Async Corp.
Async Corp. | |
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Developer(s) | Powerhead Games |
Publisher(s) | Powerhead Games |
Director(s) | Jason Schreiber |
Producer(s) |
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Designer(s) | Matt LoPresti |
Programmer(s) |
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Artist(s) | Chris Makris |
Composer(s) | Fearofdark |
Engine | UIKit |
Platform(s) | iOS |
Release | June 28, 2011 |
Genre(s) | Puzzle |
Mode(s) | Single-player |
Async Corp. is a 2011 puzzle game developed and published by the American indie studio Powerhead Games. While listening to "Star Guitar" by The Chemical Brothers, designer Matt LoPresti was inspired to play the game's prototype previously meant for DSiWare horizontally, forming the gameplay. Although the development team was laid off before the game's launch, it was released for iOS on June 28, 2011, and was praised for its gameplay, music, and graphics but criticized for its lack of content. At the 2012 Independent Games Festival, it was nominated for an audience award and Best Mobile Game.
Gameplay
[edit]![Gameplay screenshot](http://upload.wikimedia.org/wikipedia/en/thumb/b/bf/Gameplay_screenshot_of_Async_Corp.%2C_2011.jpg/220px-Gameplay_screenshot_of_Async_Corp.%2C_2011.jpg)
Async Corp. is a puzzle game played from a top-down perspective. In control of two boards composed of 24 squares each, the player's aim is to take existing squares to make larger squares at least 2-by-2 in size.[1] The player accomplishes this by swapping squares between boards, with a goal of creating a larger square out of four matching squares. Once the player finishes, the four smaller squares turn into a larger square of the same color. Tapping on a square will reward the player with points; at the end of each game, the player's productivity, or amount of points, will be graded. The game has four modes: ASYNC, free play, Quota, and Zoning.[2][3][4][5][6][7][8]
Development and release
[edit]Async Corp. was developed by the twelve-person and New York City-based indie studio Powerhead Games, who had previously produced Glow Artisan.[9][10] Over a period of four months, the game was developed with UIKit, and the visuals were made with Corel Image and Photoshop. However, the prototype, built by designer Matt LoPresti and programmer Ed Pereira, was made a year prior to the game's release. In it, the game was designed for DSiWare, where gameplay would be split between screens.[9]
According to LoPresti, the gameplay was conceived when he listened to "Star Guitar" by The Chemical Brothers after hearing it in Lumines II. The song caused him to text a message to his wife while his iPhone was in landscape mode, inspiring him to play the prototype similarly.[9]
The game's corporate theme took inspiration from the "modern, commercial style" of the Wipeout series. LoPresti initially wanted each gameplay mode to be a product, while artist Chris Makris wanted players to cooperate to reach a goal; ultimately, the developers made the player assume the role of an employee working for a fictitious company. Its "cheery and sugary" atmosphere was meant to motivate players to work, with LoPresti concluding that "a happy worker is a productive worker." The team designed bright visuals to contrast the "cold and cynical" nature of the game's corporate theme. According to creative director and CEO Jason Schreiber, the squares were given faces, designed by Makris, to add personality to the game.[9]
All development team members were laid off on June 17, 2011,[10] before Async Corp. was submitted to the App Store.[11][12] The game was released for iOS on June 28, 2011.[13]
Reception
[edit]Aggregator | Score |
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Metacritic | 85/100[14] |
Publication | Score |
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The A.V. Club | B[6] |
Gamezebo | 80/100[4] |
Pocket Gamer | 4.5/5[3] |
TouchArcade | 4.5/5[2] |
AppSpy | Good[5] |
148Apps | 4.5/5[7] |
On Metacritic, the game received a "generally favorable" rating based on six critics.[14] Async Corp. was nominated at the 2012 Independent Games Festival for Best Mobile Game and an audience award.[15][16]
