It's big yeah. Testers have been playing around 5-6hours a day. The build they got was cut-down due to TestFly 800MBs limitations. The final version contains a lot more content (cut-scenes, interactions, rooms and areas to explore).
I just finally finished this episode and I must say it was the best gaming experience I've ever had on my iOS device. I have to hand it to tato and his team. They really deliver a bone chilling game that scared the shyte out of me. As tato said the version was cut down, but even so it was still amazing. I don't want to be that guy that rubs things in, I'm just reporting that soon everyone will get a chance to play the scariest game this platform has seen.
Only if other devs. would put that kind of effort in their game cough**gameloft**.It might actually be the first 3d game that runs at 60fps on ios!
Sell this game to EA, they will make the series better, and tato you will become rich... everyone is a winner in the end
This game,was,and it's Now The best Survival Horror Game cause Tato and it's Team Are indie,obvious with EA you had more money,but remember with EA they does not have a free hand, your creativity, make your product the way you want ..this it's The best Survival Horror cause Tato and his team were able to make a game like they wanted,like they intended,without people that says:this is not ok,this doesn't work..
That's exactly what I thought off. I was nearly on the fence to beg Tato about selling the engine to other iOS devs like...well, as you said, GL as example, heh. A multi million dollar company isn't capable off optimizing and updating their games for low gen devices let alone last gen devices (well, almost all GL games running like crap on my MiniRetina) which is pathetic. I'm glad there are finally some devs like psychozteam who can handle it.
You can give them the engine it wouldn't make any difference.They always have been unprofessional and always will be,just look at Tasm 2 it looks the same as the first one except dynamic shadow on enemies,a single modder does better job than 40 people at gl,they are the reason why mobile gaming is given such a bad name. No wonder all gl studios went bankrupt in my country and closed down.
We got lot of requests from different studios wiling to license our tech, At the moment we aren't interested in selling/licensing our framework, we want to take advantage of it at least for the entire FM life cycle. But it's something we'll do later. Related Side note, I've started porting the framework to Unreal Engine 4. We got a secret invitation from Epic last year to try it and we got hooked up! Having direct support from Epic's staff as Tim Sweeney and Mark Rein also got our attention, they really want to push the engine markets to new limits and right now they are interested a lot on the indie market. Plus the fact that we got AAA technology that scales down from mobile devices all way up to high end PCs, all that with full C++ source code it's a no brainer for us. Lastly, we got a meeting next week with some Apple's staff here in Montreal, I can't say a word right now but more info on it soon.