Showing posts with label Renegade Kid. Show all posts
Showing posts with label Renegade Kid. Show all posts

Friday, April 18, 2014

PAX East 2014: Moon Chronicles

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!

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Tony:

Renegade Kid had a number of Nintendo 3DS titles playable at their PAX East 2014 booth. One game I got a chance to try out was Moon Chronicles, which is a remake of their 2009 Nintendo DS title Moon.  Now in an episodic downloadable adventure, Moon Chronicles is expected to expand on the universe Moon established, and from what I played of the demo, it should be a solid debut to the FPS genre on the 3DS.


PAX East 2014: Treasurenauts

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!

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Alex:



Renegade Kid was at PAX East showing off its games on Nintendo 3DS both new and old, and there we got to try out a build of its latest 2D offering, Treasurenauts.  We have gameplay footage from the floor, and we have impressions after the jump.

PAX East 2014: Renegade Kid Interview and Cult County

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!

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Part 1:


Part 2:

While they were not a part of the Indie Megabooth this year, the guys at Renegade Kid took part in PAX East the biggest way they could – showing off games old, new, and upcoming. We got to talk with Jools Watsham (it can’t be a PAX East without an interview with him) about the latest releases, including the future of Mutant Mudds, upcoming releases Moon Chronicles and Teasurenauts, and especially the Kickstarter campaign for last year’s Cult County.  You can see the interview above, and other articles will show gameplay videos we took and impressions of their latest games.

The interview is so large, we have divided it in half.  In the first half, we take a moment to chat about Mutant Mudds and its future, Moon Chronicles and its overarching story, and Treasurenauts and its development process.  In the second half, we take a moment to discuss the projects Renegade Kid has in the future: Razor Global Domination Pro Tour and the horror series Cult County.

Last year, Cult County was shown on a Nintendo 3DS as an environmental demo, but this year, it is part of a much larger project. Cult County is undergoing a Kickstarter campaign to be released on all systems and PC under the Unity engine.  Jools explained to me that the concept of Cult County had grown with the Unity engine, and since the 3DS does not have a Unity engine in place, the game would have to be retooled specifically for it in the current circumstance.   However, given the response from fans, a 3DS version is still prepped to be made if the campaign reaches its minimal goal.

Welcome to Scared.  Population: You

One thing Jools wants to stress with this game versus newer horror games is true fear. In Dimentium, his previous horror game series, fear played a large part in setting up tension before and during monstrous encounters, and he hopes to establish that even more in Cult County.  He wants to use the environment especially to build that fear and make an old-school survival horror adventure quite unlike any other.
 
Either way, the game is still going into production, but Jools hopes that backers will be able to help fund the project and make the game as big as it can be. As for backer support in development, backers will specifically be able to choose designs of the enemies faced as well as what weapons would be used in the final game. Furthermore, if the game goes through a stretch goal not far from the main goal, the team at Dvelop.tv will be documenting the game’s creation for the world to see.

Cult County still has a little while longer to go in its Kickstarter, and so we heartily recommend heading over to the campaign and helping lend a hand to Renegade Kid’s first major horror adventure game in years.

For more on Renegade Kid’s games: www.RenegadeKid.com

Friday, March 29, 2013

PAX East 2013: Cult County


Alex:

Renegade Kid was showing off their already-released and soon-to-be released titles at PAX East 2013, but they were also showing off another project, the newly announced Cult County.  While the demo was only an atmospheric one, we still have a footage of us wandering it and listening to direct game audio, too!

Cult County, says Director Jools Watsham, takes place in a small county in Texas, and the story involves a cult with an affinity for the occult.  He would not give in-depth explanations regarding the plot, and it seems likely the case because, as opposed to Renegade Kid's previous games, Cult County will be an episodic one.  Providing much of the plot now might spoil the experience later on.  Provided the games sell well, new episodes will be released in "seasons" over time.  So far, Watsham says we should be expecting as many as two seasons right now, three episodes a piece.  The first episode will run about four hours in length, but the length of other episodes will have to remain a mystery for now.

