- Before the Galloping Ghost Arcade ever existed,
Doc Mack had an idea to create a game called Dark Presence
with a company that he was going to call
Galloping Ghost Productions.
As a matter of fact, he spoke with me about it years ago
at the Midwest Gaming Classic,
when it was just an idea.
It's amazing to see how that idea has transformed
into a game that was playable at this year's show.
(upbeat synth music)
- Hey, everybody.
This is Doc Mack from the Galloping Ghost Arcade.
(audience claps) (audience members cheer)
Thank you.
Hope everybody's having a great time at MGC.
I wanted to take a second to thank our celebrity guests
that have joined us this weekend,
Brian Colon, Creative Rampage.
(audience applauds) So many great games.
Jeff Lee, creator of Q*bert and Mad Planets.
(audience applauds)
Tom Wilanowski who worked on Argus,
and lead programmer of Argus and Three Stooges.
(audience applauds)
And of course, our Mortal Kombat celebrities,
Master Daniel Pesina, played Johnny Cage,
Scorpion, Sub-Zero, Reptile.
And Doctor Phillip Ahn,
who played Shang Tsung in Mortal Kombat 2.
(audience applauds)
We wanna thank them for coming out this weekend
and sharing so many great stories
and meeting with their fans and everything in the week.
It's just great to hear all that and watch them
meet with their fans and everything,
so thank them very much.
And thank you for
talking with them and everything, so.
Also I need to thank my guys here,
who've not only helped with the Galloping Ghost Arcade,
but on Galloping Ghost Productions.
We've had an insane last year
working on Dark Presence.
Last time we left MGC,
it was evident that the engine that we had
running Dark Presence
was not going to be suitable to finish the game.
There was too much lagging,
and just the game could not be completed on that engine.
So, I have to call out especially Will Searle,
who really spearheaded the new programming.
We switched the game over to Unity.
And
last eight months to a year,
he's just been so focused on getting this game
on track and where it should be.
And everybody else.
We've got Jeremiah Smith, and Brandon Diaz, who,
again with the arcade and every,
anything on the productions and arcade side,
he's always there, which is awesome.
All my other guys, Phil Diaz,
Nick Edrickton, and Eddie.
Just awesome that they
have helped get the game to where it's at,
and we are so anxious to show it off.
And it's been such a long road,
and we are finally happy to have
a four character playable demo,
alpha demo, here today.
There's still a ton of work,
but to be able to let everybody play it
and see the vision that we have had,
we're excited for it.
So.
(audience applauds)
Thank you, thank you.
So, a little bit of history.
We had actually shot the game back in 2005.
We went into our filming studio
and it was a massive undertaking.
We wanted to shoot the 10 characters from the original game
and then 20 characters for the second game,
because we knew the post production on the game
was going to be immense.
But we didn't know it was gonna be this long.
We had no idea we were going to open the arcade when we did,
so it was,
it's been a long road.
And we've had so many people constantly asking us,
when is it gonna be playable, when can we see it?
We've been very reserved on showing things,
and to be able to present it here at MGC,
which has been
so supportive of us.
Dan Loosen has been following us since the early inception.
I believe we came,
we were still in our first year of our filming studio
the first time, so
huge shout out to Dan Loosen
for putting together a great show
and showing us so much support.
A couple of things about Dark Presence.
We had wanted to make a game
to help kind of rejuvenate the arcade scene.
with so many new arcades coming up
now, in hindsight.
Looking at the games that were coming out,
there are so many companies
pulling away from the arcade industry.
We wanted to put out something
that was not easy to do on consoles.
Like, the game is designed to run on unique hardware.
It's a very large and robust game.
If it ever makes it console, we'll have to see,
because the characters are massive,
the amount of video for the finishing moves is massive.
And it's one of those that
it's about a terabyte of data,
which has just been unbelievable to work with.
And again, it's like, constant struggle
for our guys here.
So again, huge shout outs and thanks to them
for making this what it is. (audience applauds)
So, we really wanted to make a lot of innovative
elements to the game Dark Presence.
One of the first things that we did was
we got rid of the mirror character imaging.
So, there are different left and right sides
to the characters.
So, initially that can be a little jarring
for a lot of people that are into fighting games,
because when you get on the other side,
your move sets can be completely different,
from special moves.
And you're really fighting for positioning.
Which is another element.
Like, in most fighting games
you can just jump over the other characters.
In our game, you can't.
It's meant to be more realistic, and
we wanted to explore things that hadn't been done
in fighting games before.
So, you have to actually grapple your opponent,
throw them on the other side.
And it ends up being, the characters are very deep,
and you're almost learning two characters at one time.
So, it is a lot to take in.
Another thing that we don't have is
projectiles.
