Keep Talking and Nobody Explodes

Keep Talking and Nobody Explodes
Developer(s) Steel Crate Games
Publisher(s) Steel Crate Games
Designer(s)
  • Allen Pestaluky
  • Ben Kane
  • Brian Fetter
Programmer(s)
  • Allen Pestaluky
  • Ben Kane
  • Brian Fetter
Artist(s) Chris Taylor
Composer(s) Liam Sauve
Engine Unity
Platform(s)

Release date(s)

Android‹See Tfd›

  • WW: 16 July 2015

Microsoft Windows‹See Tfd›

  • WW: 8 October 2015

OS X‹See Tfd›

  • WW: 12 December 2015

PlayStation 4‹See Tfd›

  • WW: 13 October 2016
Genre(s) Puzzle
Mode(s) Multiplayer

Keep Talking and Nobody Explodes is a video game developed by Steel Crate Games released on 8 October 2015. The game tasks a player with disarming procedurally generated bombs with the assistance of other players who are reading a manual containing instructions. It is available for Windows, OSX and Android, and is set to release on PlayStation 4 and PlayStation VR in 2016.

Gameplay

The game is designed to be played with at least two players, with one player as the "Defuser", playing the game on a computer (supporting both keyboard and mouse, touchscreen and gamepad controls, as well as support for virtual reality headsets), and the remaining players as the "Experts" reading the provided bomb defusal manual.[1][2] As designed, the Defuser cannot look at the manual but rely on the Experts to instruct him or her, and likewise the Experts cannot see the bomb and must rely on the Defuser to describe the bomb to them; communicating with each other occurs either directly from across a table, or through online communication software.

Each bomb in the game consists of multiple modules; the modules are independent of each other and can be disarmed in any order.[3] Most modules require disarming, with the bomb successfully disarmed when all such modules are successfully disarmed. Disarming these modules requires the Defuser to relay visual indicators to the Experts, who then use the manual to determine what actions the Defuser to take. Other modules are needy; they cannot be disarmed and demand periodic attention to prevent them from going off while the bomb is still armed. Each bomb will also have a countdown timer that, if it hits zero, will cause the bomb to go off. Bombs will also have a maximum number of strikes resulting from errors made during defusing (also speeding the timer), and if that maximum is reached, the bomb will also go off. Other obstacles to the Defuser include the lights in the virtual room going out momentarily, and alarm clocks that will distract the Defuser.

Modules use complex instruction sets and puzzle-like elements to be solved; for example, the Experts may need to guide the Defuser through a maze that the Defuser cannot see the walls of. Other modules use words that may be homophones of other similar words ("sees" to "seas") or be verbal tics ("uhhh" or "uh huh") that could easily be confused during communication between Defuser and Experts. Many modules have multiple stages that require the Experts to keep track of past actions as they work through each stage. Defusing some modules may also depend on the state of the bomb such as how many strikes it presently has, or external decorations on the bomb like the serial number or the presence of batteries.

The game is broken up into a number of predetermined levels broken up into skill groupings that set the number and types of modules, the time to defuse the bomb, and the maximum number of strikes. Each level will generate the bomb and its modules to be defused in a procedural manner.[4] Players also can create a custom challenge based on module count, time, and strikes.

Development

Developers Allen Pestaluky, Ben Kane, and Brian Fetter originally created the game for Global Game Jam 2014.[5][6] There, they had a few Oculus Rift development kits and wanted to take advantage of the novelty of virtual reality. Their original game, a rollercoaster ride simulator, had attracted a number of people to try it out, but the three observed that while the wearer of the headset was enjoying themselves, those waiting for their turn did not share that enjoyment. This gave them the idea of a game that could be shared alike by both a headset wearer and those watching the wearer. Though they had several scenarios in mind, the idea of bomb defusing was the most interesting as well as something they could complete during the Game Jam.[6] At the end of the Game Jam, they presented their game to the other participating developers, recording their own first playthrough of the game which they later posted to YouTube; the response both at the Game Jam and from YouTube viewers, calling the game "hilarious", led the three to realize they were on to a marketable title and developed the game for a full release.[6][4] In developing the various rules for disarming modules, these were initially created procedurally like the bombs themselves, so that they could be shifted around between various demonstrates at trade shows; though the final game has statically defined rules for defusing, there is a framework in place that can be used to mix up the rules in future versions.[7]

Reception

It has a score of 67% on Metacritic.[8]

Destructoid awarded it a score of 9 out of 10, saying "If you are tired of always playing Cards Against Humanity, Monopoly, and that Gargoyles board game on Laserdisc, then Keep Talking and Nobody Explodes will certainly give you the fix you're looking for, pending you have friends ready to be committed to the task at hand. If not, Gargoyles is always a good choice."[9]

Ars Technica's Sam Machkovech reviewed the game, calling it a "must-have", although he also noted that once players figure out certain modules, they can "hit a chore-like rhythm" instead of a challenge.[10] He also observed the game's potential as a party game that is equally enjoyable for onlookers.[10]

Keep Talking and Nobody Explodes won the Excellence in Design award and was nominated for the Seamus McNally Grand Prize and the Nuovo Award for Innovation for the 2016 Independent Games Festival.[11][12] Steel Crate Games was nominated for the Best Debut for the game for the 2016 Game Developers Choice Awards,[13] and the 2016 British Academy Games Awards.[14]

By March 2016, the game had sold more than 200,000 copies.[7]

References

  1. "Bomb Defusal Manual". Keep Talking and Nobody Explodes Manual. Retrieved 10 October 2015.
  2. "How it Works". Keep Talking and Nobody Explodes - Official Website.
  3. "Defusing Bombs". Keep Talking and Nobody Explodes Manual.
  4. 1 2 "Keep Talking and Nobody Explodes". Steel Crate Games. Retrieved 11 October 2015.
  5. "Keep Talking and Nobody Explodes (Oculus Rift + Razer Hydra)". Global Game Jam. Retrieved 17 October 2015.
  6. 1 2 3 Graft, Kris (29 January 2016). "Road to IGF: Steel Crate Games' Keep Talking and Nobody Explodes". Gamasutra. Retrieved 29 January 2016.
  7. 1 2 Marks, Tim (3 March 2016). "Keep Talking and Nobody Explodes has sold over 200,000 copies". PC Gamer. Retrieved 3 March 2016.
  8. "Keep Talking and Nobody Explodes" (http://www.metacritic.com/game/pc/keep-talking-and-nobody-explodes) Metacritic. Accessed 20 May 2016.
  9. Whitaker, Jed, 21 April 2016 "Review: Keep Talking and Nobody Explodes" (http://www.destructoid.com/review-keep-talking-and-nobody-explodes-356637.phtml) Destructoid. Accessed 20 May 2016.
  10. 1 2 "Keep Talking and Nobody Explodes review: The exact opposite of a bomb". Ars Technica. Retrieved 11 October 2015.
  11. Nunneley, Stephany (6 January 2016). "Her Story, Undertale, Darkest Dungeon receive multiple 2016 IGF Award nominations". VG247. Retrieved 6 January 2016.
  12. Gamasutra Staff (16 March 2016). "Her Story takes home top honors at the 18th annual IGF Awards". Gamasutra. Retrieved 16 March 2016.
  13. Nunneley, Stephany (8 January 2016). "The Witcher 3, Metal Gear Solid 5 lead nominees for GDC 2016 Awards". VG247. Retrieved 8 January 2016.
  14. Nunnely, Stephany (10 March 2016). "Rocket League, The Witcher 3, Fallout 4, others up for BAFTA Best Game Award". VG247. Gamer Network. Retrieved 10 March 2016.

External links

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