Archive | February, 2013

Remember Me release date revealed

27 Feb

Earlier today Capcom released a brand new trailer for their upcoming sci-fi game Remember Me.

Along with the trailer, the Japanese software house revealed also the release dates for both North America and Europe. The game will hit the US territory on June 4 and the European countries on June 7 (yep, 2013).

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There is an MMO Bomberman you can play for free

27 Feb

bombermine bomberman online multiplayer

Yes, you heard it right! You can play an online multiplayer version of Bomberman with thousands of other people in the same arena, for free!

Obviously it in not an official version of the game, but it looks so awesome that even Konami shared the link on their Twitter.

Bombermine (this is the name of the in-browser game) could not be the most polite version of Bomberman you can find, but for sure you’ve never played such a massive multiplyer while casting bombs! You can play it on the “official” website.

This is possibly the funniest (and sexistest) review of Tomb Raider you can find out there

27 Feb

Few days ago, famous tv host Conan O’Brien reviewed (sort of) the new title from Tomb Raider series on his “Clueless Gamer” column. Yep, the name of the column is quite appropriate as he doesn’t know anything about video games and he doesn’t even play them, but this is possibly the best, funniest and sexistest review of Tomb Raider you can find out there. Enjoy.

Runner2 will be available tomorrow

25 Feb

bit trip runner 2

Do you remember Bit.Trip Runner? Yup, that wonderful, weird and very frustrating game in which you had to run, jump and kick stuff all on music rhythm from Gaijin Games guys…and now (well, tomorrow) we have a sequel! It’s called -suprise suprise- Runner2, but unlike the not-so-original title, the game graphically looks really different from the previous one (you decide if it’s good or not), even if it feels the same fast paced running action (and this is good for sure).

Anyway the game looks good, and we think it could be a must-have for all rhythm/side-scrolling-running games fan! Runner2 will be available tomorrow (Feb 26th) on basically every console and gaming system, so you got no excuses for not buying it (unless you really care about not breaking your controller)! In the meanwhile enjoy this launch trailer.

This is how an HD first person Mario game looks like

25 Feb

Earlier today we talked about Freddie Wong and his upcoming VGHS season 2 project, but now we want to share with you a (not-so) little gem he made and uploaded on his YouTube Channel.

It is called First Person Mario: Endgame, and after 50 days of rendering (yup, fifty fucking days of video rendering), it shows how an HD first person Mario game would be. The video is based on an actual game lavel of Super Mario Bros. 3 and appears to be generated from an actual replay of someone playing the game (you can see the 2D map on the upper right). IT IS JUST STUNNING (oh look at that Bowser!).

 

Edmund McMillen from Team Meat talks about Mew-Genics

25 Feb

mew-genics

Seems like we are literally surrounded by cats-related games! After our last week’s little post about Jones On Fire (expect a sort-of-review when the game will be out next week) we are here again talking about kitties! This time with Edmund McMillen from Team Meat, one of the two guys behind Super Meat Boy, and a new project for PC, iOS and Android: Mew-Genics!

mew-genics

 

What’s this game about? Hard to say (kitties?), but McMillen tried to explain it a bit on his blog:

“For the past 17 weeks we have teased many aspects of Mew-Genics, but none were totally clear on what the game actually was and how it played. Part of this was due to the fact that we have basically been working on the game as long as we had been teasing it, so we ourselves were a bit in the dark on the details, but the main reason was because Mew-Genics is a hard game to explain.

I think most would describe Mew-Genics as a cross between The Sims and Pokemon with a sprinkling of Animal Crossing and a dash of Tamagotchi , but at its core the game really isn’t like anything we’ve seen before.

