Showing posts with label Xbox One. Show all posts
Showing posts with label Xbox One. Show all posts

Tuesday, May 6, 2014

PAX East 2014: Roundabout (No Goblin)

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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 Gameplay:
 

Sure, the Indie Megabooth was full of solid Indie games, but if you looked a bit further around the showfloor you would have found equally entertaining Indie games, such as the crazy game Roundabout from developer No Goblin.  We were not able to play the game at the show due to time constraints, but we got a large gameplay video with some audio Q and A with Director Dan Teasdale for you to watch!

Roundabout takes place in 1977 and follows the rise of Georgio Manos, the world's best revolving chauffeur.  The game plays much like a combination of Crazy Taxi and the Japanese/European Nintendo puzzle game Kuru Kuru Kururin.  Players control a spinning limo from destination to destination across an open-world, racking up points and trying to gain pedigree around the world for being the best, all while trying not to crash it among the many obstacles throughout the city.  Throughout the adventure, the game shows humorous live-actions sequences which tell a love story among the people in the city of Roundabout.  If that sounds odd, it probably is, but the game is also looking to be loads of fun, too!

You can find out more and pre-order at Roundabout's official website!

Friday, April 18, 2014

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

Wednesday, April 16, 2014

PAX East 2014: Source (Fenix Fire Entertainment)

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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In the Indie Megabooth, a number of developers showed off games which benefitted from the influx of crowdfunding, whether by Kickstarter, Indiegogo or otherwise.  At the same time, other teams were showing off new projects in need of help from crowdfunding.  Developer Fenix Fire Entertainment was present in the Megabooth to show off their upcoming titles, as well as their new Kickstarter project, Source.

Source takes place in an alternate dimension inhabited by otherworldly, luminescent flora and fauna.  Players control a butterfly-like creature which is born to the world as its last savior.  A dark energy is spreading throughout the dimension, destroying everything in its path and threatening to end all life in the world, and as the last surviving being if its kind, the flying protagonist must go forth and stop the source of dark energy before it is too late.

Source is a 3D action adventure game set together in a metroidvania style.  Players move the firefly around the dying yet beautiful world, and as they progress, they will be able to find a multitude of new abilities to help solve puzzles, open doors, and defeat what foes the source creates.  Initially, the firefly is fairly limited in what it can do, revolving around the ability to absorb and release energy from its body.  This ability is important, though, as the firefly continually loses energy as any other being would; the player needs to ensure the firefly is kept nourished in order to progress readily through the world.  The firefly can use its released energy to pollinate foliage and cocoons along the landscape, and in doing so, more energy is expelled and absorbed, making the firefly stronger in the process.  As the game progresses, the firefly can get ability upgrades, including the Plasma Beam to fend off foes and different color polarities to open doors and interact with different objects in the world.

Pollination has gotten rather trippy...

In true metroidvania style, Source is complete with typical backtracking and upgrades throughout the world, but the game also has a unique rebirth element in place.  In Source, every action is recorded and used to eventually improve the next iteration of the firefly; upon being reborn, more abilities and strengths build onto the next generation, creating a more powerful opponent against the darkness.

The world is not as typical as it first appears, and that is saying something, as it appears far from typical to start!  At the beginning, Source takes place in the damaged world of light, but alongside it is a world of darkness, filled with immense monsters hell-bent in snuffing out the firefly's light.  As shown in the game’s Kickstarter campaign trailer shown above, these monsters resemble abstract spiders and flying snakes, but Fenix Fire head Brian McRae told us that there would be plenty more where that came from.  He said the team wanted to make sure to make the dark monsters balance between what we would know from this world and what could possibly be seen as otherworldly without going too far in either direction.  While the demo did not feature a dark world segment to my knowledge, McRae let me know that the world acted more like a large cube of sorts, unlike the light world, which tended to stray toward the more traditional orientation of gravity.

If there is something that needs to be said about Source from its earliest build, it is that the game looks tranquil and beautiful, even with its otherworldly visuals.  Pools of water reflect the world's topography and luminescence around them, and particles flow one way and another, following the firefly along its path.  Stones are typically cut in rigid angles, and blue and orange lights are emitted by the foliage and living beings within both worlds, akin to the cool and heavy electronic styles of older 1970s and 1980s futuristic art as seen in Tron and earlier video game worlds. 

The demo on the showfloor did not exactly demonstrate too much of what is expected in the final release, which is expected as the demo was made in a very short period of time.  What it did offer was a short glimpse into the world of Source.  One should be aware that the firefly does not necessarily fly, but rather, hovers some feet off the ground, and players can launch themselves upward by a pseudo jump into the air.  This took some getting used to, but it became more accessible as the demo progressed.  The game’s ambiance leads itself to a more relaxed pace of movement, which did not exactly match the more hustled pace of the showfloor, but I am certain the game does not stay as quiet as the demo does once darkness begins to flood the world.  I am sure the game will be full of moments both calm and pure as well as tense and destructive.

