Video: What makes the ‘Into the Breach’ trailer Damn Near Perfect?

Here’s five takeaways from the ‘Into the Breach’ announcement trailer — especially for those working with turn-based tactics games:

[Transcript:]

Into The Breach — it might be a little while until this game comes out. But I’m chomping at the bit. Why? It’s trailer is Damn-Near-Perfect.

Let’s check it out.

Here are some takeaways for your own announcement trailers — especially if you’re making a tactics game.

1. TACTICS? Show the interactions in SUPER-SPEED

Anybody who plays tactics games knows most of the game is sitting there thinking about what to do. Don’t show that! But do show the fast-breaking action. Make us feel these hits connect — as fast as possible!

2. Frame the player’s role

If your game’s objective isn’t clear. Try telling them. You can always pare-back if it’s too hammy. See how the city is under attack by kaiju and the big robots arrive with the, “Protect the city?” This establishes the objective for the player. A little bit of context is all the viewer needs to see themselves in the game.

3. Establish street cred — while establishing new gameplay

If you’ve got experience, show it, but highlight your new hotness.

4. Use some swirly-twirly camera focus!

It’s your job to make sure folks only see what you want them to see. When your game has a really-busy heads-up display, you gotta snag the camera control, zoom-in, get in there, keep the camera moving along. Drive their eyes.

5. UNIQUE FRIGGIN’ GAMEPLAY

I don’t know any other tactics games that involve time travel, at least not off the top of my head. This line right here: “If you really can go back in time, do it now?” That’s fancy! Highlight, underline, ALL-CAPS that stuff! Be unique.

THUMBNAIL_Breach

Once again, those key takeaways are:

  1. TACTICS? Show the interactions in SUPER-SPEED
  2. Frame the player’s role
  3. Establish street cred — while establishing new gameplay
  4. Use some Swirly-twirly camera focus
  5. UNIQUE FRIGGIN’ GAMEPLAY

I’m M. Joshua. Find me at mjoshua.com. And? Feel free to subscribe — for the next time we look at a damn-near-perfect trailer.

Which parts of Bokida’s trailer were Damn-Near-Perfect?

Here’s the second episode in my game trailer takeaway series, ‘Damn-Near-Perfect’:

[Transcript]

So, Bokida — Heartfelt Reunion: it’s out today! I did the trailer — working with Rice Cooker Republic. So I can’t objectively speak to its quality, but I can say we tried to make it Damn-Near-Perfect. Now, I started this series only planning on talking about others’ work. But, hey! It’s timely, so let’s check it out.

So we learned a ton on this, and I think we’ve got some useful takeaways for those of you making your own game’s trailer:

1. Hard-to-explain game? Let style drive.

Bokida is…a puzzle sandbox, open world, exploration game where you are trying to reunite two stars with block-building—and powerful momentum mechanics.

Forget about all that.  Let’s just run with style!

What’s your game’s weirdest most-style-distinct element? Yeah. Focus on that. But don’t forget to explain the game (with that style).

2. Ground things in a human voice.

The first thing that we experience in life are human voices and human faces. So in lieu of one of those, use the other. Make your game feel human, and relatable. After all, your trailer is trying to build a relationship with the player. And like I said, if your game doesn’t have a voice, use a face. It doesn’t have to be a real face; could be a character face.

3. Focus on the player’s verbs and motivations

Please, for the love of all that is gameplay, show me what I’m doing in the game! Even if it’s a little hard to follow, I need to know that the game lets me do something interesting. So, focus on your player verbs. And if possible, help me understand why I’m doing any of those things!

Player motivation is the single biggest factor to picking up your game. They might not know exactly why they really want to play your game, but you better know that. And you better connect those dots in the trailer.

4. FPS-Cam: Keep it clean, but include the player movement

First-person trailers are nasty for the creator—I just gotta be honest with you. And getting gameplay footage that looks clean takes too many retries. So you need some clean, smooth trucking shots—typically made in the game’s debug mode.

So, not real gameplay.

But here’s the thing: I need to know what it’s like to move around in your game. So you better show me some first-person gameplay movement, so that I can see myself in the game. It’s just gonna take a few dozen tries to get right.

5. Build a story around a theme

We spun this trailer around the theme, “To reveal beauty”  — which is what the word BOKIDA means. So for your trailer, you gotta figure it out: what’s your game’s theme? Take time, and really answer that question: “What’s your game’s theme?” Then when making decisions, you can always ask, “does this moment support that theme?”

Once again, those key takeaways are:

  1. Hard-to-explain game? Let style drive.
  2. Ground things in human voice.
  3. Focus on PLAYER verbs and motivations
  4. FPS-Cam: Keep it clean, but include player movement
  5. Build a story around a theme

I’m M. Joshua. Find my trailer work at mjoshua.com, where I’m available for trailer work and consultations. And? Feel free to subscribe — for the next time we look at a damn-near-perfect trailer.