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Backflip on Ragdoll Blaster 2 and falling in love with Flight Control

How Harbor Havoc 3D will expand the line-drawing genre

Backflip on Ragdoll Blaster 2 and falling in love with Flight Control
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| Harbor Havoc 3D

Backflip Studios has had millions of downloads of its games such as Ragdoll Blaster and Paper Toss.

Now, however, it's moving into the line-drawing genre with the forthcoming Harbor Havoc 3D which will have you co-ordinating traffic in the air, on the water and beneath.

We caught up with founder and CEO Julian Farrior to find out more about the company's plans.

Pocker Gamer: How do you decide which App Store genres are saturated and which are demanding more games?

Julian Farrior: In general we try to stay away from genres that are too saturated such as match-three.

But with regard to Harbor Havoc 3D, our team fell in love with Flight Control. We thought the Firemint team had designed a great game with the medium in mind. Too often this isn't the case. They made a game that was awesome because it was on the iPhone, not in spite of it.

We also saw a compelling way to expand this genre while retaining the simplicity that made the original so successful, and in the process adding our own signature.

We're hoping the addition of multiple layers, obscured gameplay view, scenes rendered in 3D and atmospheric effects will enhance the overall game. Hopefully, others will continue to push this genre - it looks like Craneballs Studios intends to do so with their upcoming title 33rd Division.

I've really admired its games in the past and hope this one lives up to expectations.

Why do you think the added complexity of 3D gameplay in Harbor Havoc 3D will make it more enjoyable?

Well, I think this game looks really good and as a result will hopefully add to the overall experience. Our artist, Ryan Drag, is truly gifted and you will see a lot more of his talent in upcoming titles.

Please note though that I by no means think art alone makes a good game. We spent months play testing hand drawn prototypes to make sure it was first and foremost a fun, simple and addictive game, before we even decided on modeling the whole thing in 3D. However, after we did so, we all thought the resulting visual angles made it much more interesting.

In terms of the forthcoming Ragdoll Blaster II, why do you think the game needs a sequel?

We are very excited about Ragdoll Blaster II, and this is where the bulk of the company's energies are currently focused.

It needed a sequel because we wanted to expand the puzzles far beyond what the original could do. Without giving too much away, you will see larger, more involved gameplay screens, new contraptions, added physics effects, more expansive puzzles, and better graphics. We really hope to push the limits of what the iPhone is capable of handling.

Thanks to Julian for his time. Harbor Havoc 3D has been submitted to Apple for approval and should be out soon.
Jon Jordan
Jon Jordan
A Pocket Gamer co-founder, Jon can turn his hand to anything except hand turning. He is editor-at-large at PG.biz which means he can arrive anywhere in the world, acting like a slightly confused uncle looking for the way out. He likes letters, cameras, imaginary numbers and legumes.