The gameplay of Async Corp. was commended. Some reviewers agreed the game was addictive and compelling.[2][4][6][7] Although The A.V. Club stated that none of the gameplay modes were stressful,[6] Dave Flodine of AppSpy felt the game came up with its own original concept by "creating a unique world around it".[5] Gamezebo's Mike Thompson praised that the game "never feels boring" and that the pace "never feels slow".[4]
Additionally, critics unanimously praised the game's minimalist graphics. Most agreed they were simple and colorful,[3][4][5] while 148Apps's Rob Rich thought they complemented the game's style and concept.[7] Noticing details, Chris Schilling of Pocket Gamer praised the tiles' "cute" smiles, highlighting how they occasionally sneezed.[3]
Reviewers praised the music in the game. Some critics felt the music was cheerful and catchy,[2][4][5][7] while The A.V. Club described it as "badass".[6] However, Flodine stated that the song might get repetitive for some players.[5] Additionally, most lauded Async Corp.'s office-esque atmosphere; some compared the game to a job,[4][7] or, more specifically, a postal delivery worker.[1] Other critics noted the game's use of emails.[3][6] Thompson likened the introduction videos to "corporate training segments",[4] while Rich felt the player assumed the role of "a cross between an office worker and a digital postal employee."[7]
The lack of content in Async Corp. was criticized. Reviewers noticed the absence of multitasking,[2][7] with some saying that the game would have more content if the developers were given more time.[2][5] Writing for TouchArcade, Nissa Campbell noted that the only reward the player gets after a promotion is a new skin, stating that the player has no goals to work towards.[2] Thompson felt that players could share their scores with each other if the game implemented an online service.[4]
References
[edit]- ^ a b Brown, Richard (July 8, 2011). "Quality Index: The week's best iPhone games: DeathSmiles, Async Corp.". PocketGamer.biz. Retrieved August 26, 2024.
- ^ a b c d e f g Campbell, Nissa (July 1, 2011). "ASYNC Corp. Review – Matching Puzzles for Productive Workers". TouchArcade. Retrieved July 22, 2024.
- ^ a b c d e Schilling, Chris (July 11, 2011). "Async Corp.". Pocket Gamer. Retrieved July 22, 2024.
- ^ a b c d e f g h i Thompson, Mike (July 4, 2011). "Async Corp. Review". Gamezebo. Retrieved July 22, 2024.
- ^ a b c d e f g Flodine, Dave (July 21, 2011). "Async Corp. Review". AppSpy. Retrieved July 24, 2024.
- ^ a b c d e f Heisler, Steve; Agnello, Anthony John; Nelson, Samantha; Kaiser, Rowan; St. James, Emily; Teti, John (July 18, 2011). "Async Corp.". The A.V. Club. Retrieved July 24, 2024.
- ^ a b c d e f g h Rich, Rob (July 4, 2011). "Async Corp. Review". 148Apps. Retrieved July 24, 2024.
- ^ Fletcher, JC (August 1, 2011). "Portabliss: ASYNC Corp. (iOS)". Engadget. Retrieved July 25, 2024.
- ^ a b c d Caoili, Eric (February 24, 2012). "Road to the IGF: Powerhead's Async Corp.". Game Developer. Archived from the original on August 24, 2021. Retrieved July 25, 2024.
- ^ a b Caoili, Eric (June 20, 2011). "Glow Artisan Devs Laid Off, Releasing New Puzzler". Game Set Watch. Archived from the original on August 26, 2021. Retrieved July 28, 2024.
- ^ Yoon, Andrew (June 20, 2011). "Powerhead Games' ASYNC Corp to release, as team gets laid off". Shacknews. Retrieved July 24, 2024.
- ^ Hillier, Brenna (June 21, 2011). "Tuesday Shorts - Robin Williams, Deus Ex art, Worms Crazy Golf, masses more". VG247. Retrieved July 24, 2024.
- ^ LeFebvre, Rob (March 13, 2012). "Indie Game Forum Roundup GDC 2012". 148Apps. Retrieved July 25, 2024.
- ^ a b "Async Corp.". Metacritic. Retrieved July 22, 2024.
- ^ Mattas, Jeff (January 10, 2012). "IGF 2012 Main Competition finalists announced". Shacknews. Archived from the original on March 4, 2024. Retrieved March 3, 2024.
- ^ Hillier, Brenna (March 8, 2012). "IGF 2012 Awards: Fez takes top gong, Dear Esther wins visual nod". VG247. Retrieved July 24, 2024.
External links
[edit]- Official website (archived)
- Async Corp. at MobyGames