GoD Factory: Wingmen is a slick looking, 4 player vs 4 player competitive space combat game in development by Canadian studio Nine Dots. Basically speaking, the goal is to destroy the enemies carrier ship while protecting your own.
Now, of course Star Citizen comes to mind, but the folks at Nine Dot are sure they are offering something truly unique in the space combat genre. “As a multiplayer experience, nothing will compare to our ship customization and competitive PvP. We’d like to see GoD Factory: Wingmen become an e-sport, and that is a very different direction from where the other space sims are going,” founder of Nine Dots Guillaume Boucher-Vidal tells us. Continue reading “Battle For All Out Galactic Supremacy In The Fast Paced PvP Space Combat Title GOD FACTORY: WINGMEN” »
Odallus: The Dark Call is a new classic 2D side scrolling action game from Joymasher, currently vying for a spot on Steam. The game looks to be bringing back the classic NES vibe in a very exciting way.
Featuring multiple paths, players will take on the role of Haggis, battling through 8-bit inspired stages. The combat system seems to take from the original Castlevania games a little bit, but Joymasher insists the inspirations in general are drawn from titles like Demons Crest and Chakan: The Forever Man. Continue reading “Classic 8-bit Action In The Metroidvania Throwback ODALLUS: THE DARK CALL” »
Mutant League Football took the world by brutal force when it launched on the Sega Genesis in 1993, spawning a TV show, a comic, a line of toys and a sequel called Mutant League Hockey. Now creator Michael Mendheim has taken the idea to Kickstarter hoping to raise $750,000 to reboot Football’s most fearsome and violent game franchise.
This time around the game will be called Mutant Football League, assumingly to avoid any messy legal situations, and will be based on what made the original such a well-known title. We recently got a chance to sit and speak with Michael Mendheim to find out more about what will go into this new reboot.
Scroll down for our exclusive interview with Michael Mendheim and the Mutant Football League Kickstarter Campaign video
Developer Tynan Sylvester used to make mods for the Unreal Tournament series before he was scooped up to work on Ken Levine’s epic Bioshock Infinite. And now, the developer is returning to his roots, returning to the bedroom studio to flex his creative wings with a new game called RimWorld.
While he is fully aware of the kind of amazing experiences large AAA teams can produce, he also understands how the indie space can harvest some really breakthrough ones, by allowing developers to create ideas individually instead of having to conform to the bigger picture. “I worked on mods for the Unreal Tournament series for eight years before I was hired on to the BioShock Infinite team, and I always missed the bedroom developer experience,” Sylvester tells us in an interview. “Larger teams can do things that individuals absolutely cannot, but at the same time the creative influence of each developer is naturally limited when there are a hundred of them.”
Head below for more with developer Tynan Sylvester and the first gameplay footage for RimWorld.
I’ve always wanted to love the GTA games, ever since GTA 3. Don’t get me wrong, there is a lot about the franchise that I really enjoy and there’s no denying the footprint it will forever leave on the gaming world. Before I go hands on with a GTA game, I always feel as though it will be a great experience for me — and for the most part they are — but the small amount of interesting set-piece missions, seemingly outdated gunplay mechanics and the silly nature of the story telling (on top of what, for me, are just a collection of boring side games), never seem to quite add up to the game I’m expecting.
The question that remains is whether or not GTA V will finally be the Grand Theft Auto game that wins me over. With what appears to be a much more finely tuned shooting/cover system and another several years of development on the “open world” formula beyond what we saw in GTA 4, there is definitely a chance this could be the case. Continue reading “What GTA V Will Have To Do Finally Win Me Over” »
The Fall is one indie hybrid you should definitely keep an eye out for. Its take on Metroid like platforming and point and click adventure style sensibilities, make for a very unique take on 2D side scrolling experiences.
The Fall is described as a cinematic platformer that draws inspiration from titles like Super Metroid and Monkey Island. The game’s sole creator John Warner tells us he initially set out to make a Metroid clone, but eventually the idea became so much more than that.
Along with the latest batch of Steam Grenlight inductees was a game called Exoplanet: First Contact. Described as a space western inspired by games like Morrowind, the Witcher and the early Gothic games, Exoplanet: FC is an ambitious project for an indie team, a challenge developer Alersteam is confident it can take on.
