It's been over a month!


For our beloved trailer, we averaged out (on Youtube, not counting Diehard or other viral self-hosting web sites):

68,353 views (this climbs hourly!)
Comments: 55 Favourites: 29 Ratings: 55 Average Rating: 4.51

All in all, the trailer was a huge international success, making it everywhere from Game Informer Magazine to our beloved Doomworld. It's still hard to believe all of the success we've gotten from the press, and it's definitely pushed us way harder than we would've ever dreamed. DieHard GameFan Magazine did an incredibly amazing job handling the press, and as usual Sega Nerds/DCEmulation (special thanks: Juan)/DCJY/JSII covered it, which gathered a bunch of views too. Thanks guys!

As usual, every time I edit a trailer together, it's only a few weeks before we make something better than that. Haha, well yeah. Something better is happening, so we're going to release an exclusive gameplay video of one of the full levels of Hypertension in time for the New Year. It will give you an in-depth look at the game that will revolutionize retro titles forever.

It's quite amazing how we're featured on GameSpy/IGN/etc etc as real developers, that makes us all feel very good. While we've had a lot of trouble maintaining a solid team/publisher, things are looking good as we downsized a little bit, but still trudging along as always. I guess we're officially branded an " Independent Software Design Association". That title makes us all very proud of the work we've put into this.

In a whole, the drama is wrapping up - I've made things right everywhere and now that it's out of the picture, we can focus on finishing this title.

I want to thank the amazing people for helping us out with donations - they are going a long way.

As always, we invite you to become a part of History by partaking in our forum boards. Also - get the word spread out there! Anything helps and the farther we go, the farther we'll take you in our gameplay adventures!

Thanks for your wonderful support to TDGMods - nothing in the world means more to us.

-Corbin
TDGMods

Some new stuff


Bug fixing phase is over, time to continue development as planned! =)

Here's a new screen. Enjoy!

Hint: There's several more screens in the development thread at our forums!

Bugfixing

Still no new material, I've been working on mainly bugfixes the last 10 or so revisions to the SVN to try and get the game in a stable state. We're working on some new stuff soon that should wow.

Gotta go grab the pesticide, those bugs are a-callin'!

Welcoming Lysander


Just a quick announcement!

Lysander, an EDGE engine enthusiast, has joined the team recently. He's sort of a "jack of all trades" kinda guy. We'll see where he can fit into the development team as 2009 rapidly comes to a close.

Also, a quick heads up that Doomer1, another EDGE user, has contributed a lot of material for Hypertension recently, some of it having already seen previously. He's also the one designing Zombie Invasion, a spin-off gameplay type of Hypertension that we have yet to reveal details of.

So do me a favor and welcome these two to TDGMods. Hopefully their contributions and help will be ever lasting in our ultimate goal - to release Hypertension.

Kicking ass and taking names, one Cultist at a time. ;)

Infrequent Updates?


Sorry about that, guys! We've been busy-busy working on the game, and some of our personal lives have risen above it, but we're still hard at work!

Here's a new screen to enjoy for now.

Remember, to keep freshly up-to-date with Hypertension, our forums are just one (c)lick away. ;)

Reception Party


You know, after so many years of failing to break through with any concrete idea at designing games, it's so heartwarming to finally see our project on top gaming sites, next to recent PS3 and Xbox360 titles.

So far the trailer has continued to climb up there and with every hit, we form closer and closer together, our community reaching thousands of gamers, new and old alike, from several different cultural backrounds and beliefs...it's truly incredible.

It's taken all of this positive attention to realize that this project will make or break us in the gaming industry. Sure, we're not pro, as we firmly remain planted in our indie roots, but if this game does well, then you can expect us to make even more amazing titles as the future comes forward. Yes, we are doing this for us, but the beauty of it is that we have fans like you guys who embrace our ideals.

It's always a treat to take a gaming technology, inferior and outdated, and turn it into something truly remarkable. I was at Gamestop the other day and they really liked it. Game Informer, while slow to realize Hypertension's potential, has slowly unlocked the fun of retro gaming.

It's no doubt that Hypertension has rattled even the professional gaming industry - and we hope you take time to appreciate the games that led to the amazing, beautiful work that has been produced today.

There are a lot of break-in development/modding teams using the latest technology - but it's so amazing to see a game that's taken these ideals from over 15 years ago, fusing them with modern technology, and making headlines. Our dreams are slowly coming true, and we have all of our amazing and beautiful supporters out there to thank. It's because of you guys, the ones who truly believe and stand up for us, that is making this happen. Over 10 years for a lot of us, and every idea has failed, every efforts stomped in the ground due to bad decision making. As difficult and heartbreaking this project has been for us, personally and professionally, at times...it's worth the ride.

We will not forget your support, and we promise this game will for sure shake things up a notch. We heavily encourage you all to visit and register at our Forum Boards, where you can partake in an awesome community of yesterday, and the future. Registration only takes a minute - the memories will last a lifetime. We hope to see you all there.




With much love,
TDGMods and the OST Strike Team

Thank You!


The response so far to Hypertension has been mostly positive and enormous - with twice as many hits on the video and interview than our teaser earlier in the year ever managed to muster.

I'm glad you guys are enjoying it, and I'm also surprised that it appealed to a lot of overseas gamers in Japan and South Korea - 貴方達は揺れる!

Sit tight for more interesting updates as we push forward!

From a Retro gamer to...a Next-Gen gamer?


