The first screen shots of Derek Yo’s up coming XBLA release Spelunky have emerged. The pictures themselves are still a work in progress as noted on the site, but so far they look pretty good.
While the XBLA version is going to have vast improvements, the Windows version of Spelunky is currently available for download.
Playdead, a small game studio located in the center of Copenhagen, Denmark, has announced that their highly anticipated IGF finalist Limbo is set to release this summer on Xbox LIVE Arcade. It’s currently nominated for awards in both Technical Excellence and Visual Art in the IGF competition. The puzzle platformer is expected to make a playable appearance at GDC. I am socking Microsoft pretendy points away as I write this.
source: IndieGames.com
Some screenshots just went up on the recently launched official The Dishwasher: Vampire Smile website. My favorite is above, but the rest are in the gallery. Be sure and visit their site and check out the HD trailer.
In the early 1990’s it was the creation of “bullet hell” that was meant to impress players with lots of shiny sparkly bullets on the screen in often beautiful arrangements and highly complicated patterns. Well yesterday the player got the multiplicity treatment in developer Mommy’s Best Games’ Shoot 1UP.
Gameplay
Shoot 1UP is a traditional shooter with one major difference, rather than having one ship at a time, the game gives you control over up to 30 ships at once. The ships move together in a phalanx of variable size. The phalanx formation is expanded or contracted by using the triggers. When the ships are spread adequately far appart you gain access to the serious pew pew. However in doing so you have leveraged your ability to avoid the barrage of missiles. This forces you to play strategically and pick the proper formation for various situations.
You begin the normal modes of the game with 3 ships and quickly proceed to add ships as you destroy enemies and collect the titular 1UP items. As you gain ships in your phalanx you gain new power as the ships synergies with one another. Additionally you begin to also fire in multiple directions, first in all the primary, forward, backward, left, and right, and then in the secondary angular directions.
In addition to the super weapon and the multidirectional firing, your ship count also effects another mechanic, the shield, which is built up any time you stop firing. The beauty of the sheild is that when you begin firing again it explodes and destroys all projectiles and any enemies who find themselves in the blast radius.
Included in Shoot 1UP is a mode of play referred to as “Score Trek”. This mode plays like a classic shoot’m up giving you only one ship that levels up as you collect 1UP’s. The interesting idea here though is that your progress is saved at each stage and you can carry on beating all the stages in that way. Once you have finished them all you can then play through again at a harder difficulty with the same ship, it sort of behaves like an RPG element. You can do this over and over again. I have no idea how high it goes, because honestly I am horrendous at shooters and die really fast.
Speaking of my debilitating shooter ineptitudes, one of the nice bits of Shoot 1UP is the difficulty levels; Chilled, Normal, and Serious. In fact, chilled is so chilled even I was able to play through it! This really opens the game up to both hardcore shoot’m up folk and the rest of us.
As far as bugs, the only real issue I experienced in my play throughs of the game was some slowdowns in frame rates during hectic sequences. Which as you can imagine is kind of a dangerous thing to have happen in a bullet hell, but I don’t think I ever died as a result of it.
Audio Visual
Visually Shoot 1UP is pretty well done and is the equal of many popular shooters of yesteryear. The ships and critters look good and the bosses are gynormous and intimidating, especially the one with the boob canons. I’m not even sure I wan’t to know what the aliens are planning to do with enormous boob canon weilding women.
I actually found myself distracted on nearly every stage, some more than others, by the backgrounds as you can see this ruined wasteland scrolling below you. You cant help but want to look at what all’s been going on down there.
The bullet patterns when you have a big phalanx going and start occupying a sizable portion of the screen when in various formations. The Ovoid ship in particular is visually impressive with its larger projectile sizes. That said it isn’t the most impressive bullet hell display of ridiculousness you’ll ever see.
The audio is pretty good, it has a great retro sound that matches the games visuals. While it was in this retro style you could definitely feel that it was modern much in the way the graphics were retro but had modern effects and crispness to them. Not a bad soundtrack at all.
