We recently got in touch with Phil Tibitoski, President & Community Manager of YoungHorses, the developer of the upcoming indie game for PS4, “Octodad: Dadliest Catch”.
Phil Tibitoski talked with us about Octodad: Dadliest Catch’s Story, Gameplay Length, Xbox One Version and whether or not take advantage of most talked about PS4 features, “DualShock 4’s Touchpad, Lightbar and Cloud Computing”?
Gamepur: Octodad: Dadliest Catch continues the story of a loving husband who’s actually an octopus, the game is said to have more expansive plot, can you just elaborate more on game’s story, what is it exactly about?
Phil Tibitoski: Octodad: Dadliest Catch is about the struggles of being something you fear sharing with even those you trust the most. It’s about keeping these secrets while still trying to be the best you can be for those you love. In Dadliest Catch these lies start to catch up with Octodad, and the main tension point of the story is between him and his family. I can’t say much more as it would lead to some spoiling, but that’s the general idea. I think what we have to offer will surprise some people, given the innocent tone of the gameplay people have seen so far.
Gamepur: Original Octodad game was available for FREE but Dadliest Catch will carry a price tag (and as per my knowledge it is yet to be decided) what all things are you guys doing to make the game worth the price tag it will carry?
Phil Tibitoski: The more obvious answers include it being more than 4 times the length of the original Octodad, carrying a full story, replayability through collectible ties, and fully animated 3D cutscenes. However, we’ve also taken time to polish the controls of the game to harness the awkward feeling of the first game while also smoothing out the kinks we hadn’t intended to be there.
Gamepur: How long is Octodad: Dadliest Catch as compared to the original?
Phil Tibitoski: Dadliest Catch is looking to be about 4 hours in length for the average player. We’ve also taken into account things like speedruns and those of us who might not be so great at games. It varies depending on the person playing and what they are trying to get out of the game. It’s definitely much much larger though. There are roughly 12 levels/spaces in the game that are all unique from one another.
Gamepur: Definitely with respect to graphics/visuals and physics Octodad: Dadliest Catch changed a lot as compared to the original game, Can you give us more details about these changes and improvements?
Phil Tibitoski: The art, music, and design of the game have endured an overhaul that positions the game to be our true realization of the original concept. The first game had a development cycle of only 5 months, and so we only were able to squeeze in what we could in such a short time. Dadliest Catch has allowed us to take our time in making something that we think is truly different than most of what you see in the world today. It’s an entirely new game, not a remake.
Gamepur: Will Octodad: Dadliest Catch take advantage of most talked about PS4 features, “DualShock 4’s Touchpad, Lightbar and Cloud Computing”?
Phil Tibitoski: We don’t have any plans to take “advantage” of “cloud” computing, aka servers, but we are trying to work out how we might use the trackpad.
Gamepur: Microsoft has reversed Xbox One Indie Publishing Requirements, so is there any chance of Octodad coming to Xbox One as well?
Phil Tibitoski: We’d like to have the game on Xbox One in the future if Microsoft will allow us to do so.
Gamepur: Did you guys face any issues while porting Octodad: Dadliest Catch to PS4? given the fact/scenario that none of the team members have any console development experience.
Phil Tibitoski: The transition to PS4 was a smooth one for Octodad. It took about 1 month to do and only 1 of our programmers worked on it part-time. Sony was great in giving any support we needed and everyone involved was very prompt.
Gamepur: With developer’s point of view what is more important “Raw Power of Console or Ease of Development”? and what are your thoughts on PS4 Unified Architecture and 8GB GDDR5 RAM?
Phil Tibitoski: I believe both are important as a developer, but that the ‘ease of development’ is great because it allows more developers of varying technical skill to contribute to the ecosystem of games. This way we’ll see more weird titles that may not have come to fruition otherwise.
Gamepur: Few final words for all the Octodad fans out there?
Phil Tibitoski: Thank you so much for sticking with us through our ups and downs. We hope to bring you the best and floppiest game possible!