Showing posts with label Gaijin Games. Show all posts
Showing posts with label Gaijin Games. Show all posts

Friday, May 2, 2014

PAX East 2014: Woah Dave! (Robotube Games)

Spring has arrived, and with that, another PAX East has sprung up, inviting gamers and game developers from all over the world to Boston, all to show upcoming games and revel in what the industry has in store.  We at Third Rate Minion were there, and we got to try out a sampling of what was there on the showfloor!

---

Gameplay Footage:

Alex:

Gaijin Games' sub-label Robotube Games was at PAX East's Indie Megabooth this year, and the newest title being shown is a callback to the arcade game worlds of yesteryear, Woah Dave!  We were able to get some hands-on the single player mode, and we also got to watch a Two-player match as well, and from what I have witnessed, Woah Dave is going to be just like arcade games of old: flashy, quick-to-learn, terribly difficult and swear-inducing, and at the same time very addictive.  Check out our full impressions after the jump.

PAX East 2014: Destructamundo (Robotube Games)

Spring has arrived, and with that, another PAX East has sprung up, inviting gamers and game developers from all over the world to Boston, all to show upcoming games and revel in what the industry has in store.  We at Third Rate Minion were there, and we got to try out a sampling of what was there on the showfloor!

---

Gameplay Footage:

Tony:

At PAX East 2014, Gaijin Games was at the show to demonstrate two upcoming games, Woah Dave and Destructamundo, the latter of which I got to play.  We also got some footage of some gameplay, too, which you can see right here.  Check after the jump for our impressions.

PAX East 2014: An Interview with Robotube Games

Spring has arrived, and with that, another PAX East has sprung up, inviting gamers and game developers from all over the world to Boston, all to show upcoming games and revel in what the industry has in store.  We at Third Rate Minion were there, and we got to try out a sampling of what was there on the showfloor!

---


In the Indie Megabooth, Gaijin Games was present with its sub-label Robotube Games to show off its upcoming titles: the galaxy-destroying Destructamundo and the alien-smashing Woah Dave!  We were able to get in contact with Robotube head Jason Cirillo about working as part of Gaijin Games and what inspired these arcadey adventures.  We also have gameplay videos of both games, so check them out!

3RM: Robotube Games has been part of Gaijin Games since 2011. How has working under Gaijin Games compared to working as an individual entity?

Jason Cirillo: Working as a sub-label inside of Gaijin is a much better, fulfilling experience. Working alone as a game developer was not something that suited me, though I know some people who pull it off very well. I enjoy the feedback I get from the larger team, the play sessions we have of titles in development, and the all around fun and wacky hyjinx we enjoy. We also drink beers together, and beer is something that we enjoy with our mouthparts. Also lots of flavors of potato chips, or as we call them, "the poor man's French fries."

3RM: One of your upcoming titles, Destructamundo, involves the necessary obliteration of planets and galaxies alike. What inspired you to take on this destructive game mechanic compared to your previous game, Bloktonik?

JC: I like puzzle games a lot. They're where I kinda got started in game dev many years back when I had to design short, graphically simple games for low resolution Nokia cell phones in the early 2000's. Destructamundo was inspired by a dream I had. It was kinda vague but I saw circles spinning around and chaining together somehow. I think that's where the idea started. Sometimes I eat weird snacks before bed and it gives me gnarly dreams.  I started weaving in the story after I was playing some old ColecoVision games and rediscovered this gem called "Space Fury". The main alien character is directly inspired by the weirdo in Space Fury because he's such a jerk. In fact, I like to think that he is the same guy, but he is not officially the same guy, because of legal reasons I think. But yeah, he's the same guy.

3RM: Initially, planets are defenseless and easily destroyed, but even in earlier stages, some become fortified and require multiple hits to be vulnerable. Can you elaborate on what else these  planets will do to try and stop their inevitable destruction?

JC: Well, the people that live on those planets are not the sharpest knives in the drawer. The planets do very little themselves to thwart your destruction, but what happens is that the systems get a little more sparse with planets way out of direct reach of each other. You'll eventually acquire weaponry that you can use to fill in the gaps in creative ways. I liken it to almost having to design part of the level yourself in order to beat it. There are also some other weird things that float in space and react differently to being blown up in the later levels.

3RM: Destructamundo is Robotube Games’ and Gaijin Games’ first release onto Ouya, a small android device funded in large part by Kickstarter. How has development of the game (and Woah Dave!) been on the platform?