So, the characters themselves
do play very different from one another.
Their weapons are very different from one another,
and the character design themselves,
there's some very technical characters.
Some characters are meant to be speed characters,
and
just jumping a lot.
And it takes a little bit of time for players
to really find a character that suits their play style.
So, that's one thing that we hope people explore.
And maybe we could bring up Jeremiah
and Will?
And we can have you guys show off some of the stuff.
So, we have four playable characters.
We have first the twins, Trenton and Wilson.
And
then Ravona and
Veil.
So again,
this is in alpha,
so there's some color corrections
that still have to be done.
Some frame data that we're still working on, and everything.
So, it's ...
Yeah, let's move the mouse.
So we, again, have been very quiet
over the last several years
with showing any video footage, so.
We can show off some of the
different sides and the different special moves.
Some of the aspects of ...
The differences between how the characters play.
Also, with the backgrounds to the game,
there will be an internal GPS
within the cabinet that actually looks
at where the game is located.
And it'll be changing the time of day
and the weather.
So, if it's like raining outside, it's raining in the game.
If it's snowing outside, it's snowing in the game.
And then daytime and nighttime.
So, with Trenton,
he doesn't have a lot of special moves it can do
out of the
basic stance.
A lot of them combo into each other.
There's the entangles,
where you can throw 'em on the other side.
See some of the multi-kicks.
That multi-kick, actually,
if you don't hit with it, it will only do the first.
So, it just kind of stops there.
That's one of those things that we wanted to really explore
with the special moves where it cancels itself.
You don't actually do the full special move
unless you connect.
For me, it was one of those things where,
if it didn't hit,
why would the character keep doing the move?
One of the things that we also added was
the reactions are pretty robust where,
if you hit a character on the right side of the face,
it will actually roll out.
But if you hit 'em on the other side, they'll roll in.
So there was a lot of animations that we had to film.
One of the main reasons why it did take so long.
The filming process was pretty massive.
So, we're actually gonna have this on for
the rest of the weekend.
We'll be doing another presentation.
And we're going to allow everybody to come up and play it.
And again, it's
the depth in the game,
it takes a little while to
get used to the controls on it
depending on which character you're playing.
Let's see, this is Ravona versus Veil.
We'll be doing the same stage, but in the nighttime.
And depending on where the machines end up,
it's going to be kind of,
there might be some variations that people don't see,
because it is tied to a GPS,
so if it doesn't rain or snow,
people might not see some of those background variations
for quite a while.
We've been answering a lot of questions.
Is there any questions that people might have, so far?
- [Audience Member] So, does it get weather reports
from the internet?
Or how does it know what the weather is doing?
- It will.
It will tie into
an online service that will dictate the weather
to the zip code.
- [Audience Member] Is this gonna be available
on a game system?
- We have had interest from Microsoft
about putting it on a home console.
The problem with it is
the game is just massive and large.
Right now it's sitting on about a terabyte of data.
So, it will take quite a while.
We would have to negotiate a deal where we could actually
put it on a hard drive to release it.
We've really meant this come out as an arcade piece,
and it's helping to help promote
arcades that are opening,
and rejuvenating interest in the arcade scene.
So, that's first and foremost.
We didn't what to limit ourselves
to what the consoles had to offer.
We just wanted to make the game that we wanted to make.
- [Audience Member] So the game will not fit
on a blu-ray disc.
- No.
- [Audience Member] So does this mean you're gonna begin
allowing other arcades to use this game,
or is this gonna be a Galloping Ghost exclusive?
- No, we definitely,
a while a go we had set up a 40 arcade US tour.
We have arcades interested out in Japan
that have contacted us,
and we want to take it out there, as well.
This is something that we hope to
get in as many arcades as possible.
We've had a lot of interest from
Play Mechanics,
who have been very supportive, and they want to get us out
in arcades, as well.
It's been great, the support that we've received,
and because of the arcade, it's been great exposure.
People have been watching it,
and we have had
just a lot of interest.
Like, we get a lot of emails all the time asking,
are you gonna be taking the game on tour here or there?
We really want to
get it in front of as many people as possible.
Just like with the arcade,
we love sharing the games with people.
So we hope to get it in as many arcades as possible.
- [Audience Member] Is there anything,
since there is such a gap in between shooting
and switching engines, all that.
Is there anything you had to go back and draw again?
- Not really.
We had a lot of footage to work with.
We did spend close to four years in our filming studio.
And due to time, now it's like,
some of the actors that shot with it,
they can't do the moves anymore.
(audience laughs)
Which has been one of the problems that,
it's unfortunate.
There's days where we're working on a move,
and it's like, "Argh, I really wish we could go in
"and refilm that.