In the demo, I controlled someone wielding a wrench, which I could swing in front of me at my discretion.  Using the Circle Pad Pro, I was able to look around the landscape and the demo area with minimal effort.  The distant landmarks were distorted in a sandstorm, and what I could see looked worn and unkempt.  The building I walked around was boarded up and written upon, and when I attacked it with my wrench, it made an audible thump and recoiled the item back.  No clipping through the house, here!  Considering the size of the team, the graphics are certainly looking good so far, and we were told they were going to take this game slowly, so I expect plenty of polish from the team by the time it releases.  One thing is certain: the demo left me with plenty of questions I hope to see answered as we get closer to its release.

Cult County will be releasing on the 3DS eShop starting 2014.

PAX East 2013: Mutant Mudds Deluxe


Alex:

At Renegade Kid's booth, Mutant Mudds Deluxe was one of two games on display that featured completed gameplay mechanics (the other being the already-released ATV Wild Ride 3D).  For those of you who have not heard of Mutant Mudds, the game is a retro-style platformer in which players control a young boy Max who is trying to rid the world of Mutant Mudds, evil comet-borne creatures which have taken over the land.  Using a water gun and jetpack with the help of his Grannie, Max must collect the Water Sprites in order to remove them from the world before it is too late.


Deluxe is the fourth iteration of Mutant Mudds, the first having been released on 3DS and then subsequently on the App Store and PC.  While this might seem like a bit too many ports, Deluxe has added a number of new features this time around.  For one, on the Wii U, the game is displayed in widescreen HD and will allow for play on the Wii U GamePad, but the biggest addition in Deluxe is a portal to access 20 new Ghost Levels.

In the Ghost Levels, the Mudds have become ghostly beings, and new monsters appear throughout twisted versions of the normal levels.  Platforms shift and move around from poltergeists unseen, and what is worse, the Ghost Mudds cannot be harmed by the water gun whatsoever!  Instead, Max has to avoid the monsters at all costs, which can be made even more difficult when players want to collect all of the diamonds in a level.  Thankfully, there is one power up, a dirt gun, that allows Max to harm Ghost Mudds in these levels, but the gun has limited ammo, so players better be conservative if they want to survive.

From what I played at PAX East, Mutant Mudds Deluxe felt very similar to that of the 3DS original.  Max moves at a decent pace across the screen, although with the widescreen image it might feel a little slower to some.  The graphics pop out quite effectively in its retro style, and the subtle blurring of each layer of the world helps make distinguishing which level is which easier, especially when there is no 3D display to use.  As for the ghost world, I found the challenge to be a notch higher than most of the game's original stages, and considering I was only in the first stages, they are going to be quite the challenge.  In other stages, even the Grannie stages, I could move gingerly across each area and attack each Mudd one at a time, but being slow in the Ghost Levels would do me minimal good, especially since I could not defeat a vast majority of the enemies in them.  Even the moving landscape itself was an obstacle that got the best of me, crushing me on a mad dash to the other side.  These stages will definitely require some retries to get through without a scratch!

The game felt very effective with the GamePad, and the additional stages look to change the gameplay in a significant enough way so as to keep the whole game fresh, and as a plus, the new stages do not require the whole game's completion to start access.  Mutant Mudds Deluxe looks like the definitive version of the game, and those who already have the 3DS version might find these additions good enough to warrant a double-dip.  I know I'm ready for it.

Mutant Mudds Deluxe is expected for release around May/June of this year for the Wii U eShop.

PAX East 2013: Renegade Kid Interview


Last year, we got to speak with Jools Watsham, the Co-Creator and Director at developer Renegade Kid.  He was not there to show off any game specifically at the floor, but we did get to have a lengthy interview about his games and origins in game design, not to mention a preview of Bomb Monkey, his latest project at the time.

But this year, his company Renegade Kid took part in the Indie Megabooth, and we got to speak with him again, this time surrounding the games at his booth and those to come in the future!  Check our other articles for more footage and impressions.

ATV Wild Ride 3D is out now on the Nintendo 3DS eShop.  Mutant Mudds Deluxe is expected for May/June release this year on the Wii U eShop.  Cult County will begin to emerge on 3DS eShop in 2014.  We will have to wait on their other projects, but one will be seen sooner rather than later for 3DS.

Wednesday, April 18, 2012

PAX East 2012: Jools Watsham (of Renegade Kid)


While at PAX East 2012, we got to see a number of developers discuss the Nintendo 3DS and how its StreetPass function worked in context of gaming communities.  One of those developers was Jools Watsham, Creative Director of Renegade Kid, the company behind the eShop hit Mutant Mudds.


Tuesday, April 10, 2012

PAX East 2012: Bomb Monkey


[This preview is also posted on NintendoWorldReport.com.]

When Renegade Kid first entered the digital distribution scene, it released the well-received platforming adventure Mutant Mudds on the Nintendo eShop.  Now, Renegade Kid is continuing its releases with a puzzle game starring a monkey with a tendency to throw bombs.  This game has been kept under wraps for the last month or so, but at PAX East 2012, I was able to get a brief but satisfying preview of the game’s early build with Renegade Kid’s Jools Watsham.

Bomb Monkey stands as a unique 3DS Download Software title because it does not make use of the 3D screen, at least in the form I played.  The 3DS is held on its side, with the D-Pad facing the player.  At the top of the rotated touch screen is our simian protagonist, and from the bottom of the screen, a tower of colored stone blocks rise.  If any part of this rising tower reaches the monkey, the game is over.  In order to prevent this, players move the monkey along the rail at the top of the screen with the D-Pad, and pressing down releases what he holds toward the rising blocks below.  The game also has touch-screen controls for those who find the D-Pad awkward, but for me the D-Pad was sufficient.

However, just dropping blocks will not diminish the others below, but that is where the Bomb part of Bomb Monkey comes into play.  Every few blocks, Bomb Monkey pulls out a large bomb, which upon colliding with a block explodes into a cross explosion, reminiscent of Bomberman’s weaponry.  Any block that is hit with the explosion will be destroyed, and any connected group of like-colored blocks, when ignited, will be destroyed at once.  To make things even more complex, there are a number of unique blocks which affect the bomb’s explosive path.  Blocks which are covered in chains must be hit twice by an explosion to be destroyed, and that can lead to some broken combos.  Amid the blocks are boxes with arrows pointing either left and right or up and down; igniting these boxes cause great explosions which cover an entire row or column, depending on the arrows’ directions.  Over the course of the game, bombs covered with the letters B O M and B again, when all collected, will cause Bomb Monkey to go into frenzy, throwing ten bombs in a row for complete block demolition!

The game’s early build seemed fairly complete, having at least three modes available to try out.  There is an Endless Mode, in which players play Bomb Monkey until they ultimately fail.  Once I had explored that mode, Jools sent me and my brother to 2-Player Battle Mode, using one handheld.  One player controls the D-Pad, while the other controls with the four face buttons.  Here, the game plays similarly to that of the normal mode, but as you blow up larger combos, more blocks randomly descend on the other player.  I will admit that I lost, but I was close, darn it!

The game also has a 2-Player Cooperative mode and a special Rescue Mode, where Bomb Monkey must help destroy cages to free his friends (hopefully they can stand explosions!).  When pressed about leaderboards, Jools said the game would not have online features of the sort.  Considering that, the game appears to be more of an offline affair, so those expecting online multiplayer or shared leaderboards should lower their expectations a little.  Bomb Monkey will not be as deep or as large of an experience as Mutant Mudds, and the game, without having an actual price announced, will be aiming a bit lower than Renegade Kid’s first eShop title.

Despite those missing features, the game stood out as an addictive experience.  The concept seems simple, but the added modes and different blocks make the game more puzzling than your basic falling block title, especially when you are the one dropping the blocks which can ultimately become your downfall.

Bomb Monkey is nearing its completion, and barring any major problems, it should be out in the coming months.  Be there or be square (and you know what happens to square things in Bomb Monkey!).

Sunday, February 19, 2012

Review: Mutant Mudds


Game: Mutant Mudds
System: Nintendo eShop (3DS)
Developer: Renegade Kid
Publisher: Renegade Kid

Cost: $8.99

Being a small developer is no easy feat, especially when original IPs are involved. In the case of Renegade Kid, they had a particularly difficult time bringing Mutant Mudds into existence; originally a 3D platformer on the DS, the game was rejected by publishers and failed to garner enough attention for a DSiWare release. However, Renegade Kid revamped Mutant Mudds’ idea and has made it into a refreshing 2D platformer on the Nintendo eShop. Thankfully, I can say the game was well worth the wait, even if it changed its looks along the way.

