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Hello and welcome to our Recap video for 
2013!

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In an attempt to prove that we totally did 
not waste all of last year's time,

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we will list down 8 features that we implemented 
since the TechDemo++.

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Be prepared for a lot of ingame footage!

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Oh, and of course be aware that everything 
shown in this video might change in the final 
version.

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Hopefully for the better!

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Our first feature is an integral part of 
any RPG:

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cut scenes and dialogues.

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As you might remember, the TechDemo++ skipped 
right to the gameplay.

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There were no characters and no scenario.

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The only information that you got, was relevant 
for gameplay and shown in text boxes.

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That's not a very common start for an RPG, 
now is it?

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Our current version starts off with a cutscene,

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introducing our protagonist Lea

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as well as other characters.

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As you might notice, Lea is not a very talk-active 
character.

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However, she HAS a personality that we want 
to express.

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Since text is not an option, we use "Facial 
Expressions" instead.

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And not only for Lea but also for many other 
characters in the game.

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Of course, for all players who don't feel 
like taking in walls of text,

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we have the option to skip cut scenes.

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Also, lots of dialogues are shown as side 
messages, that run in parallel to the gameplay.

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Our second feature is also something that 
shouldn't be missing from any RPG:

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NPCs.

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Now, we didn't have any NPCs in the TechDemo++

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but we still wanted to give the player some 
hints.

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So how did we do it? Again: text boxes.

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Whether you need it, or not.

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In the current version you can talk to an 
NPC to get a hint

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or if you're fine by yourself,

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well, there is no reason to ask then.

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Since the movements of our NPCs are based 
on a path finding algorithm,

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they do pretty well at navigating the surroundings.

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Plus, if the player or another NPC is in 
their way they will politely move around 
them.

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We tested NPC movement in pretty crowded 
scenarios

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aaand... it works pretty well.

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It's quite like Assassin's Creed but it works 
well enough for us.

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Third Feature! Well not sure of you can call 
it a feature, but we extended our plot and 
scenario.

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So once we leave the underground by elevator, 
we see new places and meet new people.

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For instance, Captain Jet, who is in charge 
of the whole place.

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So it turns out that the whole beginning 
of the game is on board of a huge cargo ship 
with the name "M.S. Solar".

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Also on board are a number of talkative NPCs.

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Otherwise, this new area is still work in 
progress.

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Our next feature is a rather big one: the 
menu system.

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Our menu comes pretty close to what you would 
expect from an RPG.

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You can look at your status, manage your 
equipment, learn new skills, and so on.

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Currently already implemented is the equipment 
menu where you can put on items  to prepare 
yourself for battle.

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Changes in your parameters are displayed 
for each selected item immediately.

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Now we have a number of combat related features, 
the first on being: Close Combat.

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Close Combat adds some variation to all that 
ball throwing we had up to this point.

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It is especially useful for combat in narrow 
space and can be combined with dashing.

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Next up, we have a more defensive option 
for combat with guarding.

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Guarding helps to reduce the damage and avoid 
the stun of many attacks.

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However, it only works for the front so we 
have to make sure we look in the right direction 
when guarding.

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This makes it pretty hard to guard when surrounded 
by enemies like here.

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Another feature relevant for combat and also 
for puzzles are element modes.

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Feature elements are "Cold", "Shock", "Heat" 
and "Wave".

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You'll be able to change your element at 
any point in the game and your parameters 
and battle skills will adapt accordingly.

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Changing the element during combat is essential 
to make use of your enemies weakness.

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In addition they will be used to solve certain 
puzzles later on.

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Up to this point we only have some nice combat 
effects for you to enjoy.

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And the last feature for this video is: battle 
techs.

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To do a battle tech during combat you first 
need to charge up.

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You can do this, by holding the space bar 
or the right trigger on your gamepad.

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What kind of battle tech you perform depends 
on what you do during charging and how long 
you charge.

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For example: if you happen to aim during 
charging you will perform a very strong ball 
throwing move.

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And if you charge without aiming you will 
perform a strong close combat attack.

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For the future also plan to add more battle 
techs for guarding and dashing.

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And these are all the features we have for 
you!

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... or are they?

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Now, actually, we do have two more pieces 
of news for you!

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Firstly, you remember how CrossCode is played 
in the browser, being an HTML5 game and all?

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Well, we recently found a way to publish 
CrossCode as a desktop app, running smoothly 
with almost no loading times!

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Thanks to node-webkit we can easily port 
CrossCode for Windows, Mac and Linux!

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And secondly: Since about a couple of month, 
Radical Fish Games has become an officially 
registered Wii U Developer.

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And you propably guess where this is going:

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It's CrossCode on the Wii U

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* Cheap iPhone recorded video of Wii U footage 
played in awkward silence.

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And this now finally concludes our Recap 
Video for 2013!

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As you can see our focus in 2013 was clearly 
on new features.

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For this year, we hope to finally get more 
content in the game.

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You can look forward to new places, characters, 
enemies, and boss battles!

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And if everything goes well, expect a new 
demo release as well as a crowdfunding event 
towards the end of 2014!

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Until then, you can always follow only progress 
on our blog, facebook, twitter, yadda yadda.

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Links are in the description.

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And finally, thanks a lot for watching our 
video to the very end!