JC: It's been fine, really. We did easy Android ports to it to test console controls and on-TV feel. Iterating and testing the game on Ouya is very quick and easy. Also, the Ouyas are mega portable, and we literally put them in our pockets at the end of each day of PAX to bring back to our hotel. We're gonna eventually put it on Ouya because we easily can.

3RM: Your latest announced project is Woah Dave! which looks very much like an old-school arcade game in the modern era. What arcade games would you most compare this one to?

JC: I was most definitely inspired by the original Mario Bros. I think it's slightly underrated and overshadowed by the Super version. I also took a few ideas from Joust and another ColecoVision title called "Space Panic".

3RM: Woah Dave! involves throwing eggs and bombs at aliens before they overwhelm you, but there is also the Woah Block which can destroy everything on screen. Did other power-ups and items get considered to be in Woah Dave!, or was the Woah Block always the only major item to use when it was planned?

JC: There is a considerable amount of stuff that ended up on the cutting room floor. As development progressed, we started to realize that the beauty of the game is its simplicity, and every time I tried something new, the pureness got mucked up a little. Yeah, we did have other power ups planned and some other weird stuff, but really they just hurt the game. I think the Woah Block was the real winner that made the most sense in terms of gameplay. It allows you to form strategies and carefully balance risk and reward, and then you get this super rad huge payoff. 

3RM: Woah Dave! has a single-player experience, but it also has a competitive multiplayer option, too. Can you explain some of the differences between the modes? Did you make any particular changes to mechanics such as enemy spawns for the latter mode?

JC: Yeah, there are some differences in the modes. 2 player mode has limitless lives, so you can die as much as you want (or don't want), but you're penalized in coins when you do. Also, the keen eye might notice that the little jarring pause upon bonking in the 1 player mode is not present in the 2P mode. You may also see a slightly more frequent appearance of the Woah Block.

3RM: Woah Dave! is a straight arcade experience, but Destructamundo takes a level-by-level approach. How did designing these games differ for you? Was one harder than the other?

JC: I would say that Destructamundo was a tougher game by far to make, because it required an insane amount of time designing levels. The placement of all the objects on the screen was super delicate, sensitive to both location and timing.

3RM: Destructamundo and Woah Dave! were both playable at PAX East this year. What did you think of the convention, and what did you take away from the experience?

JC: PAX is a great show, because you get total full-on face time with fans. We were overwhelmed by the positive feedback we got on our two games.  Going to these shows is super important to us and to lots of other developers because you get real, honest feedback from fans, and seeing people have fun playing the games is immensely exciting and rewarding. Makes you want to keep doing what you do.

3RM: Both games look fairly far along in development. When can we expect to hear more concrete details on the games’ final release dates and platforms?

JC: We'll be releasing more info probably in May regarding release and platforms...some of which we have not officially announced yet!


Well, May started yesterday, so we are getting ever-closer to more information about both of these games!  Thanks to Jason Cirillo for taking the time to talk to us, and be on the lookout for more from Robotube Games soon!

For more info on Robotube Games, check out Gaijin Game's website here!

Thursday, April 26, 2012

PAX East 2012: Runner 2: Future of Rhythm Alien

 
In the Indie Megabooth (which I proceeded to call the "Mega Indie Booth"), developer Gaijin Games showed off the first publicly-playable build of its newest game: Bit Trip Presents Runner 2: Future of Rhythm Alien.  Acting as a sequel of the original BIT.TRIP RUNNER, Runner 2 changes the game's style up and adds much more to the already solid game design from before.  We got to speak with the Creative Director himself, Alex Neuse, about the game and how his company has been working out these last couple years. [Check out the preview after the break]


Tuesday, November 23, 2010

WiiWare Demos Overview #1

As some are aware, this week Nintendo brought demos back into their downloadable content system. Last holiday season, the company ran a trial of five game demos running from November through January, but this time, it sounds like Nintendo is in for the long haul.

Now, before we jump up in unified euphoria, note a few things. First of all, these are not required demos, and so do not expect every WiiWare title on the market to come with a demo. Secondly, the demos have to be downloaded separately from the full versions, unlike on XBLA where the demo is but a small code away from being a complete version. Finally, the demos will only be available for a limited time, so download and play them before they vanish (or keep them on your SD card for safe keeping). The length of a demo's existence is normally four weeks, but Gaijin Games has stated that if the demos are voted above Bronze status on the Nintendo Channel, the demos last longer.

