The Executive is Riverman's upcoming martial arts action game. It will be released in 2014.
New Year’s 2014 Update
The Executive is a fast-paced, cinematic, martial arts action game designed from the ground up for iPhone and iPad. You are the CEO of a company that has been infiltrated by werewolves, and it’s your job to save your employees, and eventually the entire city, from their dastardly schemes.
The Executive uses Riverman Media’s proprietary animation system to bring to life its large, hand-drawn, 2D sprites with an unprecedented amount of smoothness and detail.
Riverman’s mission is to advance the art of 2D game creation, and we believe that The Executive represents some of the most advanced 2D technology ever used in a video game.
The Executive will launch in 2014.
Frequently Asked Questions
1. How many levels are there? Is this an endless game?
Right now we are planning 50 levels. They take place in a different parts of the city (subway, marina, museum) and have different types of enemies and action sequences. Every square millimeter of every level will be handcrafted–no randomly generated endless filler.
2. Will there be virtual controls?
No. The touch controls are integrated directly into the characters and environments. For example, you tap an enemy’s head to punch its head, and you tap your character’s legs to block low. There are also many special moves, executed by multiple taps or slides. Action sequences (like jumping through glass windows) use special timing icons, similar to rhythm games.
3. Freemium, right?
Wrong! The Executive will cost money, but probably less than the last sandwich you ate. Once you’ve bought it though, there will be nothing additional for sale within the game. Ever. And no ads either.
4. Why is it taking so long to make?
For better or for worse, we are inventing everything from the ground up for The Executive. Touchscreen-optimized fighting controls. A brand new animation system (actually, if you want to get specific, two brand new animation systems). Each level built one pixel at a time. We’ve also dealt with (and recently overcome) problems with frame rates, memory, and load times. But now, we think we’ve got the core foundation in place, so now we just need to finish up all the content. And we’re pretty sure we can deliver it to you in 2014!