"I'd do that different."
But we have what we have to work with.
And given the advancement with 4K,
it would be great to go back and shoot it.
Like when we shot this, HD was just coming out.
There's a little bit of grain in the characters and stuff,
and that's just one of the things we have to roll with.
It's
definitely not the game that the industry
has been designing hardware to support.
We're running on Unity, now.
And that is not an engine designed to run
2D, sprite-based games.
It's all 3D.
And one of those things,
we never for a second thought of changing it,
because going back,
it pays an homage to
what they did with Solo Combat,
with the live actors and everything.
It has more of a classic feel to it.
That was always something that I thought was so cool.
And it's still unique.
So it was one of those things that, funny, Midway tried to
redo Mortal Kombat 1, 2, and 3
with live actors.
And that was one of the things that was so great.
They put all this time and effort into it,
and they couldn't accomplish it.
They were like, eh, the original is better.
And they kind of abandoned the project.
And it's been one of those things where,
what they were doing was just trying to mimic
the exact, what MK 1, 2, and 3 did,
frame for frame.
So, their characters were around 250 frames per character.
We've scaled back our frames, but
our characters were up around 17,000 frames
without the finishing moves.
And again, we scaled that back just due to speed issues,
but there's a lot of times
where we're putting frames back in
because
we absolutely want to make a game
that's very balanced in movement.
And that's one of those things where,
for a fighting game to be good,
you have to have that balance.
Having our characters with such diverse weapons
and special moves,
it's
been good and bad.
Like, some characters have an excellent reach.
Some do better damage.
Some are really fast.
Some have better jumps.
So, we have a lot of different ways
that we can balance the characters.
We didn't really,
we've looked at
pretty much every other fighting game out there,
and we really wanted to not cut any corners.
Even like down to our hit boxes.
Like, most games just have
these blanket squares that they put over everything.
They're giant circles,
and you'll notice the hit boxes aren't very accurate.
Even in the multi-million dollar games
like MK and Killer Instinct.
For us, we meticulously went through frame-by-frame.
At one point we were at 151,000 frames of animation
for the game.
So, we have single moves that have more frames of animation
than entire characters in Mortal Kombat.
So, it's something that,
when we brought in industry people, they think we're crazy
when we start showing them, "Oh, this is what we're doing."
And they're like, "That's ...
"Why, why are you doing that?
"You should scale this back and put something out."
But we're interested in doing something different
and trying to
look for new ways to innovate.
And even down to the cabinet itself.
We've added so much hardware on the cabinet.
For example, the seven-inch cut screen
and USB ports on the cabinet,
so you can stick a thumb drive into the cabinet,
and as you find moves,
it'll write it to your USB drive,
which you can take home and look at.
You'll have a complete moves list.
But the moves list will actually display
on the seven inch cut screen.
Back in the day when MK and Street Fighter were out,
everybody was going around with sheets of paper,
and everybody had their moves list.
Sometimes you'd go to an arcade
and there'd be a form of moves list there.
That was one of the things that was cool.
It was something that you didn't really,
you don't get that now.
Like, everybody just goes online,
and all the information is kind of put out there and given.
And that's one of those things,
we want people to kind of take a step back and try to
learn to find their own moves again.
And there's not tutorials out there.
People can share and explain how to do moves to one another,
but
it's kind of something you have to find for yourself.
I'm sure it'll eventually make its way to the internet.
But it's not something that we're just gonna throw out there
and just give to everybody.
We want people to explore the game
and really try to find things and
make it like it was back in the 90s
when new fighting games were coming out,
and they were unique and captivating to people.
- Did you use-- (game music drowns out voice)
edit it out, so that when people were doing moves,
they had something to interact with?
- For some moves.
We did have characters that,
like for some of the kicks,
we would have kick pads that would come in there.
The chroma key work on the scan.
I think we spent probably
three years in post-production.
At the most, we had six people working on chroma key.
Because every frame of the game had to be touched up by hand
and
shadows had to be taken out, swords had to be redrawn.
There were times where we were working on the game, and
the swords would just disappear
because we were swinging 'em so fast.
On some stuff, it was a learning process.
Some stuff,
we wanted to make the characters fast,
and then when we got to the chroma key process,
it was like, oh.
Now we've got to redraw
60 frames of a sword swing back in.
(audience member laughs)
It's really been interesting trying to ...
Like, once it was filmed, it was kind of like,
that was it, by the time we got out of the studio.
But it was a massive undertaking with the filming process.
Especially doing the finishing moves.
We have ever character
interact with ever other character.
Which pretty much created 437 unique finishing moves.
And they were all shot like little movies.
So, they would do one part of it,
and then we'd do a camera change,
then do another part of it, and do another camera change.