Mew-Genics revolves around Cats, obviously. We knew tending to these cats in a simulated “cat lady” environment would be the foundation of our design, but the core of what we are trying to do is make a game that feels alive, a game that creates stories as you play where consequences actually mean something…

I could write a book on the design of mew-genics, it’s by far the most complex game I’ve ever worked on and it’s definitely pushing us both on many levels.”

mew-genics

Still don’t get it right? Ok, let’s try with McMillen talking about one of his playing experiences with Mew-Genics:

“Last week I was playing a game with Puddle, a fat female cat I had been working on earlier that day, I thawed her out of her Cryo-cube and placed her in my current single story house along with her newly generated companion Champ. I had been focusing my time on Puddle due to the fact that she seemed to have a very unique tail that I believe had helped her place 2nd in a cat pageant in a previous and I needed to breed her so I could continue her bloodline before she got too old. Sadly Champ wasn’t up to snuff and Puddle made this obvious by repeatedly kicking him in the face, I separated them quickly by putting champ in the attic but when I tried to feed him.. something odd happened. See, Champ was a dullard and when Puddle kicked him he just happened to also be eating and now associated the trauma with food instead of Puddle herself, he was scared of all food.. and sadly died in the attic shortly after. 

It wasn’t long after though that I caught sight of a solid black stray cat named Goon, before he had a chance to run I grabbed him and pulled him inside. Goon was a much better fit for Puddle and before I knew it the humping started and puddle was pregnant! I put her in the attic with plenty of food and a bed, but quickly noticed that something was up with Goon, he seemed to be constantly falling asleep. As it turned out Goon was a narcoleptic and as you might have guessed Puddle gave birth to 2 sleeping kittens, one of them fat like his mother and black like his dad and the other small but with his mom’s markings and that amazing forked tail that helped in the last pageant, but sadly both kittens were narcoleptic like their father… 

Goon acted aggressively towards the kittens so I let him back out into the yard and he eventually ran away. As the kittens grew up I did enter the small one (his name was Dot) into a pageant but sadly he just fell asleep on the stage and didn’t win anything. To add insult to injury Puddle also acquired feline aids from Goon and I couldn’t afford any of the expensive treatments Dr. Beanies was offering so I put her back in the Cryo-cube in hopes that in the future I might have a cure for her disease once I finish a few more of the Doctor’s missions. 

I wasn’t able to save Dot because I was arrested by the local animal control shortly after I put Puddle in the cube, probably because of letting Goon run away.. and the whole giving my other cat aids thing… or maybe it was the dead cat in the attic.”

That’s not a lot more clear, but for now it’s the only thing we got. We hope to share some news with you soon.

Thanks to Kickstarter, VGHS season 2 is going to be made

25 Feb

video game high school vghs season 2 freddie wong freddiw

Have you ever watched Video Game High School? No? Shame on you, because VGHS is a really great and well-made web series by Rocket Jump Production, filmaker company lead by YouTube superstar Freddie Wong.

VGHS is not your typical teen drama, indeed it takes place in a world where playing video games is like being an hero (see: americanized Korea), and people go to an high school where all the subjects are vg-related. Let’s make it short…it’s like being in one of your childhood dreams.

Take a look at the official trailer

Anyway, the first seasont was entirely funded via Kickstarter (and if you missed it, fix yourself here) and same for the upcoming season 2, for which they asked like $600k and raised more than $800k, and that’s actually a good news!

As we can read on Freddie Wong, Matthew Arnold and Rocket Jump‘s twitter accounts season 2 is being filmed right now at You Tube Stages Facilities in Los Angeles, and we’ll be able to enjoy it on next July!

 

The end of Arkedo Studios

23 Feb

end od arkedo studios

Yesterday Aurelien Regard, co-founder with Camille Guermonprez of Arkedo Studios, let the world know (with this blog post) that his company, known for the development of Hell Yeah!, has closed down. But let his words speak:

“Hello everyone, here is Aurelien from Arkedo Studio speaking. I’m the creative director of the games we did since Arkedo started. Camille (the real big boss of the company) and I receive a lot of messages asking us about the actual situation of Arkedo, and what are our plans next.

Arkedo stops after 7 years of super great moments, but the situation is subtle, and generally few people take the time to understand. Before we get into quick news posts like “Bankrupt! Shutting down! Apocalypse!”, let’s take the time to explain things calmly.