You play as Jack Sharp, a space nomad, that gets caught up with some shady individuals, kicked off his own starship and left for dead on the planet K’Tharsis. Initially your goal is simply to get your ship back, get off this planet while grabbing some valuable loot in the process, but after that, things get more complicated….
Megabyte Punch is a fun, “electro beat’em up” game inspired by titles like Super Smash Bros. Melee, Megaman, Custom Robo, Sonic, Kirby and more. Developed by Reptile Games and recently Greenlit on Steam, MP has a great art style that fits with the nature of its fun and addictive gameplay.
Head below for more info from the creative director, some gameplay footage and a link to the free playable demo.
One of the Wii U’s best features is arguably the ability to continue your gaming experience while freeing up the TV for other uses. We all know that Sony and Microsoft both have similar technology, and now tech start-up AGI (Advanced Gaming Innovations) has taken to Kickstarter today with its own wireless video interface technology.
Introducing the Cross Plane, using an HDMI transmitter it will allow you to play games from your Xbox 360, PS3, PC or OUYA directly on the device. The device itself is a tablet/gaming controller, currently with a 1280 x 800, 7-Inch screen.
Head below for our full in depth interview with lead designer Chris Downing and some footage of the device in action.
Sometimes we play games for the fast paced action, or the methodical strategy and problem solving, and sometimes it is to experience a feeling and emotion. Some games have transcended gaming, to be something more artistic, something that makes you think.
InFlux is a game that manages a special balance between casual gaming, hardcore puzzle solving and a truly artistic endeavor. You see, this can be a game that you take in whole heartedly, experiencing the serene atmosphere or simply just think of it as a solid platforming puzzler where you roll a ball around beautiful Unreal Engine environments.
The game is developed by Impromptu games out of Australia and was recently Greenlit on Steam. You can check out some gameplay footage below or just go play it right now for $10.
.DECIMAL is poised to enter the MOBA space in a unique way. It will leave behind the swords and magic and bring along Spider tanks, Rail guns and Bio/Cybernetically enhanced infantry instead. Well, there’s still swords–but more like “electron-energized power swords that release “a horde of flesh-eating nanites with every swing,” more on that below. Expect to see “walking tanks, barrage-style missile strikes, EMP bursts, hyper-kinetic sniper rifles, machine guns, mechanical scout dogs, and more.”
The game is described as an ARTS/MOBA, whose key features lay within its sci-fi setting and deep “hero-centric squad combat, in which your abilities are “personified” by the squadmates around you; and real-time tactical deployments, which allow you to make changes to your squad and call in support in the heat of battle,” founding Member of Orb Interactive and creative director on .Decimal Phillip Morales tells us.
Mutant Mudds is one of the best retro themed 2D platformers to come out recently, and now the game has been Greenlit on Steam. Yesterday the folks at Valve decided it was time to really stress test the system, passing 100 new titles through Greenlight, as opposed to its regular 10 or so.
You play as Max, the main protagonist, jetting between three gameplay “layers,” the foreground, mid-ground, and background, blasting Mudd creatures with your water cannon. Oh and the soundtrack, its filled with track after track of retro 8-bit sounding epicness.
Dungeons: The Eye of Draconus is an amusing new 90′s style brawler from Suckerfree Games. It is in the vein of classics like Golden Axe with an interesting art-style that harkens back to He-Man Masters of the Universe and a “cartoonized Frank Frazetta painting, seen through the eyes of a late 80′s arcade machine,” Suckerfree tells us. Set on hand painted backgrounds, and lined with comic style cutscenes, the Eye of Draconus also features fully voiced characters including contributions from Casey Mongillo of Red Dead Redemption fame.
In The Eye of Draconus players will be faced against cannibalistic Kobolds, Orks, and communist smurvs. Oh and you can ride war slugs into battle. Designer, co-writer and project manager William McDonald continues the description best with: “Gleobryn the cleric charges on the clucking, fire breathing Mount of the Gods, Bolax the barbarian battles in a drunken rage, Rose the thief amasses treasure, slicing then dicing her enemies and performing acrobatic feats.”
As McDonald puts it, Dungeons is a crude and funny game the team has poured their hearts into for over 5 years. It features local or online co-op and the best part, these indie devs say you’ll be able to play it for $5.