It's one of the things that made the game
take so long to film.
In doing that,
we had a few trips to the emergency room
where people were getting hurt and stuff.
But it only lends to the realism of the game, so.
All for the good of the game.
In doing that, that's been one of the other things
that has led to such a long production time,
because if you watched all of the finishing moves,
it's about an hour and a half of video
done it two-second increments,
because there's a lot of jump cuts.
And then we have to go back and fix
all the 3D environment animations.
So, it's just been a tremendous amount of work.
Right now we've been focusing on the characters
in the gameplay themselves.
So, that's the main focus currently.
Unfortunately, we don't have any of our finishing moves
in place now.
But
probably,
probably pretty soon.
After we get back from the show,
we're gonna be putting out
an official trailer and everything,
if people want to check out, on our website.
They can check us out on Facebook.
We're gonna start doing a lot more
presentations and showcasing while we're working on,
talking more about the hardware.
Another hardware aspect that we haven't mentioned
is the prize drawer on the front of the cabinet.
We actually have characters sculpted from Chris Alazargo,
who was a sculptor for McFarlane Toys
that worked on Spawn and the military series.
He's an amazing sculptor.
So, he sculpted all of our figures from the game.
And
one of the things that
we're doing is making these available
through the actual arcade machine itself.
So, inside each machine will be one set of figures.
So, if your the first person to finish the game,
the machine'll actually dispense
the eight-inch, hand-painted resin statue
out of the cabinet.
And they're gonna be,
it's not something that,
currently, we're probably not going to be selling these.
We're going to leave them exclusive
to the arcade machines.
So, the hope is that people will travel
if they finish the game at one arcade,
and somebody's already won the Trenton figure,
they'll have to go to another arcade
to see if they can get it there.
And that'll be up to the operator
if they want to replenish the machine with more figures.
But
Chris Alazargo, great sculptor.
Ken Koi is here
from Koi Concepts, who does all the casting.
And Denise Peterson is our painter.
The three have just done such a tremendous job
in getting these figures to us.
And again, currently there is such a limited run of them.
But they're actually on display in the southern cabinet.
But again, you can actually win them out of the machine
once the game is actually completed.
- [Audience Member] Hey, do you play
any of the characters in the game?
- I do.
I did all the fight choreography.
I actually played Trenton and Wilson,
and Veil in the first game.
One of the things that we wanted to do,
it was not the intention.
We actually, initially
had approached some of the actor, who's from Mortal Kombat
to be a part of the game.
It was difficult to get
actors in,
just because the duration of filming
was just kind of a question.
And it was a very difficult on our actors.
Because the filming,
we didn't know how long it was gonna take,
we had to let them know
that they had to maintain continuity.
So, they couldn't go out in the sun,
they couldn't go get a sun tan.
They couldn't cut their hair.
They couldn't go get a new tattoo or anything.
It was very, very taxing on the actors.
Again, they were getting beat up pretty bad
during the filming,
because we wanted to make all the falls and stuff
look as realistic.
It was kind of, "Okay, now just throw yourself down,
"and don't break the weapon,
"and make it look like it hurts,
"and then get right back up in your stance."
And if you were more than like two inches out of your mark,
you had refilm it.
So,
the actors would leave covered in bruises.
We had one of the girls in the second game,
Conquering Light,
she was off at college,
and I got a call one day, she was all upset.
And she's like,
"I'm at the office at the college,
"and they're trying to say
"that I'm in an abusive relationship
"because I'm just covered in bruises."
And I had to explain to them that,
no, she's filming a video game,
and she gets these bruises from.
But they thought that she needed help
just because she was in some abusive relationship
that she wasn't.
We were just beating her up at work.
(audience member laughs)
But it was definitely a lot of fun.
Again, we had a few trips to the emergency room.
But the actors were,
the ones that ended up in the game were just
so all about doing the filming, and
it was such an interesting time.
And we're so thankful for them
for putting in such time and effort.
And again, they've been so patient with,
as the fans have been,
with the duration of the development time on the game.
So we're so anxious to have our launch party at the arcade.
So, we're gonna have all the actors in and
be telling stories of development,
and we've got a ton of behind-the-scenes footage.
So, if anybody's interested,
again, stay tuned through our Facebook.
And come out.
We'd be happy to have the fans part of it.
Are there any other questions.
Yeah, let's bring it up.
I guess that'll wrap up the presentation,
and we'll let everybody play the game!
So, thanks, everybody.
We hope you enjoy it.
It's just the start.
And again, keep an eye on our Facebook page
and our website,
and we hope you enjoy Dark Presence.
Thanks, everybody.
Step on up and give it a try.
(dramatic synth music)
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