Arkedo, the company, is still here. But no one’s employed anymore. No more games are produced either.

That’s the subtlety of the situation: Arkedo hasn’t closed down and is not bankrupt, going into administration or whatever big word, as it is managed properly. It is interesting for the structure to still be here as after HellYeah!, we’ve made two small games which are finished but you’re not aware of them yet. We hope to release them soon and it should be fine on this side.

There are three main reasons as why Arkedo stops. If this of any interest to you, please take the time to consider the three reasons as a whole and not separately:

– MONEY: First and most obvious one. Nowadays need a very careful financial management. As a consequence, one always has to jump from one project to another without a rest and with a very small team. So, it has been decided to disband the team when there still was enough money to get good conditions for everyone, rather than replace permanent positions with interns and a bad atmosphere. As in any human matter, it is important to know when to stop, to get a clean situation. It is precisely because we did this at this time that everyone from Arkedo is still having a good time together, even after it’s officially over.

– POST HELL YEAH! ERA: You won’t learn much by telling you that this project was a little too big for us. Big picture is, the game has a lot of things we love, but also things we regret. Because we didn’t have enough time, or experience, and we reached our limits. It’s no big deal, but one needs to learn something out of it. The studio wanted to make smaller games again, on a more manageable scale, without a huge publisher behind you (even though our relation with Sega is still excellent), or any management needs. But this small games willing is not really compatible with a middle size company structure. Right now, it is better to be small in order to take risks, and we weren’t anymore as we used to be when we did Nervous Brickdown, which was 7 years ago already.

– WHAT ONE WANT: The two co-founders projects of Camille and I. When we decided together to put everything on hold, Camille was fully involved on his publishing project, already looking ahead. That doesn’t mean he wanted to leave Arkedo on the side of the road. On my side, I already told the team my willing to start my own mini-studio within the next few years. It wasn’t planned for a short term, but I had it in mind. Knowing that our long-term objectives would both drive us away from Arkedo, it didn’t make sense to take financial risks again. Within a less hostile economical context, Arkedo would probably still be here, but this context just “speed-uped” the end of the studio by a couple of years.

Guessing that you read this by curiosity for us, we hug/thank you very sincerely by finishing with this: Arkedo’s members are fine, most haven’t stopped the pixels and will show you new things with their own manners. In this kind of case, we say “See ya” rather than “Farewell”, right?

It’s always sad seeing a talented game studio closing down, but unfortunately these days is more and more common. We hope the very best for all those french guys. Keep it up!

At least something good was shown at PlayStation2013 event

22 Feb

And no, we’re not talking about the new PlayStation 4

Why? Because we didn’t actually see the console, because it has no backward compatibility, because the Dual Shock 4 it’s the same fucking not-comfortable controller since the PS1 (with a very useful touch-whatever-it-is) or just because who really cares about consoles? We want games!

And that’s why the PlayStation2013 conference wasn’t bad at all. Indeed, beside some very ugly and/or not impressive games (see: FPS), there were a couple of interesting titles with their relative trailer/teaser.

First of all, the yet E3-2012 presented Watch Dogs from Ubisoft (yep, we know, Ubisoft sucks, but damn, this one looks good!).

The second notable game is from Capcom, it’s called Deep Down, but it’s just a working title. Usually we don’t give a shit about the graphic, but this one is stunning.

Kenji Eno is dead

21 Feb

kenji eno died dead death

Yesterday, February 20th , Kenji Eno is passed away at the age of 42 due to an heart failure.

He was a video game designer and musician; with his own company WARP, founded back in 1994, Eno developed games such as D and Enemy Zero for SEGA Saturn. 
As all his games the gameplay was very unique and innovative and often based on sound connected to his other great passion, music.
 Still talking about sound we’d like to remember Kenji Eno even for his great work as composer on SEGA Rally 2 together with Jun Senoue and other famous artists.
Farewell Eno-san, the video games industry as much as us players will miss your art and your vision of this world.