Like many of the best 2D brawlers and even some of the newer ones, Suckerfree is ensuring that there is more to the experience than the solid co-op combat mechanics. This is not one of those Streets of Rage clones that has us endlessly moving to the right with sloppy move sets.
In fact, McDonald tells us the team was both heavily inspired by and played a lot of the original Battle Toads during the development process. For example, there are times when “The player fights their way out of a pit by climbing on the ever growing pile of bodies beneath the heroes, later they have to outrun a boulder while mounted on the back of a mighty war slug,” McDonald tells us.
We recently got a chance to sit down with William to find out more about what’s in store with Dungeons and what the team plans on bringing to the experience with its latest funding push. We also get a bit of insight on the history of how McDonald and the folks at Suckerfree dropped everything to create this project. He gives us a look at an indie game’s development stages right from the get go and how the team chose revive genre that “at the time had fallen into neglect, a comedy 2D arcade style brawler.”
Oh and don’t forget about the giant flame breathing chicken, theres flame breathing chicken stuff below too.
JHS: Thanks for chatting, Can we start by getting you to introduce yourself and the game for us?
William McDonald: Hi, I am William McDonald I wear many hats at SuckerFree Games. The level design, dialogue, sound effects, animation, I was involved with all of it. I have been making videogames since middle school on my Atari 400. It wasn’t until I hooked up with John and Danielle that I started developing games for reasons other than it being a fun hobby.
The game Dungeons: the Eye of Draconus, has been in development for the past five years. It is a 3 player, late 80′s, early 90′s, arcade style brawler, with game play similar to “Golden Axe”, or for the younger audience a retro “Castle Crashers”. The aesthetics we were going for is a cross between He-Man Masters of the Universe and a cartoonized Frank Frazetta painting, seen through the eyes of a late 80′s arcade machine. Dungeons features a rocking dynamic sound track provided by JT Bruce and Matt Milne. It has a fully voiced cast, featuring the vocal talents of Casey Mongillo of Red Dead Redemption and singer song writer The Amazing BrandO.
In Dungeons: the Eye of Draconus you battle cannibalistic Kobolds, fight fraternity Orks, accost communist smurvs and ride war slugs into battle. Gleobryn the cleric charges on the clucking, fire breathing Mount of the Gods, Bolax the barbarian battles in a drunken rage, Rose the thief amasses treasure, slicing then dicing her enemies and performing acrobatic feats. Dungeons is crude, it’s funny, it’s fully voiced, it features local or online co-op and it’s priced at $5. We’ve poured our souls into this project. Nothing would make us happier than to see it finished and have people like it.
JHS: What is it about 90′s brawlers that has you so inspired to create a game like this?
WM: I was born in 1982, in the arcades the games I played most were the brawlers, Streets of Rage, Golden Axe: The Revenge of Death Adder, King of Dragons, Cadillacs and Dinosaurs and of course Dungeons and Dragons: The Tower of Doom, to name a few. As I grew older, these games fell out of vogue and were replaced by quarter eating fighting / racing games that didn’t have the same level of story, nor the comradery of playing cooperatively with other gamers. It’s one of the reasons I stopped going to arcades.
Around 2007, I came to the realization that there hadn’t really been any new 2D brawlers for quite some time. The closest thing available was 3D platformers, but most were single player and not truly hack and slash brawler like. It was around this time that I met John through a mutual friend. He wanted to do a video game for his senior project, but wasn’t sure what genre to make. He also needed a concept to base his game on. I had a large pile of scripts for John to choose from. John read through the script pile, and thought “Dungeons” a series I co-wrote with Danielle Dorsey about two years prior, was hilarious. I suggested that it would make a great arcade brawler. He agreed, so I called Danielle and we set about converting Dungeons into a design document. We knew that we were going to make something unique, in a genre that at the time had fallen into neglect, a comedy 2D arcade style brawler.
JHS: Can you tell us about the combat system, are there any special attacks/combos beyond the basic melee?
