Quixsters Evolution
Quixsters Evolution is an action/platforming game developed by Silver Sail and published by Activision. It's the first Quixsters game to be featured on an HD console, and stars four colorful kids: Dash, Leep, Spin, and Dive. They are joined by more than forty other kids, each with their own colorful style, four letter name, and crazy gimmick. Like previous games in the series, Quixsters Evolution is a platformer, but instead of featuring massive, open levels like in other platforming games, it features small challenge-based levels. Evolution takes the formula one step further, with more gameplay and genre styles than ever before, and even dabbling into "emergent" gameplay, with many levels not defined by one simple challenge and instead allowing total freedom for how a player can achieve their goal. The game is divided into three iterations of seven: 7 worlds, each divided into 7 pods, each containing 7 challenges, for a total of 343 different challenges within the main game. Each completed challenge opens up numerous different things: at least one different challenge, at least one bonus unlockable, or perhaps something like a costume or character. This means that every single challenge completed, no matter how easy, unlocks something worthwhile for the player. Most challenges can be completed in multiple different ways, which offers up multiple different unlocked prizes. The average challenge takes around a minute to complete, but some can be completed in just a few seconds, while others may take 10 minutes or more. The game contains many platforming challenges, but also combat challenges in which enemies (or even other Quixsters) must be defeated, competition challenges in which the player must compete with other Quixsters to accomplish a task, sports challenges, racing challenges, puzzle challenges, RPG challenges, shooting challenges, or sometimes combinations of both, in which a player might choose to look for a key or brute force their way through the barrier. The game combines elements from previous games in the series and takes particular inspiration from the successful Supernova game Quixsters Qubes, and has a somewhat similar format, utilizing "pods" instead of cubes to contain the challenge levels. Players can elect to take "paths" through the game, in which they find a style of play that they gravitate toward and participate in challenges utilizing that style of play. It's possible to complete the single player campaign in as little as 80 challenges, though most players will complete somewhere from 120-160. The Quixsters themselves, both the main four characters and their fellow kids, have more personality in this game than they do in any previous game, with considerably more voice acted lines and personality. Before, only the main four Quixsters had a lot of lines, but in this game, most of the playable characters have quite a few lines and the writers and developers have done a lot more to give them distinguishable personalities. The Quixsters themselves can be somewhat considered a cross between the Inklings from Splatoon and the Sugar Rush kids from Wreck-It Ralph in terms of behavior: They're adorable, but also rambunctious and high energy, and they love making trouble. They often fight and compete with one another, but it has a friendly feel to it, and when confronted with a mutual enemy, they unite like no other. In addition to the main four characters, other notable characters include:
Glow: A glowing girl with beautiful blonde hair, Glow likes all things bright and shiny, and thinks of herself as being very pretty and fashionable, though the others think she's pretty stuck up.
Rock: A rough and tumble boy with hair made out of stone, Rock loves to smash things but can be tender deep down when he sees a cute animal or a girl he likes.
Hero: A "heroic" Quixster who wields a play sword and loves rescuing fair maidens, but often gets himself into trouble.
Sizl: A Quixster with flaming red hair, Sizl's very excitable and competitive, and loves when she wins. She leaves a trail of flames wherever she goes.
Beat: A DJ Quixster who carries a speaker with him everywhere, Beat loves to turn up the volume and rock the bass.
Jamm: A rockin' girl with a guitar, Jamm and Beat actually don't get along because Beat loves hip hop music and Jamm loves rock and roll.
Pony: A cowgirl who rides around a little horse, Pony can be a bit annoying (she loves to lasso people), but she's a loyal friend and one of the calmer Quixsters.
Cast: Cast is a weatherman who has a storm cloud over his head. He loves to predict the weather, but his forecasts are usually wrong, annoying the other Quixsters.
The game's voice cast is made up of mostly unknowns, with a couple voiceover pros here and there. Many of the Quixsters are voiced by young children, including Sizl, who's voiced by Inez Delgado. This gives the game's voice acting an authenticity and charm that makes it fairly unique among games but also leads to considerable praise for the cast. Quite a few of the game's younger actors would also voice characters on things like Disney Junior kids' shows.
The game's plot is actually a bit more complex than that of other games in the series: the villain is an evil space overlord known as the Game King, who manipulates the Quixsters into competing in his games in order to drain their energy to power his superweapon. Many of the kids who find out about the Game King's evil plans don't find out until it's too late and most of their energy is gone, and eventually, only the four main kids are left to combat the Game King and his evil schemes. They eventually free their friends, and the Quixsters all unite to stop the Game King from using his weapon to conquer the galaxy. The ending is a fairly awe-inspiring and heartwarming scene in which all the Quixsters each get a brief little scene where they utilize their special power to help fight the Game King, and also shows off some of the closest friendships among the group. Each of the Quixsters also has their own special scene during the game's ending, but by default, only the main four have a scene: in order to see the other scenes in the ending, you have to collect each Quixster's special trophy, scattered throughout the world in one of the challenges. Many are easy to find and most new players will see about half of the full ending, but some are really tricky. Collecting all 46 extra trophies gives a special bonus scene in which all the Quixsters sing a special song together. It's quite a tough ending to achieve, and most players will only see it on Youtube or Videocean. The game would later get special DLC adding a few extra Quixsters, but each DLC pack automatically comes with that character's trophy.