Summary
Probably the best dollar you will spend today. It’s available now on Microsoft Indie Marketplace for 80 Microsoft points.
“The Dishwasher: Vampire Smile” Announced as Sequel to “Dead Samurai”
February 24th, 2010 | by GeoffSSka Studios has announced their upcomming sequal to The Dishwasher: Dead Samurai titled The Dishwasher: Vampire Smile and I gotta say, it looks bad ass. The only information regarding its release is that it will, of course, be on XBLA and will be out when it’s done. The game will also be in attendance and playable for the first time at PAX East in the Ska Studios booth, so if you’re going, check it out.
The followup to 2009’s Dead Samurai, The Dishwasher: Vampire Smile is a combo-fueled, fast-paced, stylistic 2D action platformer that features the series’ staple gritty, graphic novel-inspired art style, built on a brand new engine that allows for an even more visually gruesome experience. Gamers will wield new weapons like the Violence Hammer, whose business end consists of a section of girder wrapped in barbed wire and random hardware, and the Painkiller, a six foot long syringe. The Dishwasher: Vampire Smile comes with two solo character campaigns as well as a co-op campaign, 50 quick arcade challenges and an endless Dish Challenge.
Super Meat Boy Confirmed for XBLA: Beats Wii off the line.
February 22nd, 2010 | by GeoffSThe much anticipated Super Meat Boy, developed by Edmund McMillen and Tommy Refenes of Team Meat, has been confirmed as an Xbox LIVE Arcade release. The more interesting bit of the news is that it is beating the Nintendo Wii and PC releases out of the gate.
The XBLA version will also have online play, which the WiiWare version will be missing. Probably due to the craptacular nature of Nintendo’s online gaming platform, but that is pure speculation on my part. Well that and I never miss an opportunity to talk shit about Nintendo’s Online Gaming.
On a somewhat related note you can hear a lot more of Tommy Refenes talking about indie game development as a regular host of the TIGradio podcast/livecast at TIGradio.com.
Source: destructoid.com & ign
Fervor 朗らか Shine!: 100% Non-Organic 100% Dishwasher Samurai
February 20th, 2010 | by GeoffSSpoof dish washing liquid ”Fervor Shine!” branded with Dishwasher Samurai stuffs started showing up this week at important blogs. Along side the curious bottles of soapy goodness was the launch of a website featuring a big countdown and the following bit of text.
Big happy announcement! Ska Studios – the dev geniuses behind the critically acclaimed Xbox Live Arcade title “The Dishwasher: Dead Samurai” – has partnered with us, Japan’s #1 dish washing liquid mega supplier “Fervor 朗らか Shine!” to have The Dishwasher be our company’s own lemon-scented spokesperson. Try our 100% non-organic “Fervor 朗らか Shine!” dish liquid TODAY!
As I am sure you have all deduced on your very own, this probably means its sequel time for Ska Studios.
Just like Billy Pilgrim of Kurt Vonnegut’s Slaughterhouse-Five, P.B. Winterbottom has come unstuck in time. Only instead of an easy-going everyman optometrist, Mr. Winterbottom (the titular character of The Misadventures of P.B. Winterbottom by The Odd Gentlemen) is a top-hat wearing, spatted man known mostly for his voracious love of pie. To wit, he uses this newfound ability to collect and devour said confection at every opportunity by recording his actions and utilizing temporal clones of himself to further his gastronomic ends.
Visual
The art style of Winterbottom is very much a joy. In general, I don’t enjoy pre-rendered 3d models used in a 2d context because they look sterile and the animations are very mechanical. But the fact the 3d is very often abstract and mixed with hand drawn assets, with some good filters like the general desaturation and the film effect turn it around. The backgrounds are fairly detailed and animated bringing a nice feeling of life. The game is helped also, by the interstitial drawings coupled with rhyming couplets to read, which are the main method of pushing forward the story. These drawings are done in a fabulous style which I can’t help but compare to Gabe of Penny-Arcade (in the best possible way!).
One bit that did annoy me, however, was the Winterbottom animations themselves, which use a side view for general motion, but a front view for floating with the umbrella. I love the look of the slow-falling Winterbottom, but if you’re going to use a 3d model like that, I would have preferred to see a bit of interstitial animation between the two states.