WM: In the current trimmed down vanilla version of Dungeons, we have a run attack, jump attack, three chain attack and each character has a unique special ability. It is currently more retro than Castle Crashers, but has more variety than the original Golden Axe. Most of our mounts, for instance, have more than one ability. Our design document has a more diverse lineup of attacks and weapons, but due to budget constraints we didn’t have the resources to include them. This would change if we can reach our 3rd tier stretch goal on Kickstarter. At $30,000 we would definitely re-implement them, having the budget to pay for the necessary artwork, etc. Adding the Dancing Leper’s Weapon Emporium would introduce an in-game store that provides new weapons and attacks for the players. Heck if we reached our first stretch goal we could at least squeeze a few new abilities in, I’m sure of it.
JHS: How does the game’s story progression work? Levels? Is there an over world or anything in between levels?
WM: Linear Levels, cut scenes and dialogue sequences throughout. There are a few surprises in the game where the path takes an unpredictable direction and of course we do a direct parody of the famous camping scene from the first Golden Axe. There is one joke about something happening between stages but other than that the player is like the fourth companion so they see everything that the heroes go through.
JHS: A game like Dragon’s Crown for example, has different events in the levels that add a nice variation on the standard beat’em up gameplay. Can you tell us about the level design and what you guys are trying achieve with that?
WM: The player fights their way out of a pit by climbing on the ever growing pile of bodies beneath the heroes, later they have to outrun a boulder while mounted on the back of a mighty war slug, that sort of thing? We have a few breaks from the standard game play mechanics, breaking the monotony of hacking and slashing your way to glory. We were very inspired by the original Battle Toads in this fashion. In fact, we played a great deal of it while designing the game.
JHS: What’s this giant fire breathing chicken all about?
WM: Why that’s the MOUNT OF THE GODS! Gleobryn’s chosen deity is Raylog the Merciful. Fluffers the fire breathing chicken is the mount for Raylog’s earthly incarnation. He is summoned via the sky unicorns and occasionally arrives with other more destructive things.
JHS: Why 3 player co-op and not 4?
WM: Our original script series had three main characters, with an occasional tag along every episode or so. We considered adding a fourth character, but thought that any dialogue we added might feel tacked on. Danielle and I did draft up a few concept characters and sketches that may end up in one of the later episodes. Again this hinges on whether our funding goals are reached or if our game sells well after release. Three players also made play testing easier, especially for our camera system. There are three of us and we were always available for testing. We also played a ton of brawlers during the design document phase and many of them were three player, most notable was The King of Dragons.
JHS: Can you tell us about your favorite boss battle/character and why?
WM: My favorite boss battle is probably Grande Papa Smurvoff. I find his character extremely amusing, if you look at his face you’ll see how similar he looks to Karl Marx. Out of all the boss battles, he really doesn’t deserve what happens to him. Papa kind of catches our anti-heroes on a bad day. What really makes me happy though is thinking about how he and the rest of the enemies progress in the later episodes of the game. Situations get a bit crazy towards the end. I also like his battle, because it has a wide variety of events going on, there are Smurvian warriors, Jokey Smurv, flaming Molotov cocktails, all while Grande Papa Smurvoff rants and raves, taking time to stand on his soap box calling his fellow Smurvians to arms. It’s a funny what if scenario, what if the Smurfs were actually living in a dystopian wasteland and were invaded by crass, drunken and ethically dubious adventurers. That scene also has some of the most complicated sprite animations our game has to offer. I think the players will be impressed when they see it.
JHS: Any final thoughts? [Links, other game features, etc.]
WM: If by some miracle Dungeons: the Eye of Draconus reaches $50,000 in pledges on Kickstarter, we will be able to complete the entire Dungeons trilogy in one pass like we originally planned. We would add every feature we designed and make Dungeons the game we always wanted it to be. We have put in the time to develop a highly stable brawler game engine, we have put in the effort to enable our game’s expansion should the opportunity present itself and we have invested every spare dime we had to make Dungeons as good as possible with the resources we had available. Now, we just need help funding the last push this game needs to come out of development fully realized. If we only make our initial goal, we will still have a good game. It is a bit painful to know that in your head and on paper you had a great game. It hurts to know $40,000 is all that stood between you and it’s full realization.
Gamers everywhere, if you ever wanted to support a real indie studio, that cares about their game, given it years of their lives and have invested everything they had into its realization, then this is your chance.