"theres new gen consoles, why would they make a game that looks so outdated? looks as bad as the dreamcast itself"
"how about....idk making some more decent games for ps2, gamecube, ans xbox original? you know, the last generation? not two generations ago retards. Ill probably just download it on pc"

I've been getting these statements a lot - it's time to explain our ultimate reason behind developing for an engine of the "yesteryear", and why we chose a game that's lived a longer life than new age gamers do (just opinion, of course):


I grew up in the late 80's/90's, when sprite-based gaming ruled the battlefield, when games were original, fun, and invigorating. I also got to see the transition from primitive 2d into fully 3d games, and it was around that time period that I noticed the quality of games decline - not the graphics, but the concepts, originality, all that stuff.

It was like - I remember the day the original Alone in the Dark came out. Brand new genre at the time, amazing graphics (they are STILL amazing for its time), originality, a huge scare factor. You just don't get games like that nowadays, and I'm afraid it's what the current generation of gamers just don't experience because graphics are not going to get much better than what the next-gen stuff in development is right now. It's just a fact. As soon as graphics hit real life games will fade away. After all, it's the reasons kids and adults play games - to escape reality.

Doom was prime for it's time - new technology, new gameplay, cutting edge graphics, multiplayer. Now - Doom is still one of the most popular games/engines today. Doomworld, the site where I learned the tools of the trade, is one of the most expansive communities around on the web - Doom is even more alive than it was when id released it in 1993.

The reason we chose the Doom engine is simple - open source, huge community, and there has been things added to enhance the original engine. Watch the trailer for Hypertension and watch some stock Doom footage from 1993 (any original youtube entry will do) - there's big difference there.

Also, the Build engine (Duke3d, Blood, etc) was made not too differently from Doom's engine - not only allowing us to capture much of the classic Blood feel, but also to enhance the game with 3d models, killer scripting, true 3d floors, high-res modern textures..the list goes on. Build was technically superior to id Tech 1. Who knows - it still might be.

We didn't sit to develop Hypertension to awe gamers with amazing graphics. Hell, even Blood, in 1997, was ancient (as Quake and everything true, full 3d based came out in 1996), but 3d Realms took the risk, and it became a favorite. It's not graphics that make a game.

This is just like saying - why do retro game compilations sell well? PS3, 360 - even the Virtual Console? Retro is back in. Why did the new Wolfenstein 3d/Doom iphone/cell/virtual, etc. releases sell extremely well? Why does id's back catalog from 1991 - 1996 make more money today than all of Uwe Boll's movies combined? Granted, Hypertension is freeware but that's not the point.

(...I really do like Uwe Boll, he's a funny guy, and Postal was actually funny. There. I said it. Most of his movies were bad though, I'll admit that.)

The new gamers of today's generation will not understand Hypertension's underlying meaning. It's not to play Blood again. It's to show that these were the games that all of the current game designers created and they were fun. They had to start somewhere. Believe it or not. To us older gamers - drinking alcohol in a game, or smoking in a game, or hearing curse words or seeing strippers was a new and exciting thing for us. Now, it's the norm. That's why those gamers will not see anything in Hypertension.

I remember when Doom came out. Next it was Duke Nukem, then Quake, Quake 2, etc etc. Each few years technology got branched farther out, but the fun was stripped away. Of course, not completely, and this does not apply to every game out there, as I believe that there are a huge chunk of fun and exciting games - it just takes awhile for one of them to hit home nowadays. Wolfenstein 2009 was the last game that I think I enjoyed that was modern. And even then - Wolf's graphics weren't revolutionary.

People are realizing that the best games were made in the time period before graphics got so crazy it became boring. The last game I think I envied in terms of graphics was Doom 3. The rest after that wasn't interesting.

This game will not appeal to new gamer's - period, unless they are into the retro gaming era. It's strictly for the ones who grew up, like myself, on sprite based graphics and ludicrous storylines/gameplay, etc. Kudos to any 14 year old kid who plays the game and enjoys it, but we already knew we were targeting a specific demographic when we released that first teaser in the beginning of this year.

I have stated in our Gamefan Magazine interview - we are making this game for ourselves, not for others.

And it's totally true. Every game developer takes a risk. You either like the product, or you don't like the product. We're hoping for the first one, btw. =)

Here's to GREAT SUCCESS!

Are you a retro gamer? Maybe you're a modern gamer? You're free to share your thoughts and opinions on this article in our forums.


Also, just a quick update - Ben Wachal, part of the OST Strike Team, has uploaded an original in-game track from Hypertension entitled, well, "Untitled". Don't forget to check it out! =)

More Coverage, More Good News!

Well, the time has come! Our trailer goes live to the masses on Friday, and Diehard Gamefan has released a special, behind the scenes, never before heard details of the development of Hypertension. Our struggles, our pain, our hardships, and the fun we've endured over development so far. This is something no Blood or Hypertension fan will want to miss.

What are you waiting for? CHECK IT OUT HERE!



We've also made the frontpage of Doomworld news (well, at least they accepted the content that was submitted) so major props to them, and it just proves to everyone that, despite how horrible your past was, you can always make things right.

Going Public




Stay tuned as more news/coverage pours out!

I want to take time really quick to thank my wonderful girlfriend Lai, without her this project probably would've fallen apart under my stress from some insane developers and trailer deadlines. As well as the entire development/OST team, Lai is probably the biggest reason I kept moving forward.

Thanks babe!