Audio
The bulk of the notable audio in Winterbottom is no doubt the music. From its atmospheric menu theme of grumbling horns, to it’s themes of wonderment all done in a fantastic style reminiscent of what you would hear accompanying a silent film. I particularly enjoy the usage of the Westminster Chimes as a motif to push further on the notion of time.
The rest of the gameplay sounds are fairly incidental, though fitting. There are of course sounds for pie collecting, smacking another Winterbottom with a broom and the “poof” noise of a disappearing clone. The projector sound when recording a clone, accompanied by a visual of film frames rewinding, is also a nice cue to help you know what you are doing.
Gameplay
Behind the rest of Winterbottom’s treats, however, the game mechanics taste the sweetest. As with a lot of the modern crop of the indie scene, Winterbottom takes a singular game mechanic and explores it from many angles over the course of the game. The basic premise is of a collect-a-thon with the twist of being able to record actions and replay them on a loop. This idea is then further modified by requiring pies to be collected in a specific order, allowing pies to only be collected by time clones, or making pie collection only possible when followed by a spotlight. The time recording part is also played with by limiting the number of active time clones, and eventually swapped out in favor of requiring recording to begin at portals positioned in the level. These portal clones can then only interact with other portal clones or sometimes considered to be evil, bringing death to Winterbottom on contact.
There were a few points of contention for me, however. The mechanical changes are all fairly interesting and play well, but I couldn’t help but find it a bit jarring to suddenly go from being able to record whenever I wanted, to having to record starting at a portal, using a different button on the gamepad no less. Some puzzles also involved two different solution methods that I wasn’t exactly thrilled with. First, some puzzles require you to use a clone and Winterbottom to simultaneously whack each other to fly in opposite directions. This feat is a bit hit-or-miss in that the window of opportunity for pulling it off is a bit on the small side. You generally have to set up a clone performing the “whack” on repeat and inch yourself in hoping to hit it back at the exact time it swings. Swing too late and you fly back by yourself and have to get back into position, sometimes even having to reset the other pieces of the puzzle. Swing too soon and the clone flies alone, requiring you to record a new one, since being hit puts a clone into “confused” mode where it stops replaying. Secondly, a few different puzzles utilize the fact that a clone will instantaneously jump back to its original position at the beginning of its playback loop, thus making this fact a requirement in reaching some time sensitive pies that are across the screen. While I can see how this emerged from the workings of the playback mechanic, I’m not sure I totally agree with its usage, as these are the puzzles that managed to stump me the longest until I figured out exactly what it was asking me to do.
Trailer
Summary
Overall, P.B. Winterbottom was an enjoyable, if generally short, experience. I played through the entire game in a matter of a few hours. But for 800 Itchy-and-Scratchy-Moneys it’s a fun diversion, and the extra bonus levels will probably keep you pie-hunting for a good bit of time longer. In short, if you’re a puzzle fan with a knack for thinking across a temporal dimension: The Misadventures of P.B. Winterbottom is a definite buy.
For the Love of Pie: The Misadventures of P.B. Winterbottom tomorrow.
February 16th, 2010 | by GeoffSThe Odd Gentlemen’s paradoxical P.B Winterbottom curls his stache and dawns his proper hat tomorrow in the search for pie. The Misadventures of P.B. Winterbottom, published by 2k Games, will become unstuck in time for 800 Microsoft Points. Oh and there is a trailer for your 360!
Swiping the mysterious Chronoberry Pie changed everything for our beloved Winterbottom… one bite made him more than an ordinary pie-grabbing humbug. That first taste changed him into something quite extraordinary, granting him the ability to break the rules of time. With these newfound time recording tricks up his cufflink, and with the help of his time clones, Winterbottom can now snatch pies with the greatest of ease. But on his journey to devour every pie, Winterbottom must mind the signs… the perils of being unstuck in time. Join Winterbottom on his award winning debut Misadventures as he chases pie through over 75 unique puzzles.
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