

The last piece was a practical takeaway, the concept and design had to be complete before production began. They also wanted some of those people to be hardcore gamers, so the new concept needed to be more sophisticated.

First, the game had to have “immediate appeal” that people could understand quickly. In a post-mortem presentation on Guacamelee, co-founder Chris Harvey explained DrinkBox learned three lessons from About a Blob that would inform this process. Now it was time to figure out what that would be.ĭrinkBox found its humor early on, as evidenced by the crumpled cans of “Hipster Juice” in About a Blob. Sony was pleased, and agreed to work with them on their next venture. More importantly for DrinkBox, the game proved the studio had the ability to fund, develop and launch a game in-house. Reviewers were especially taken by the art style, foreshadowing one of the main draws of Guacamelee. The most obvious is that it was well-received by critics earning a respectable 76 on Metacritic. Tales from Space: About a Blob was a success for two reasons.

In 2010, Sony partnered with the studio as DrinkBox developed their first game, Tales from Space: About a Blob, for the PlayStation 3. The fledgling studio grew its roster and used its talents to assist other, larger studios with various projects as a way to develop their reputation. This didn’t immediately translate into making whatever they wanted, because money. Despite a lack of options three members of Pseudo Entertainment, Graham Smith, Ryan MacLean and Chris Harvey decided to pick up the pieces and found a new studio that would enable them to go another direction. And while Toronto is a major hub for indie development these days, 15 years ago the scene was different. The studio shut down in 2008 when Eidos Interactive pulled out of a deal to develop a new Carmageddon-style game.
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DrinkBox Studios was born from the ashes of Pseudo Entertainment, a Toronto-based indie studio best known for the car combat series Full Auto.
