If you live in Tokyo and are one of the many people excited about Lightning Returns, then you most likely already have your copy since the game was slated for launch on the 21st of November, which is technically today if you’re in Japan.
However, if you live in North America or Europe, and you’re excited about the upcoming and final chapter of the Final Fantasy XII series, Lightning Returns, then boy howdy do I have a treat for you: 4GamerMovie has released the first, excited, fashion-filled minutes of Lightning Returns:
Though in Japanese, you can get a feel for the gameplay, camera angles, customizable costumes, and battle system that will be revealed with Lightining Returns finally launches in America on February 11th, 2014 and in Europe on Valentine’s Day, February 14th, in Europe.
Here’s some news that’s going to cause mass fanboy/fangirl hysteria for fans of the Super Smash Brothers series–There is now a stage modeled after the Super Mario Galaxy game–and it looks pretty sick.
This was just one of many pleasant surprises that’s been added to Super Smash Brothers, including the main character from Animal Crossing, the Wii-fit instructor, and yes, even a special cameo by the latest Legendary Pokemon from Pokemon X, Xerneas. Moreover, the director, Masahiro Sakurai has dropped a hint about the special abilities of this new stage:
“The pull of gravity emanates from the center of the planet, so this will require using brand-new tactics.”
Super Smash Bros. is slated to release sometime in 2014.
“Maybe you could think of a standard Hollywood movie where you have 15-20 minutes then the title, and then the main story starts,” Kojima told Kotaku through a translator during an interview earlier this week. “So all of the events leading to [Phantom Pain] will be happening through the game. You can think of Ground Zeroes as this.”
With the excitement building as the new consoles continue to sell worldwide, one of the many games people are looking forward to is the newest addition to the Metal Gear Solid franchise, Metal Gear Solid: The Phantom Pain, which is connected to Ground Zeroes. Koijima and his crew have released a video of the first twelve minutes in English:
Kojima also goes on further to say:
“This main mission in Ground Zeroes is what ties strongly to the main part of Phantom Pain,” Kojima said. “Within that big mission of Ground Zeroes you have several side elements, collecting specific items, doing something within a certain amount of time… In the side-ops you will find several elements scattered, and when you put them together, it will put together a story within the player’s mind of what is the next part of the game.”
The game is slated for launch in Spring of 2014.
A free update to Grand Theft Auto Online will add new beach-themed jobs and vehicles to the game when it is uploaded on November 19.
Rockstar teased next week’s “Beach Bum” update in a blog post today. New jobs will include “Sundae Driving,” a motorbike race on Vespucci Beach, a team deathmatch for 4-8 players on Paleto Beach, and a survival job, fighting waves of enemies in front of the Del Perro Pier Ferris wheel.
New beach-themed vehicles will also be included in the update. These include a Bravado Paradise beach camper van, a Canis Kalahari off-road truck, the BF Bifta dune buggy, and the return of the classic GTA Speeder speedboat.
Finishing off the update is the addition of two new weapons, the SNS Pistol and the Broken Bottle, and well as tons of new beach clothes for character customization.
“Our world, broken; abandoned. We’re far from empty. This is not the world we remember; but this is our home. And they are the ones trespassing.”
This chilling line of dialogue describes what has become of planet earth in the newest trailer for Call Of Duty: Ghosts, in what is now known as Extinction mode. Call Of Duty: Ghosts has introduced several new elements that has gamers looking forward to the newest installment of the CoD series: Dogs, women…And now, the latest threat to our world and existence are none other than aliens. In the short teaser released on instagram, as well as a new reveal trailer (featured below), we see the logo for CoD: Ghosts take the shape of an alien life-form, confirming that there will be aliens in the newest game. Continue reading “Aliens Invade Call Of Duty: Ghosts [Video]” »
While we’re all still obsessing about Grand Theft Auto V, let’s not forget that in the last few months of 2013, two new consoles are coming out, with a full battalion of new games at their disposal. We here at The Jace Hall Show have a simple question to ask: if you had a mere $60 left in your game-buying budget for the rest of this year, which of these titles will you choose to occupy your time for the rest of 2013?
Call of Duty: Ghosts (Nov. 5 for Xbox 360, Wii U, PS3; will release for PS4 and XBOne at each console’s respective launch) Continue reading “The Top Games To Look Forward To For the Rest of the Year” »
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” »
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.
Gravity Ghost’s central mechanic is right there in the title—you’re a ghost, and you’re here to play with Gravity. You start out walking on the surface of a tiny moon “Le Petit Prince” style, and soon learn the mechanics of leaping off the planet and propelling yourself through space by manipulating your speed in conjunction with the gravity of the planets. Soon, you’re grabbing flowers in order to increase the length of your color changing hair, (which leaves a beautiful trail of light marking your path behind you), and grabbing stars in order to open doors and unlock levels. Sort of like Super Mario Galaxy built on the plane of Angry Birds: Space. I found myself doing that thing where you mutter “just one more level” to yourself, jumping through the stars and getting immersed in the soundtrack by FTL composer Ben Prunty. And while playing, I realized there was cool and new experience here that didn’t feel like any other game I’d ever tried. Continue reading “Gravity Ghost Aims To Get Your Friends Back Into Gaming” »
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.
River City Ransom: Underground now has a Kickstarter page, set up three days ago. The development team at Conatus Creative is asking backers for 180,000 Canadian dollars (about $174,200 U.S.). In the three days the page has been up, Conatus already raised almost one-fourth of the goal, about $41,000 CAD, with 26 days remaining to back the project.
The sequel to the 1990 brawler will expand upon popular features from the original, including updated animations, new combat moves, several playable characters, and a larger, more explorable River City, art director Bannon Rudis said in a video on the Kickstarter page. As a whole, Conatus plans to model River City Ransom: Underground after the classic NES title, but without being constrained by the limitations of the NES. This allows for use of a larger color palette in the art design, and for updates to the gameplay with a more advanced physics engine. New features will include both local and online four-player co-op.
Not much is known about Underground‘s story just yet. Conatus says the game will take place “about 25 years” after the original. The original game’s protagonists, Alex and Ryan, now run an auto body shop in River City. When “disaster strikes,” they both return to brawling against the many delinquents of River City High School as they again try to bring River City Ransom‘s main villain, Slick, to justice.
If funding exceeds $180,000, Conatus hopes to port River City Ransom: Underground to consoles, handhelds, and mobile devices (it is currently only slated for a Windows release), and possibly add more multiplayer modes.
Due to the license, Million may have to step in during development to ensure the River City Ransom brand is upheld. The Conatus developers anticipate some delays in development if this were to happen, but say they are confident the game is a true spiritual successor to the NES classic. Without any of these delays and with the proper Kickstarter funding, they say River City Ransom: Underground should be ready for its PC release in September 2014.
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….
And then you find the guns. Continue reading “Time Is Your Best Friend in 7DFPS game “SuperHot”” »
.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.
JRPGs haven’t exactly been dominating the gaming scene like they used to. While standouts like Persona 4 and Tales of Xillia have helped keep the franchise alive, many titles in the genre have been struggling with a constant need to revamp mechanics, build entirely new engines and still somehow have time to crank out a story that isn’t just the 20th version of the story you’ve played over and over already. Continue reading “Project Phoenix Director Hirokai Yura Explains How To Revitalize the JRPG Genre” »
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.