The greatest rock-racing, tower defense, art history game is back! Like the title says, Bigger and Boulder cranks up the surrealism and gameplay with chaotic 2-vs-2 multiplayer, new time periods, and improved graphics, physics, and destructibility powered by UE4 to be, well… BIGGER AND BOULDER.
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Release Date: Q1/Q2 2017

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Recent updates View all (23)

March 17

Level comparison: Bologna vs L'Aquila

Hey guys. Apologizing here again for the lack of updates. The recent Game Developers Conference trip has generated a lot of interesting developments regarding our upcoming projects and there's also been some cool new stuff happening with Rock of Ages 2 that we'll be sharing later. Small team here and so much to do as usual...

On this occasion I'll be sharing our new take on the Renaissance level that features impressive jumps.


Bologna on the left (Rock of Ages 2), L'Aquila on the right (Rock of Ages).

Unlike Scotland vs. Wallachia, where we essentially revamped the same layout, for this particular map we wanted to bring back an extensive slope that ends in a huge leap, which was characteristic from the L'Aquila level from the first title. The concept behind the level was cool, but we weren't so happy with the layout, so we decided that instead of modifying it we'd completely redesign the circuit.

The slide

Featuring a section where you can gain a considerable amount of speed that culminates in a big ramp was the main idea behind this level. In the original game, the L'Aquila level didn't technically feature a ramp since the area that holds the giant bull accidentally served to propel the boulder in to the sky.


Above: Rock of Ages2. Below: Rock of Ages.

The first noticeable change is the amount of ramps featured in the new level. If the concept is fun, why limit it to a single time for every descent? In Bologna players will have to traverse through a series of giant slides, each featuring a large jump at the end of the path.

Something else we decided to change is the defensive unit tiling. The center area which features a stream of water does not allow you to build there, so players can always gather speed during the slopes. Defenses will be required to be placed on the borders of the circuit. However, descending through the stream will slightly affect your speed, allowing players that risk the path on the sides to gain an advantage.

The cannon

Our first tests with this new level were designed so that players could cover a long distance by simply rolling off a ramp after having reached maximum speed. However, one of the things that has changed in the new game is that boulders cover less distance when jumping, (less than in the original Rock of Ages). The configuration difference seems small in a regular jump, but on a giant ramp like this it was clear that the boulders were not covering as much distance as we wanted. Thus, we decided to include a form of propulsion to enhance the jump at the end of each slope.


To the skies!

We really missed the giant cannons from the DaVinci and Cherub bosses from the first game, so this seemed like an ideal scenario to bring these back. At the end of each slope the player must aim at the barrel of the cannon to get blasted through the air and reach the next platform. Total speed is still taken in to account, so if the player blasts through the cannon at a speed that is not sufficient he still won't cover the distance.

Note: It's not accidental that the DaVinci giant statue from the first game is featured again in this level (did you miss it from the previous screenshot?)

The trampoline

So what happens if you miss the cannon or don't gain enough momentum when reaching the cannon? The level is designed like a giant aqueduct with lower levels, so players that don't cover the distance during the leap of faith (or "blast of faith"?), will fall to the bottom level where there's a trampoline at the end.


Pretty sure there were aqueducts that looked just like this in ancient Rome...

The trampoline was designed so that the jump is not mandatory, but taking this path will make you lose valuable time.

And that's it for this latest blog post! Hope everyone is looking forward to playing this level which has been very fun to design and test. Stay tuned for more developments coming up next.

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February 2

Main Theme - Piano

Welcome to the latest 'behind the scenes' update where we've prepared a special treat for those interested in the music developments of the sequel.

In the following video Patricio Meneses introduces us to the new Main Theme - the piano version (we're still keeping the primary composition secret for now). Here's the feature:

https://www.youtube.com/watch?v=MSi7SpkzEtI
This video also has a couple of hints to some new stuff in the game. Can you tell what it is?

Just like in the first, the main theme is all original composition, but the rest of the tracks will include brief cameos from the great classics. It will be cool to see who can tell which masterpieces have inspired our levels when we start showing more of the music.

Hope you enjoyed this update! All the music from the game is pretty much ready and Patricio is now starting to work on the Original Soundtrack. We can't wait to show you more of his work in the upcoming weeks. Stay tuned!

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About This Game

The greatest “giant rocks rolling through historical/artistic ages” tower defense game is back with Rock of Ages II: Bigger and Boulder. Just like the title says, Bigger and Boulder cranks up the surrealism and gameplay with to be, well… BIGGER AND BOULDER. With an emphasis on the chaotic new 2-vs-2 multiplayer, new time periods, and improved graphics, physics, and destructibility powered by Unreal Engine 4, players will need to be ready for some intense rocking and rolling.

Rock of Ages II: Bigger and Boulder features:

  • ACE Team’s Trademark Quirkiness - The Monty Python-esque humor is turned up to 11, as players literally rock and roll through the ages. Humorous animated vignettes will also make a return in full force, so famous historical figures beware!
  • An Emphasis on Multiplayer - A little friendly competition never hurt anyone, so that’s why ACE Team decided to improve the multiplayer feature of the game. Play with up to four players online in a 2v2 match to the death with the ability to customize banners and colors for your “units.” Oh, and did we mention that opposing tracks can now intersect each other?
  • A Positively Absurd Art Style - Just like in the original game, ACE Team has created various levels inspired by the greatest art periods in history. Players will gaze upon exquisite art from the Egyptians, Late Gothic and Early Renaissance era, Surrealist movement, as they carve a path of destruction with their rolling rocks of doom!
  • Improved Physics and Destructible Environments - With upgraded physics and even more things to be cracked, crushed, flattened, and slammed, rolling various rocks down a hill has never been a more pleasant experience!
  • Utter Chaos - With the addition of brand new defensive units and unique boulders with special traits, chaos reigns supreme so be sure not to take each turn for granite.

System Requirements

    Minimum:
    • OS: 64-Bit Windows 7 Service Pack 1, or Windows 8
    • Processor: 2 GHz Dual-Core 64-bit CPU
    • Memory: 4 GB RAM
    • Graphics: DirectX10 Compatible GPU with 1 GB Video RAM
    • DirectX: Version 10
    • Storage: 6 GB available space

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