Vous consultez actuellement le France version du site.
Voulez-vous passer à votre site local ?
9 TEMPS DE LECTURE MIN

10TONS

Founded 2003

Employees Ten

Key staff Tero Alatalo (co-founder, CEO), Sampo Töyssy (vice CEO)

URL www.10tons.com

Selected softography Crimsonland, Neon Chrome, Tesla Vs Lovecraft, Undead Horde

Current projects Dysmantle

During the early era of casual games, making your name wasn’t easy for anyone. But in 2003, with that scene growing on PC and most new developers chasing a quick hit, a small team in Tampere, Finland found breakout success by going against the tide. 10tons founder and CEO Tero Alatalo and team decided to embrace a classic genre in danger of being deserted: the twin-stick shooter.

“I’m not sure twin-stick top-down shooters were even a thing on PC back then,” Alatalo says. 10tons vice CEO Sampo Töyssy concurs: “3D games were all the rage then, so focusing on 2D and large amounts of enemies was somewhat novel.” Highly inspired by classic shoot-’em-ups such as SmashTV and Robotron, Crimsonland was their first release in the genre that would eventually become synonymous with the studio, even before 10tons had been officially founded as a company.

In addition to the novelty of the genre, Töyssy also cites the widespread standardisation of built-in 3D accelerators in PCs as a factor in Crimsonland’s popularity. “It became possible to create a top-down shooter with thousands of enemies on screen. Once expensive and an enthusiast product, they suddenly were standard on all PCs.” Crimsonland’s gory gunplay and endless horde of bugs might appear a little simple by today’s standards, but it was enough to put its developers on the map.

“We basically made it for fun,” Alatalo says of the game’s humble origins. “We were all students at the time, and not exactly rolling in money, so seeing even modest amounts of money pour in was very encouraging.” Initially, though, Crimsonland was released online as freeware – not an uncommon route for amateur developers then, and one that worked well to get the game into people’s hands. For this cohort of university friends, taking the step onto the commercial path required the involvement of another, more seasoned Finnish development house.

Débloquez cet article et bien plus encore avec
Vous pouvez en profiter :
Découvrez l'intégralité de cette édition
Accès instantané à plus de 600 titres
Des milliers d'anciens numéros
Pas de contrat ni d'engagement
Essayer pour €1.09
S'ABONNER
30 jours d'accès, puis seulement €11,99 / mois. Résiliation à tout moment. Nouveaux abonnés uniquement.


En savoir plus
Pocketmags Plus
Pocketmags Plus

Cet article est tiré de...


View Issues
Edge
Xmas 2021
VOIR EN MAGASIN

Autres articles dans ce numéro


Edge
Getting bigger and sleeker and wider and brighter
Do you ever find yourself trying to remember
Knowledge
Chain reaction
As NFT tech attracts big names – and big bans – does it have a future in videogames?
Rebel alliance
Inside Kepler Interactive, the studio-owned group putting new emphasis on collaboration
The lady’s not for burning
How Thatcher’s Techbase became the most talked-about videogame satire of 2021
PUNY HUMANS
Build a colourful army of pixel-art people – then feed them into an AI-designed meat grinder
Soundbytes
Game commentary in snack-sized mouthfuls
ARCADE WATCH
Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE
When we weren’t doing everything else, we were thinking about stuff like this
Dispatches
DISPATCHES CHRISTMAS
Dialogue
Trigger Happy
Shoot first, ask questions later
Unreliable Narrator
Exploring stories in games and the art of telling tales
Hype
THE GUNK
Goo your own way
OXENFREE II: LOST SIGNALS
The ghosts are back – and this time they’ve brought a cult
FINAL FANTASY XIV: ENDWALKER
Bringing out the scythes for the first saga’s finale
A MEMOIR BLUE
When childhood feels like only yesterday
MIDAUTUMN
Exploring the Asian diaspora via a Hades-style Roguelike
FRANK AND DRAKE
Shelley and Stoker would be proud
BACKBEAT
The studio behind Hexagroove is back to funk you up
ROUNDUP
BATTLEFIELD 2042 Developer/publisher Electronic Arts (DICE) Format PC,
Features
CAT POWER
Four legs better: how Stray’s feline star makes BlueTwelve’s debut an urban adventure like no other
COLLECTED WORKS NOLAN BUSHNELL
The origins of the videogame industry, according to the man with the plan
CANADA DRIVE
In Montreal, the world’s largest concentration of game-making talent is still growing – but is it also growing up?
THE MAKING OF . . .
FROSTPUNK
Let’s push things for ward?
Two entries in long-running series head up this
Genshin Impact
How the free-to-play smash encourages a new approach to open-world adventuring
Outer Wilds
A progress report on the games we just can’t quit
#366 December 2
Play
Metroid Dread
Developer MercurySteam, Nintendo EPD Publisher Nintendo
Post Script
Has Metroid been left behind by the genre it essentially founded?
Far Cry 6
Developer/publisher Ubisoft (Toronto) Format PC, PS4, PS5
Post Script
Far Cry 6’s timid political perspective does a disservice to players and real-world struggles
Back 4 Blood
Developer Turtle Rock Publisher Warner Bros Interactive Entertainment
Post Script
The fight to become Left 4 Dead’s successor
Lemnis Gate
Developer Ratloop Games Canada Publisher Frontier Developments Format
Lost Judgment
Talk about a school of hard knocks. Investigating
Inscryption
Developer Daniel Mullins Games Publisher Devolver Digital
The Good Life
Developer White Owls, Grounding Inc Publisher Playism
Mon Amour
Developer/publisher Onion Games Format PC, Switch (tested)
ElecHead
Developer NamaTakahashi Publisher NamaTakahashi, Tsuyomi Format PC Release
Unpacking
Developer Witch Beam Publisher Humble Games Format PC
Beast Breaker
Developer/publisher Vodeo Games Format PC, Switch (tested) Release
Chat
X
Support Pocketmags