Provided the releases of demos are consistent, we here are 3RM will provide a level of insight on what the demos provide and how they compare to the content of the complete products, starting with the four which launched the new system of demos.

----

And Yet it Moves


Developer/Publisher: Broken Rules
Original Release: August 23rd, 2010
Price: 1000 Wii Points

What is it?
And Yet it Moves is a physics-based platformer in which players can rotate the world around the main character to whichever angle they please. Of course, as the world rotates, the character's momentum remains the same, creating a number of puzzles and traps all with the manipulation of gravity in mind.

What does the demo have?
The demo consists of two and a half levels: Rock and Roll from the Cave world, It's a Bug from the Jungle world, and the first segment of Transition from the third world. The demo allows for any of the game's control schemes and shows the list of achievements players can complete over the course of the game. Following the completion of the demo segment, the game shows a video of the full game's content and allows you to use the game mechanics to choose whether to replay the demo, buy the game, or leave to the Wii Menu.



How does it compare to the full game?
The full game has 20 levels spanning four worlds, although four of them are not necessarily part of the main game. There are multiple extra modes including time attack, limited spins, and limited deaths. It has plenty of replay content, based on those factors alone, so don't think that one run-through will end the game content entirely. Certainly one of the better demos of the bunch, with all the locales and game shown off.



BIT.TRIP FATE


Developer: Gaijin Games
Publisher: Aksys Games
Original Release: October 25th, 2010
Price: 800 Wii Points

What is it?
BTF is an uncoventional on-rails shooter and is also the fifth game in the six-game BIT.TRIP series (BEAT, the first game, was one of the five original demos last year). Players control Commander Video along a rail known as a vibe, and using either a control stick or the Wii's pointer, they aim and shoot at enemies as they appear to attack the black pixel protagonist. Power-ups based on his friends encountered in RUNNER make an appearance to help, but make no mistake: this game is a shooter taking you to hell and back.

What does the demo have?
The demo includes the first two stages of the game, but once the players make it to the second boss, or rather, the first major boss, the game's demo concludes. The player can choose to go to the Wii Shop channel at the title screen. Scores cannot be saved, and if a player gets to the second stage and leaves the game, it will not save his or her progress.



How does it compare to the full game?
Of the four demos, this one has the largest percentage of the main game within it. The main game consists of three major areas, making six stages total. From a purely mathematical point-of-view, the demo offers one-third of the full game for free. You cannot save scores or progress, both of which are big for arcade experiences, but this demo offers a lot of game to help players decide whether or not the game is right for them.



Jett Rocket


Developer/Publisher: Shin'en Multimedia
Original Release: June 28th, 2010
Price: 1000 Wii Points

What is it?
Jett Rocket is a 3D platformer in which players control Jett Rocket, a planetary protector, as he fends off against an evil posse of robots bent on destroying all wildlife within the world! Each level's goal is to reach the power generator and destroy the PPP's influence on it. Along the way, players will be able to use Jett's rechargeable jetpack, his dash attack, and a number of sleek vehicles to cross otherwise uncrossable terrain. Just watch out for the evil robots!

What does the demo have?
The demo contains the full opening of the game as well as the training level, access to the world hub, and the first level of Atoll. Players can access the Wii Shop Channel in the main menu as well as at the end of the demo itself. A list of features appears at the end of the demo, as well, though it does not provide full specifics on what the game offers.



How does it compare to the full game?
Compared to the rest of the demos, this demo provides very little. The game's opening, training level, and first level can be completed in a severely short period of time, and without the ability to try out the longer levels or even see a need to gather the solar cells, it does not give a great representation to the main game. The main game has roughly a dozen levels between the three worlds, each ending with a boss. The full game might be on the short side, but the demo could have had a level from the later worlds to show differences in the environments.



ThruSpace


Developer: Keys Factory
Publisher: Nintendo
Original Release: October 18th, 2010
Price: 800 Wii Points

What is it?
ThruSpace is a puzzle arcade game in which players control a keydron, a 3-dimensional tetromino of sorts, in order to guide it through holes along oncoming walls. The player can rotate the keydrons in any direction, and with special items to collect in particular crannies of each hole, players will have to rotate correctly and quickly to get the best score and not run into a wall at the same time, not to mention make use of a unique trick system!