Quixsters Evolution is released on June 2, 2009. Reviews for the game are stellar: it's seen as the best console game in the series since the original, with many reviewers calling it even better. Review scores average in the low 9s, and it's considered by many to be the best platforming game thus far in the seventh generation, right up there with Sonic Duo. As far as sales go, while it doesn't crack the month's top 5, it's still a superb seller, and only misses the top five because it's releasing into an extremely crowded month. Initial sales are held down a bit due to the impending release of Pokemon LightSun and DarkMoon, but it's still a hit that exceeds sales expectations, and would see strong sales on both the Sapphire and iTwin for the remainder of the year. The game is seen as a "perfection" of the Quixsters formula and one of the most innovative platformers ever released: one critic wrote "where else can you go from platforming to go-kart driving to vehicular combat all in the span of one 30-second burst of high energy gameplay?" A major factor in the game's critical success is the presence of game designer Kim Swift on the development team. Known IOTL as a lead developer on Portal, she's the main developer for Quixsters Evolution, and a version of the "portal" mechanic actually appears in numerous challenges, though in somewhat of an embryonic form. The "portal" challenges are some of the most highly praised elements of the game, and Quixsters Evolution features numerous gravity-defying levels very reminiscent of OTL's Super Mario Galaxy. The success of Quixsters Evolution revitalizes the series on consoles and firmly establishes it as the dominant Silver Sail IP. In fact, in the eyes of many, including Activision's Bobby Kotick, it's the only Silver Sail IP worth publishing. The success of Quixsters Evolution would not only change the fate of Silver Sail, but would set the company on an inexorable course...
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June 30, 2009
Inez Delgado stood in a recording booth, waiting patiently as the sound technicians worked to fix a problem with some of the recording equipment. Her mother Sonora watched from outside the booth, and nearby sat the show's voice director, along with the show's creator, Seth MacFarlane. MacFarlane had finished up Larry And Steve on Cartoon Network several years before, and was now doing a much more mature show for Comedy Central, Dave McMaster, Elephant Cop, about a gruff police officer with the body of a human and the head of an elephant. The show had been fairly successful and was now in production for its third season, and it had plenty of vulgar humor and black comedy. Inez was doing just a few lines for a young character, and though Sonora wasn't the biggest fan of the show's humor, she knew Inez was a mature girl who could handle doing voices for such a show. Plus, experience was experience, and working on the show had given Inez the chance to work with more professionals in the industry.
"Okay, while we're waiting for the equipment to get fixed up, you said you can sing, right? Do you know any showtunes?" asked MacFarlane.
"Yeah!" said Inez excitedly, immediately belting out one of her favorites. "Don't cry for me, Argentina... the truth is, I never left you. All through my wild days, my mad existence, I kept my promise, don't keep your distance!"
Inez was no Broadway diva, but she was on pitch and her voice was light and strong, and her singing even surprised Sonora, who wasn't aware just how good her daughter had gotten.
"Whoa!" exclaimed MacFarlane, clapping his hands before turning to Sonora. "Did you teach her to do that?"
"That wasn't me," said Sonora, smiling at her daughter and clapping as well. "That was so amazing, you could be on Broadway!"
Inez giggled.
"Does she even know what Evita is about?" asked MacFarlane.
"She saw the movie with Madonna in it," said Sonora, before her phone started to ring. "Hmm?"
She took it out. It was her husband Carlos.
"He knows we're in a recording session," said Sonora with a sigh. "Doesn't he? He's been so busy lately sometimes he forgets about these things..."
"I think it might be a few more minutes before we get fixed up here," said the technician. "You can go ahead and answer it."
"Yeah, go ahead, Inez can keep singing," said MacFarlane. "Know anything from Little Shop Of Horrors?"
"Suddenly Seymour!" belted Inez before Sonora shushed her.
"Not so loud, not so loud," said Sonora, answering her phone. "Carlos, what's going on? Inez is still in a session."
"Oh, sorry, sorry," Carlos replied, sounding somewhat excited. "Actually this is about her, when can she get on the phone? I need to talk to her real quick."
"Not until she's done," said Sonora.
"I think we've still got some time," said MacFarlane, gesturing to Inez to come out of the recording booth. "Your dad's on the phone I think."
Inez stepped out of the booth and took the phone from her mother.
"Dad?" she said, holding the phone to her ear. "What's up?"
"Honey, I have some exciting news," said Carlos. "You did a really good job voicing Sizl and Suni in Quixsters Evolution, and... well, the lady who was voicing Spin is stepping down from the role. They want someone new to play Spin, and I think they might want to audition you."
"What?" exclaimed Inez, barely able to contain her excitement. "Isn't she one of the main ones?"
"Yes, she is, but don't be too loud, it's still an NDA thing," said Carlos. "The auditions are going to be next week, would you be interested-"
"Yes!" Inez whispered forcefully. "I'd love to, I'd love to...!"