Fran Bow is an interesting little puzzle adventure game from the Swedish duo Killmonday. Described as a psychological thriller, the game follows a young girl having gone through a traumatic experience that drives her insane. Now in a children’s mental institution, she must try to escape and regain her sanity with the help of her cat Mr. Midnight through gorgeously disturbing, hand drawn environments.
Fran Bow’s creators Natalia Figueroa and Isak Martinsson tell us “Fran Bow is a creepy horror-fantasy” game “that tells the story of Fran Bow, a little girl who is a witness of her parents’ murder. The story begins at the Mental Institution Oswald,” but this is not just about finding her sanity and escaping the institution, its also about finding her parents’ killer.
We can finally breath a sigh of relief. The stellar looking puzzle platformer, Monochroma, has now reached its Kickstarter goal.
Up until just a couple days ago, things were looking tight for the more than promising new indie game, still being a little shy of its funding goal. Fortunately, with less than 40 hours to go in the campaign the team finally reached its $80,000 benchmark, cementing further development on Monochroma. This is one Kickstarter game that not only deserves to be funded, but a title no gamer should miss out on.
Head below for more details on the game from producer Burak Tezateser, some gameplay footage and a link to download the free demo.
Charlie’s Murder is a stylized, punk, heavy metal beat’em up that recently hit Xbox’s Summer of Arcade. The Ska Studios developed title features 4 playable protagonists that set out to battle the demons of hell in order to save the girl. Standard right? Well, not really.
The game features a very unique take on the old coin-op beat’em ups, with a deep loot game, RPG elements, awesome co-op and an interesting story that doesn’t take itself to seriously. At only $10, this brawler is definitely worth your time.
SkyDIEving is designed as a tech demo to show the capabilities of the Oculus Rift, not that they weren’t already, but now we can feel what its like to free fall thousands of feet through the air to a dramatic death.
Developer nDreams’ Joe Dale tells us, “it’s part tech demo for the Oculus Rift, it’s part demo for those who don’t have an OR, it kind of simulates what it’s like to jump off somewhere very high to your doom and finally, it’s kind of a game!”
The “experimental-game-demo-falling simulator-game thing!” as the company describes it, is available for free on the game’s official site for anyone to try out.
Sir, You Are Being Hunted is an interesting new roguelike set to hit Open Alpha on August 19. Set on an alternative version of the British Isles, players are thrown into a world where humans are constantly being hunted by robots for sport. This is a stealth/survival game that spans across five, 1x1Km islands the player is free to explore at will. The game is procedurally generated making every playthrough a different experience. The goal is to collect runes or pieces scattered across the game world in order to escape this “sinister approximation of the British Isles.”
“You have to forage for food, weapons and items in a procedurally generated environment with autonomous baddies who are going about their AI business whether you’re watching or not,” lead designer James Carey tells us. He was quick to point out that this is a living breathing place, not a set of sequenced events.
Head below, for more on the game’s planned multiplayer, our exclusive interview with James Carey and to check out James demonstrating some gameplay footage.
Thomas was Alone creator Mike Bithell has dropped the debut announcement trailer for his next project today. Volume is a slick looking, hardcore stealth experience where you can’t kill anyone, its a game about crowd control and avoidance.
Bithell tells the Jace hall Show that Volume is a “stealth game where you use distraction and sound to avoid and escape enemies. It all flows from that really…That’s true stealth for me, and the goal is to keep the player in that sweet spot of danger and control.”
The game is “100%” stealth, according to Bithell. There is no fighting and no weapons. But you aren’t just staying out of the way–avoiding those infamous line of sight cones–there’s more to it than that. There’s no traditional silenced pistol, or stealthy rear-choke holds here, your weapons are sound, a detailed sense of situational awareness and the art of distraction.
Towerfall is clearly one of the best games available on what some consider to be the disappointing hackable console, OUYA. Dubbed as the machine’s “killer app” by founder and CEO Julie Uhrman, the game will be making its way to PC soon with a host of new features and content. Now what that says about the OUYA — I’m not sure — but it clearly wont be able to lean on this epic 2D, multiplayer, arrow tossing exclusive for too much longer.
Scroll down for our exclusive interview with creator Matt Thorson and more details on what will be coming to the PC version.