Mutant Mudds stars Max and his grandmother who, while playing video games, witness a meteor crash onto the planet, creating a myriad of monstrous beings called the Mutant Mudds. Equipped with the smarts to outdo the Mudds, Max takes hold of his water cannon and agua-powered jetpack in his quest to find the Water Sprites, the only things that can truly cleanse every Mudd from the world!

The first thing you will notice is the game’s retro-styled graphics. It might look like a classic game, but it is as new as they come. Max, Grannie, and the world around them are all designed to appear like a window into the past, although Max and Grannie do lack the extra details of the Mudds themselves. Regardless, the animations are smooth, and the framerate remains equally so for the majority of the experience. The depth present through the 3DS screen is vibrant and intense, and I only had crosstalk issues during one red-hued environment. To match the game’s delightful graphic style is the game’s soundtrack; Troupe Gammage produced every bit-based song with a level of energy that matches the popping visuals in-game. Together, the visuals and audio create a delightful aesthetic to encompass the game.


That Sprite looks close, but poor Max is so far away.

Mutant Mudds is a traditional platformer with a little bit of a 3D twist. In each of the game’s levels, players guide Max through numerous obstacles and enemies in order to reach the Water Sprite at the end. With his water cannon, Max can shoot and dissolve Mudds in his way, and he can use his jetpack for an extra boost across gaps. You will have to be careful, though, as there are no healing items nor power-ups within the levels, meaning those three hit-points are all you get. Assisted by a number of insta-death spikes and pits, the Mudds become increasingly difficult and numerous with each passing level. While the game remains easy at first, soon single mistakes lead you to an inevitable defeat. There is a problem with being too careful, too; each level has a four-minute time limit, ensuring that you are on the move at all times!

The twist in all of this, however, is the usage of depth to create layers of platforms for Max to travel across. By standing and jumping on particular platforms, you can leap toward or away from the screen, entering another area of the level. Furthermore, certain obstacles and enemies make usage of depth, sliding out to attack or swinging into the foreground with an ominous “swoosh.” In later levels, Max can be blown to the front of the level by mischievous clouds; you better be careful when you pass by them, especially when there are nothing but spikes on the front layer. It is this depth that turns the already solid game into an even better one.


Fireballs, spikeballs, and eyeballs, oh my!

The game is not just about collecting the Water Sprites at the end of each level, though. You also have 100 golden diamonds to collect, too. Collecting diamonds can allow Grannie to give you power-ups, such as a stronger water cannon or a vertical boost, which can not only help you complete the levels more easily but can also lead you to the game’s many sub levels. These sub levels, stylized like a Game Boy or Virtual Boy game (named G-Zone and V-Zone, respectively) have their own Water Sprites to find, effectively doubling the amount of levels to complete. The sub levels are a grade higher in difficulty compared to the main levels, providing more traps and plenty more spikes among the swarm of Mudds present in each. There are no diamonds in the sub levels, but the time limit still remains.

Looking at the game as a whole, there are twenty main levels with a sub level in each, totaling 40 Water Sprites to collect. In order to access the last world, you need to complete each of the four worlds before it, and even then, you need to collect all the diamonds in specific worlds in order to unlock the fifth world’s levels. Certain players might find collecting that many diamonds per level to be boring and distracting. Thankfully, once you have completed a level, the diamonds you have collected are permanently yours, so you can focus on finishing a level, even if you missed a couple diamonds along the way. And for those willing to fight through the last world for all of the diamonds, there is a nice surprise waiting for you.


Some elements will literally blow you (or Max) away!

Mutant Mudds is a darn good adventure, but there are a few dings in its armor. Perhaps the difficulty can be a little over the top further in, what with no actual healing items of the sort. In some cases, I would kill myself if I did not make it through a point without fail. Furthermore, some later levels like to make moments which are do-or-die, and for me, I found death to be much more common. It is a good thing the game has no lives to speak of, but some levels probably could have been a tad shorter or have checkpoints. Thus is the fate of a retro-styled game; we get the aesthetics and the difficulty!

