cop, who spends his days in an abandoned hotel, while Marty hides behind the facade of a star-detective, but slowly he's losing himself and his fate of the city he loved so mutch...
In a dark, cold night a mysterious messenger visits Sonny in his hermitage with an errand that can change not just his future, but also his past...
Now Sonny and Marty are back together again on a case bigger and much more dangerous than anything they've ever encountered before!
Chicken Police is a story- and text-heavy game with the elements of the point and click, and visual novel genres.
There will be more than 30 characters to talk to, some of them to seriously interrogated.
Collect tons of clues, evidences and (mainly very sensitive) personal informations from the shady characters of Clawville, to solve the case of the decade.
There are more than 25 places to visit and all will change several times during the story. The player can return to previous locations at any time, to find hidden secrets, meet new characters or even uncover new story-arks.
Chicken Police has a stunning visual style with photo-manipulation and photo-realistic 3D backgrounds, inspired by classic film-noir movies like The Big Sleep, Dounbe Indemnity or Gilda and games like Grim Fandango, Policenauts (also Snatcher) and the Tex Murphy series.
The noir mood is enhanced by a beautiful musical score, backed up by professional voiceacting for the perfect cinematic experience.
"Clawville never sleeps - they say.
Maybe that's why it is so cranky all the time..."
The city of CLAWVILLE built as an Edenic place, a place unlike any other country in the Wilderness. A place where predator and prey, domesticated and wild animals can live in peace with each other. But the dream remained a dream and in the end, it became the darkest and most dangerous city in the Wilderness, where the predatorial crimes are commonplace and corruption is everywhere..
Gamescom is a huge event. Even for big games and publishers, not to mention a small, self-funded indie game like ours.
In any case, we had to take action because we knew that no matter how expensive and risky Gamescom is, it would be a luxury to let the opportunity pass us by, because of the presence of the best publishers and many potential players. So, we decided to go for it and as a result, we’ve experienced one of the hardest but most rewarding weeks of our lives.
Now, we’re gonna tell you what it was like, with all its ups and downs...
ON THE ROAD
The journey from Hungary to Cologne is 12-14 hours long, so we set off on the 18th to arrive early on the 19th, arrange the accommodation and have our exhibitor stand ready, which was going to be quite special.
The trip was almost uneventful, except for the hotel where we slept for one night, as it was hauntingly similar to the buildings of cheap teen horror movies, where the lonely owner (who was also the doorman and server) seemed to have weird, murderous desires behind his never-ending smile... But of course, It was just our wild imagination, and it was our last good sleep for a long time to come in a locked room and a soft bed. Because from then on, we were tenting at the Gamescom camp! (The reasons for our camping were Cologne’s horrendous prices and our late booking, but we looked at it as an adventure rather than a curse. At least at that time...)
By the time we reached the venue, we had all been hurting everywhere and were quite distressed. But as soon as we saw the enormously huge complex and then our booth, all our bad feelings disappeared.
Well... at least for a little while...
A SERIES OF UNFORTUNATE EVENTS...
Yeah of course... It wasn't that easy.
First, we had to get to the Gamescom campsite, where we queued for about an hour and a half. After finally getting in, we had to find a place to set up our giant tent that our producer, Tamás, had acquired just for the occasion and none of us had seen before.
There would have been nothing wrong with this, but we were running out of time because, in theory, exhibitors were only allowed to be at the Gamescom site unpacking and setting up their stands until 6 PM. At half-past four, our writer, Bánk, was still untangling the tent stretchers...
Finally, we succeeded. At least it was standing... We rushed back to the Gamescom site to build our exhibiting booth. However, the booth was quite different in design (and look) from the one on the pictures we had received from the organizers. So much for our plans…
We were panicked enough, but if there is something typical of Hungarians, it is that we always get ourselves out of sticky situations. We had no choice.
The booth eventually became quite homely. It had framed pictures, a new floor, and even (as well as we could manage) wallpaper. We had imagined it a little nicer, but it turned out that people liked our humble booth, as many kept praising it.
Phew... that was only day -1.
Finally, we ate at Subway and got back to the camp, to our tent where we tried to sleep, but if you have been to Gamescom Camp you may know that it's not that easy...!
DAY ZERO - IT'S HAPPENING!
We walked a good 3.5 km from the campsite to the site in the morning. It was day zero, where only the press and the industry were allowed to attend, so we didn't expect a big spike. But luckily, we were wrong...
Our booth was quite big among the indie titles and we had 4 machines set up for the players. Two (stronger) main machines and two "backups," but to our great satisfaction, our booth was full almost all the time. That is, the game was constantly rolling on 4 machines, and the level of interest just caught us off guard.
WHAT THE CLUCK?!
Perhaps the most surprising and amusing thing was that most people who walked past our booth felt the need to say CHICKEN POLICE?! out loud. Undoubtedly, the booth and the trailer on the big TV screen were enough to attract the players, so we got the "WHAT THE F...!" sentence (or look) a few hundred times during the event.
WHY IT'S WORTH IT?
It is very important to note that Gamescom is one of the best of all the expos if you want to build a professional relationship. The very first day we received a huge number of business cards from sponsors, publishers, localization teams, artists, sound designers, translators, etc... But these are just the first steps. To make sure that you leave the event with success, it is worth arranging 3-4-5 meetings at least in advance. We have done so and fortunately; we can say that we have closed the event successfully!
But there were many things that we had to live through till then, as you’ll be able to read in Part 2 of this post.
TO BE CONTINUED...
So if you are curious about the best places in beautiful Cologne, advanced camping and expo survival techniques, how to give an almost great interview twice a day, and most importantly: our publisher negotiation experience, be sure to check out our next post as well!
Have a nice week, folks!
And don't forget to hit Wishlist:
In this dev. blog post, we’ll give you a glimpse at how we reached this fairly important milestone that is the release of our teaser trailer.
"It's an incredibly tiresome but also inspiring phase we're in now, and although I know it'll be harder every day until the release of the game, I also...
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