"That's awesome, I'll let them know to schedule you in. I think you're gonna knock 'em dead, they were so impressed with you in the last game and you're doing such a good job. You're our little champion, I know you can do it!"
"Thanks so much daddy," said Inez, still whispering but on the verge of bursting out into yelling, her entire body shaking with how excited she was to have a chance to get her first major role in, well, anything. "Thank you thank you thank you...!"
Inez handed the phone back to Sonora, and Carlos briefly told her what was happening before Sonora exclaimed how proud she was and then ended the call.
"Okay Inez, don't get too excited, you still need to finish up this recording session," said Sonora, kissing her daughter on the cheek.
"Sounds like that was something good," said MacFarlane.
"It was, but I can't say anything, it's an NDA thingy," Inez replied.
"Ah yeah, I know all about those," he said. "I think we're ready for you back in the booth."
"Okay!"
Inez was practically skipping as she went back into the booth to record the rest of her lines. Despite her excitement, she maintained her composure and didn't let it effect her record. She'd have plenty of time to scream in excitement when she got back into the car to go home.
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Carlos Delgado had been calling from his office at Silver Sail, and soon after he'd finished up, he got a call of his own... from Bobby Kotick, head of Activision. Kotick was calling to report the latest sales figures for Quixsters Evolution... in its first two weeks, it had sold 350,000 copies across both of its systems, the fastest selling game in the series thus far, and on track to easily clear a million by the end of August, and perhaps three million by the end of the year.
Quixsters was certainly a bigger success than Honest Jack had been, and while Carlos wasn't 100 percent thrilled that his company seemed to be destined to produce games for younger players rather than the mature, sprawling epics he'd have liked to keep making, he was glad that his company was still one of the more successful small publishers in the industry. Silver Sail had grown from a company working out of a single-story office to a company renting several floors of space in a downtown Los Angeles highrise, and its value had increased fifty-fold since the release of the original Frederico.
"So this game, it's one of our biggest of the year," said Kotick. "Not on the level of Call Of Duty or Thrillseekers, but for the money we spent on publishing and promoting it, it's going to turn a hell of a profit, it might just be one of our five most profitable games of 2009."
"That's good to hear," Carlos replied.
"So have you talked with the rest of the people at your company about a possible merger?" asked Kotick, getting right down to literal business. "We'd love to acquire Silver Sail as a development studio. We could even put you and some of your people to work on other games, maybe games more like Honest Jack."
The prospect of an Activision acquisition of Silver Sail had been on the table for the past several years, but poor performances from some of the company's games had made Activision wary. With console Quixsters a success again, the company's value was going back up... and Activision was looking to buy. It would be a big change in some ways, but in other ways, things would stay the same. Carlos would get to keep making games. He wouldn't be in charge of as many decisions, but it would be a reduction in workload, a reduction in stress, and more time to spend with his wife and daughter, time that had been in short supply since development of Quixsters Evolution began. It was starting to cause a strain on his marriage, and though Carlos and Sonora weren't the type to have big arguments, the two had visibly drifted apart over the past couple of years. Inez could tell, and she also missed her dad during those long work weeks.
"Some people at the company are still skeptical," said Carlos, "and I don't want to make a decision like this without most of my people on board."
"They'd be making a lot of money," said Kotick, "and most of them could keep their jobs."
Most of them, thought Carlos, knowing that a more than a few people would probably get screwed over if this acquisition went down. While he was good friends with Bobby Kotick, who'd taught him a lot about the game industry and had helped him rise to his current prominent position at Silver Sail, he knew how shrewd of a businessman the Activision CEO could be. He didn't want anyone to get screwed over, and Bobby Kotick had screwed over a lot of people.
"I'm not going to sell the company out from under the people that helped make this company what it is today," said Carlos.
"Of course you're not," Kotick replied, though he didn't say what he was thinking. But we may just buy it out from under you anyway.
"Look, can I try to talk with some of the holdouts, get them to see that this company's best future is with Activision?" asked Carlos, pleading with his friend for some more time to make such a major decision.
"Sure you're not just stalling for the price to go up?" said Kotick, only half joking.
"Well, who's the dirty son of a bitch who taught me to do that?" Carlos replied, entirely joking. The two shared a laugh over the phone, and Kotick's tone remained friendly and cordial, despite his impatience.
"Yeah, sure, you take plenty of time," said Kotick. "In the meantime, think we might talk about those Quixsters toys Sega's going to make for us?"
"I saw the prototypes, they look really slick. I think kids will love playing with them."
"What does Inez think of them?"
"She's not really into toys like that, she's more into musical instruments and games. She doesn't even play with Barbies, which is weird because she really liked that Barbie game that came out last year."
The two continued their conversation for nearly an hour, with no more talk of Silver Sail's potential acquisition. But even though Carlos knew that he'd have some time to convince his Silver Sail staff that the acquisition was in their best interests, he knew that no matter what they thought, the acquisition was still going to happen.
He just hoped that he'd be able to convince his friends at the company to feel good about it.