The game’s simplicity works for the most part, but near the end it occasionally calls out for more. The game seems a little too simple early on, but as the levels progress and new ideas are introduced, the game hits its stride. Just as the game begins to accelerate with new ideas and concepts, it slows back, opting to include all obstacles near the end rather than going beyond the game’s main mechanics. I was somewhat disappointed that the game lacked any real boss battles or radical twists in the gameplay to surprise players further in the game. In spite of this, the game does pull through with its simple yet challenging game design for the three-to-five hours you will spend completing it (and that is if you are particularly good at collecting all those diamonds on the first run-through).

CONCLUSION

Mutant Mudds exemplifies everything that the eShop should contain: small, simple, but altogether delightful and entertaining experiences for players to enjoy for a fraction of a full-retail price. The difficulty fits its charming retro style, and its level variety and hidden depth make the game a full package deal. Renegade Kid could have gone further with the concept and added boss fights or something to spice up the game at times, but even without them, the basic gameplay is altogether solid and welcoming to the majority of gamers out there. Just do not expect a cakewalk all the way through.

Mutant Mudds is a simple but charming game which makes use of its concepts as far as it can, providing a fun, if sometimes a little frustrating, experience for all to enjoy. This game is a perfect fit for the eShop, and we cannot wait to see more.

PROS:
+ Wonderful retro-styled music and graphics, also making great use of 3D.
+ Multitude of worlds and levels expand the game’s length beyond what is expected.
+ Solid mechanics and fast-paced levels make for a smooth and charming adventure.

CONS:
- Difficulty can be a problem for certain players, without items or checkpoints.
- Collecting all of the diamonds might turn off certain players from full completion.
- Some boss fights or expanded mechanics changes might have helped build game up at the end.

-YES-


*Downloadable titles are currently being rated on a three-scale: Yes, No, and Maybe. As a Yes title, this game is highly recommended to those familiar with the genre and also generally recommended to most everyone.

Friday, January 14, 2011

Maximilian Gets Muddled

In his personal blog, Jools Watsham, the co-creator of DS developer Renegade Kid, has unveiled that the company's project, Maximilian and the Rise of the Mutant Mudds, is now canceled, citing a lack of interest by people on the Internet.

The head of development wanted to justify the existence of the game onto the DSiWare service, since the game had failed to cater to any particular publisher's interests. The game, originally announced by IGN in 2009, starred young nerd Maximilian in his attempt to stop a slew of giant mutant mudmonsters aptly named Mudds from taking over the world. The third-person shooter-adventure did not get a publisher, but Renegade Kid felt that the game could see a release on DSiWare, provided the desire was high enough.



So Watsham made an offer: 1000 comments toward a purchase of the game on a particular blog post would warrant the game's release, provided it happened within a month. Unfortunately, it only garnered 452, even with a banner posted on GoNintendo's website for the duration.
I realize that Max may not seem special to some people. But, I believe Max could have been a very special addition to the DSiWare library.
-Jools Watsham, Game Director and Founder, Renegade Kid
Renegade Kid is still producing a number of projects as of late. In another post, Watsham stated that the developer is working on at least one 3DS project and two DS projects aimed as being value-oriented games. Its newest game, ATV Wild Ride, is releasing this month.

TRAILER (of what could have been)


Wednesday, December 8, 2010

Renegade Kid Goes Biking



Dementium developer Renegade Kid has announced its next title for the Nintendo DS, a racer entitled ATV Wild Ride.

ATV Wild Ride is a racing game in which players grab hold of four-wheeled all-terrain vehicles to race along 24 unique tracks, based in a number of locations including London and Russia. There are dozens of tricks to perform to earn boost necessary to win. The game also has multiple modes, including a four-player multiplayer mode.



ATV Wild Ride is set for release in January 2011, published by Destineer.

Renegade Kid is an Austin-based developer formed in 2007 by Jools Watsham and Gregg Hargrove. The developer's biggest franchise is Dementium, a horror first-person-shooter for the Nintendo DS. Along with that, the developer has worked on Moon, a sci-fi first-person-shooter, also on the DS. A Wii title entitled Son of the Dragon was in development stages but was canceled in 2009. Besides this game, the company is prepping to work on Nintendo 3DS.

TRAILER


SOURCE: Destructoid