 Another Fenix Fire title: Smash Derby

Fenix Fire Entertainment is a husband-wife team who recently celebrated the birth of their first child.  It was the birth of his son that helped inspire Brian McRae to work with his wife Anna on Source, a world seen through “infant eyes” as explained on the campaign site.  Fenix Fire was founded in 2010, and the team’s first release was Roboto, a mobile action platformer staring a cute robot on a high-powered hoverboard.  The team is also working on Gates of Osirus, a space-dwelling alien hunter for PC and mobile platforms, and Smash Derby, a touch-based futuristic combat game for mobile platforms and Ouya.  Smash Derby, which Brian showed off to me at the showfloor, involves swiping the screen to launch yourself at your enemies, changing polarity with a quick touch of the screen; tower-defense elements are involved as well, allowing players to add in turrets and other defenses between each wave of attack.  Brian told me that Source originated in a style similar to Smash Derby, but the scale has grown to what it is now, and he hopes to be able to realize his vision through the game’s Kickstarter campaign.

Developed on the Unity engine, Source is currently slated for release late Summer 2015 for Xbox One, PlayStation 4 and PC (Steam is hopeful at this point).  Although the Kickstarter campaign states that the game will likely see a PC release first, the different versions will have as close a launch parity as possible.  So, what are you waiting for?  Get to the campaign here and help be the source to make Source possible!

For more on Fenix Fire Entertainment: www.fenixfire.com
 

Tuesday, October 29, 2013

NYCC 2013: Strider

For four days, people came to the Javits Center in New York City to experience one of the largest conventions on the east coast: New York Comic Con 2013!  Fans of comics, movies, television shows, and toys came together to revel in their hobbies, and with them came video game companies to show off their wares for the upcoming holiday season and beyond.  We here at 3RM attended a few of those days, and we have impressions and video to provide from our experience!

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Alex:
This year, Capcom's New York Comic Con booth focused mostly on upcoming downloadable titles from the publisher, and the big game front-and-center was Double Helix's Strider, a re-imagining of the arcade original.  I will admit I have never played the Strider games before this, but I can say that what I played at Comic Con was a smooth and intriguing experience.

Strider is a side-scrolling action title in which players control Strider Hiryu, sent to Kazakh City in order to hunt down and defeat Grandmaster Meio.  Getting to Meio is problematic, however, as he has many followers and soldiers at his disposal.  Within mere moments of nearing the city, Strider is shot down from the sky, leaving him at the outskirts of the city, still hot on his mission.  The city is massive in scale and the enemies numerous and ferocious, but thankfully for Strider, he is only going to get stronger as he makes his way into the city to face Meio.

The new Strider game is set in the sprawling Kazakh City, allowing players to explore and gather power-ups and secrets at their own pace.  As players rush through the landscape, slashing enemies with the help of Strider's Cypher, the world's large map updates and spreads out, much akin to a Metroidvania title.  In fact, this game's camera and action sequences feel very much like Chair Entertainment's Metroidvania game Shadow Complex.  At the beginning of the game, Strider has plenty of basic attacks, but in order to progress past certain obstacles, the player has to find special powerups for him or Cypher hidden around the city.  For example, there are a number of grates that are too small to cut through, but with a found ability, Strider is able to slide-slash right through the grates and out the other end.  Paying attention to where these air ducts are located will also provide health upgrades and other helpful powerups in the midst of the adventure.  Even with this example, it is clear that backtracking will be a large element in the game.

Graphically, the game looked crisp.  The color in the world was somewhat muted by a monitor overlay, complete with scanlines, but this only seemed to enhance the style of the game rather than muddle it.  There is distinct bloom from the glowing lights around the complex, helping to emphasize the stark contrasts of the shadows across characters and locales throughout the game.  The animation and framerate seemed very smooth, a good sign for a demo of what is to come.  The gameplay was kept frantic and active, and loading was kept to a minimum throughout the excursion.  My only concern about the graphics is the environments; I hope we get to see more interesting worlds as we venture further into the city (although the introductory screen had a pleasant background to see, for sure).

Those worrying about difficulty will know that while it started easy, the game became increasingly complex and difficult as the demo progressed.  Strider would run through enemies, swiftly cutting the lesser minions in half with relative ease.  This would change once I encountered larger, stronger warriors; at one point I faced an enemy who attacked unfazed by my attacks and ended up dying because of it.  The boss at the end of the demo, a large dragon robot, was equally armored and made for a hectic showpiece in the game.  I feel that considering this is the early portion of the game, the difficulty and complexity in combat will only grow and keep in time with what fans are looking for from the arcade action franchise.  Whether it will exactly match the difficulty of the older games, however, will have to wait until it is released.

The gameplay mechanics were as smooth as the graphics, quick to the point and in constant motion. Platforming was also swift, trying to maintain the hectic speeds expected of an arcade action adventure.  Upon colliding with a ceiling or wall, Strider immediately grabs hold of it, allowing for great maneuverability in rooms or in floating platforms throughout the world.  There were a couple instances when I would grab hold of a platform when I did not want to do so, but I imagine I would get used to the wall-grabbing mechanic further into the final game.  On the offensive side, even though I started with a number of powerful attacks, new upgrades piled on very quickly early on.  This makes me wonder whether the game was going to give that many upgrades so early in the game, but it could also be indicative of how many abilities will be given over the course of the final game.

Strider was a fun experience and ran very smoothly.  I cannot say how it compares to the earlier Strider games exactly, but from an outsider, it felt like a solid experience to look out for. Strider is set for release in 2014 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC.