by chris on September 3, 2010
Classics like Ikaruga and Prince of Persia are two of the core inspirations behind a new Ubisoft-published game called Outland, a just-announced and upcoming downloadable that seeks to merge the interplay of light and darkness with the running, jumping, action, and fantasy of a traditional platform-based title.
As you can see just below, Outland will feature a creative visual style that is high on color and environment. The game might also play with scale a bit, if that Hoplite-looking dude is a fair indication of the kind of things we can expect to see in the game regularly.
Details are light, but publisher Ubisoft has spent some time discussing atmosphere in Outland. According to a recent press release, the game will feature a world on the very brink of destruction–a world that is divided and apparently sways between light and chaos. As the protagonist, we’ll be putting a stop to the flip-flopping into the latter.
Outland will debut at PAX in Seattle starting this afternoon and will be available to see through September 5 at Ubisoft’s booth. It is being developed by Super Stardust HD creators Housemarque and has a tentative “early” 2011 release date on both Xbox Live Arcade and PSN.
by chris on September 3, 2010
A couple of months ago, Gravity Crash developer Just Add Water revealed that it was working on several Oddworld titles in collaboration with Oddworld Inhabitants and franchise creator Lorne Lanning. JAW let it be known this muggy September morning that the first fruits delivered from this fledgling relationship will come in the form of a PSN remake of 2005’s Oddworld: Stranger’s Wrath.
Poised for release next Easter, Stranger’s Wrath won’t be a straight-to-download, quick-and-dirty remake. But it won’t be a reimagining of the unique third- and first-person title, either. JAW plans to upgrade the visuals to 720p, remaster the dialogue, drop in PS Move control support, and add in a few bits of yet to be announced “bonus” content.
“Since word got out that we’ve been working with Oddworld Inhabitants there have been many rumors circulating about what we’re working on,” JAW managing director Stewart Gilray said in a statement. “Stranger’s Wrath is the first project in what we believe will be a long and fruitful relationship. Having the chance to update this great title and release it on PS3 is just a brilliant opportunity, not least for us, but for the fans too.”
Stranger’s Wrath, which follows the story of a bounty hunter named Stranger and has a weapon in it that makes enemies vomit uncontrollably, received heaps of critical acclaim when it was released over five years ago. I wonder what we’ll think of this new, up-scaled version with “bonuses” come 2011?
Image via Eurogamer.
UPDATE: There was a question as to if this was exclusive due to omission and JAW’s relationship with Sony. I incorrectly called Stranger’s Wrath a PSN-exclusive at the time of writing and do apologize for the mistake. JAWs is not considering this an exclusive, according to a Sixth Axis report.
by chris on September 3, 2010
Last week, the studio responsible for Sam & Max and an upcoming game (or games) based on Jurassic Park, Telltale Games, tossed out a brief and mysterious teaser for an unannounced mashup game starring Team Fortress 2’s Heavy, Penny Arcade’s Tycho, Homestar Runner’s Strong Bad, and Sam & Max’s psychotic bunny, Max. That game was revealed this morning as Poker Night at the Inventory, a poker game that stars all of the above.
Telltale says Poker Night will be “more than just another poker title,” and it’s hard to argue with that. In addition to straight-up poker, the game will feature a cast of voiced and established characters, unique tells, and dynamic reactions.
Poker Night is the second title in Telltale Games’ “pilot” program, which kicked off earlier this year with the release of Graham Annable’s superbly atmospheric, yet soul-crushingly flawed Puzzle Agent. Poker Night is expected to release later this Fall on the PC and Macintosh for five bucks. You can pre-order the game now via its Steam page and save 10-percent off the price.
by chris on September 2, 2010
Click To Watch Video
Here's an early look at what you can expect from Supergiant Games' debut title.
by chris on September 2, 2010
At this point, you may have seen the screenshots and trailer for Bastion. But it’s hard to get a sense for what the game actually is through any of those methods. Some of the comments we’ve been seeing in our past coverage compare it directly to the Diablo series. Sure, makes sense. After all, the game is billed as an “action-RPG,” it’s set at an isometric angle, and, well, those guitar chords that open the trailer certainly send a pretty specific message.