What does the demo have?
The demo provides players with the first two lessons from the game's tutorial, in order to teach them the main game elements before pushing them to the actual levels. As for the actual game content, the demo provides two stages, one for each of the first two keydrons available in the game. Players cannot upload scores earned from these levels online. The game concludes with a splash screen with a link to the Wii Shop Channel.



How does it compare to the full game?
The full game contains three main modes: Normal, Endless, and Trick Challenge. The demo only gives players a chance to try out Normal, and since the tutorial does not explain all the major trick features, it provides for more content once the full game is downloaded. Each of the six keydrons have three levels to try; the demo gives only the first levels of the first two keydrons. There is a lot of content cut for the demo, and yet it offers just enough to give players the idea whether to buy it or not.

---

So that's it this week folks! Remember to vote via the Nintendo Channel if you like the demos, and they'll stay online longer. They have a normal expectancy rate of a month, so get gaming!

Saturday, September 4, 2010

PAX: It Must be FATE, BIT.TRIP-style!

During Dtoid LIVE at PAX Prime 2010, Destructoid revealed the fifth title in Gaijin Game's BIT.TRIP series to the public: BIT.TRIP FATE.



BIT.TRIP FATE has players in control of the main character CommanderVideo once again, but this time, rather than running at a constant pace across each level, he is lead along on a fixed path and armed with awesome bit-weaponry.



Players move CommanderVideo along intricately-designed pathways using the nunchuk in order to avoid obstacles along his path. Using the Wii's pointer, the player will be able to aim and shoot at the onslaught of enemies that try to mow him down. Thankfully, like most shooter titles of this sort, only when a bullet hits CV's core will he get hurt and lower to the next stage. Furthermore, CommanderVideo can also get powerups from his friends to help plow through the multitude of bad dudes.

There is certainly more to the game this time around, too. Whereas RUNNER appeared to be a cheerful and adventurous product, FATE is promising to be a darker, more emotionally-driven game in the end, if Producer Alex Neuse is to be believed.



Additionally, on Gaijin Games's website, the team announced that rather than keep people waiting, they have released the game's soundtrack today! It also confirms this game's special guest artist for the game's music: Minusbaby.

The BIT.TRIP series is a series which depicts the life of one CommanderVideo, from his creation to his current predicament. Each title in the mostly-WiiWare-exclusive series represents a new stage in his life and, in turn, a new game concept over the years. BEAT represented Pong-like gameplay, CORE represented Cosmic Arc-like gameplay, VOID represented Ikaruga and SHMUP titles, and RUNNER represented Vib-Ribbon and other "running" games of late. BEAT is the only multi-platform title so far, releasing on iOS via Namco-Bandai Games.

Gaijin Games is also currently working on the WiiWare release of Different Cloth's Lilt Line and potentially other awesome games.

BIT.TRIP FATE is scheduled for release on WiiWare sometime in the fall.

Wednesday, September 1, 2010

Lilt Line Official Site Opens!

After having announced the title through Twitter, Gaijin Games and Different Cloth have finally unleashed the website, trailer, and website for Lilt Line, coming to WiiWare.



Lilt Line is an arcade racing game in which players assume the role of a single line as it moves along a very uneven, jagged course. I know some might be shouting out "Art Style: light trax," but this game is very different. Players race nobody, but instead, must survive the turns and shifts of each level, using the Wii Remote's motion controls to steer.


The line will encounter glowing areas which correspond to parts of each level's song; by hitting a button at that exact moment, more points arise, and it is necessary in order to make it out with the highest score possible.



The original won the Independent Games Fesitval Mobile Award for Audio, and this game looks to be just as good. With 15 levels filled with music set up by dubstep artist 16bit, the game promises much fun in the eardrum.



The game is expected to be releasing this Fall for WiiWare. The game will be seen at PAX Prime this week. The original is available on the App Store.

Different Cloth is a handheld developer based in London, and besides Lilt Line, the developer is currently making Helicoid, another music-based game for iOS.

Gaijin Games is an independent game developer consisting of three people...three AWESOME people, of course. The company is best known for making the BIT.TRIP series (BEAT, CORE, VOID, RUNNER) for WiiWare, as well as the BIT.TRIP BEAT port to IPhone coming soon. This game is its first self-published title so far (the BT series on WiiWare is through Aksys Games and the IPhone port is through Namco-Bandai).

Gaijin Games' other title, BIT.TRIP FATE, has not been shown off, save in teasers. That is expected for later this year as well.