Others compare the game’s art style and colorful presentation to games from Vanillaware, like Odin Sphere or Muramasa: The Demon Blade. Some came away from the trailer sensing that some world-building would be involved, like some kind of new-fangled ActRaiser. A couple of you thought the narrator in the trailer might be Ron Perlman doing his Fallout narrator voice. None of these are quite right, but initial impressions, at least, place Bastion in some pretty good company.
We were able to play a brief piece of of Supergiant’s new project, which is the same version that will be on display at the Penny Arcade Expo this weekend in Seattle. Before we go much further, maybe you should take a look at the first few minutes of this prototype version.
First Footage Of Bastion
Here's an early look at what you can expect from Supergiant Games' debut title.
The way the narration reacts to what you do, as you do it is the first big stand-out thing about Bastion. The way it keeps up with you as you’re finding new things almost feels like magic… or play-by-play commentary from a sports game applied to a game where you’re swinging a giant hammer at guys made out of gas. These early portions in the video feel pretty chatty, but since you’re being introduced to a bunch of new things right at the start, it seems to make sense. Also, the narrator is a great introduction to the tone of Bastion. He’s not talking about ghosts and slimes. He’s talking about “gas fellas” and “scumbags.” You aren’t just picking up “rock” or “gem” upgrades. You’re finding “somethin’ heavy” and “somethin’ shiny.” Bastion strikes that very deliberate tone right out of the gate, and it leaves you wanting more of that style at the end of the demo. The narrator is why we’ve decided to run some raw gameplay footage–talking over the whole thing in a Quick Look would sort of defeat the purpose.
The Kid, Bastion’s lead character, has more mobility than you might expect from an action-RPG. By default, he’s got a roll move that you can use to either escape incoming attacks or roll into objects to bust them up. And once you’re armed–you’ll quickly find a hammer, a repeater, a bow, and a large shield in the version being shown at PAX–you can cancel out of those rolls directly into an attack. Standing still lets you execute stronger attacks than you can if you’re on the move, and well-timed presses of the shield button let you bat projectiles back where they came from, which is a handy way to take down turrets. While you’ll start with those few weapons–or, at least you will at the moment, since we’re talking about a game that’s probably around a year off–the guys at Supergiant told us that you’ll encounter a lot of different weapons, many of which make the game’s time period hard to nail down. There’s nothing especially modern about a hammer or a bow and arrow… but how the heck did a carbine get into this world? You’ll be able to swap your weapons out for others at designated areas, and different weapons enable different special attacks. You can also equip different evasive maneuvers, such as one that replaces your roll with a rolling leap.
As you probably noticed in the video, The Kid seems to be heading in the direction of the Bastion, a designated spot for the people of his once-whole city to head for in case of emergency. Once you get there, you’ll be able to rebuild it, adding buildings that allow you to swap out or upgrade weapons, or another that lets you enable various beverages that confer specific bonuses, such as the ability to carry more health potions. The early part of the game shown makes it sound like the basic loop would be to go out into an area, collect objects, then bring them back to your base of operations, where you’ll attempt to reverse whatever it was that caused your world to get blasted apart into sections of flying rock in the first place. The developers didn’t want to elaborate on their plans for the later parts in the game, but as you might expect, it sounds like there’s more to it than simple collection. On top of that, there are plans in the works for an asymmetrical co-op feature. I asked, but wasn’t getting anywhere when trying to get more details. It sounds like there’s a lot more to Bastion still to be revealed.
And the plan is for us to be there to reveal it. We’ll have the team from Supergiant Games on our Big Live Live Show: Live on September 9, including Greg Kasavin, who joins Bastion’s development team today as Creative Director on the project. We’re also planning a regular series that will let you guys ask questions and check in to see what the heck it’s like to be a small team chasing your indie game development dreams. I should also state here, up front, before we get going, that due to the way we’ve decided to create ongoing programming based on Bastion and its developers–one of whom was a close coworker of ours for a lot of years–we’re opting to not review Bastion when it’s released. I suspect that, by the time it’s finished, we’ll all be a little too close to it to render an untainted verdict, so it’s best to just state that now, so everyone’s clear. Cool? We’ll have more on September 9, and we hope you enjoy seeing what we’ve got planned for the months ahead.
by chris on September 2, 2010
by chris on September 2, 2010
Click To Watch Video
Well, the relevance of "Still Alive" is questionable, but Chime is pretty cool.
by chris on September 2, 2010
Click To Watch Video
Wait a minute, that's not right. Anyway, here's some battle footage narrated by Creative Assembly devs.