Make no mistake about it: Electronic Super Joy will wipe the floor with you. That said, if you’re looking forward to this game or the trailer above appeals to you in any way, this isn’t a bad thing. It’s a platformer that taxes your skills heavily, but don’t take my word for it. Pre-orders now come with access to a beta version of the game, allowing you to put your abilities to the test. Read more
So we just watched the trailer for Moebius, the first game directed by Jane Jensen since Gabriel Knight 3, and there is just one thing that stands about above all else: Did he just say his name was Malachi Rectum?
He said Rector? Really? Okay, well Rector is an antiques export who is approached by a secret organization called F.I.S.T….
Wait, are you sure it’s Rector? For realsies? Okay, well he’s tasked with investigating the death of a politician’s wife, and that’s where you take over with lots of pointing and clicking and puzzle solving. Oh, and apparently it co-stars Sub Zero as everyone’s favorite photographer.
Moebius is being developed by Pinkteron Road coming to PC, Mac, iPad and Linux. A public demo will be available in June, and an alpha build is currently playable for those who donated to it’s massively successful Kickstarter last year.
It must be a difficult task to follow up one of the best games released in any given year, but that’s Supergiant Games’ fault for releasing a title as good as Bastion. The first look at Transistor, their upcoming second title, shows that they aren’t going to fix what isn’t broken while attempting to reinvent the wheel at the same time.
Transistor is a pretty stark departure from Bastion in terms of setting. Players take on the role of singer/songwriter Red, who lives in the futuristic city of Cloudbank. She is attacked by a group of scoundrels but survives and gains control of their weapon, which looks to be a sword of some sort. The plot chronicles her journey to discover the true purpose of the mysterious item she acquired while keeping it out of the hands of those who would do her harm to take it back.
As far as gameplay mechanics go, Transistor looks like it’s going to stick to what Supergiant does well, as the game appears to be a top-down isometric action-RPG. This makes sense, since the entire Bastion team is returning to craft this game, albeit with a few new members. Though some elements will be familiar, don’t expect a simple retread.
“We’re designing our next game to seamlessly integrate thoughtful strategic planning into a fast-paced action experience,” said Supergiant Games’ Greg Kasavin, “complete with our studio’s signature melding of responsive gameplay and rich atmospheric storytelling.”
Transistor will be on the show floor this weekend when we attend PAX in Boston. We have an appointment lined up with Supergiant, so expect a hands-on preview of the game’s current build, which is in Alpha state right now.
Some people just have a desire for speed, especially in high-performance vehicles. Coming from a world known for its quick speeds, from racing rally cross cars to high-speed ATVs, a developer on franchises covering those vehicles has decided instead to take to the skies and slow down the pace a bit in his first solo adventure, Chopper Mike.
One-man development team Jamie Lowes of VAMflax set out to create a simple-yet-charming game where players maneuver a helicopter through ever-changing environments while collecting gems. If the trailer above is any indication of the difficulty, things seem to heat up fast. We’re curious to see how precise players are with a touch-screen device as well.
This chopper takes off for the price point of $1.99 on Thursday March 21 on Android and iOS, but will also land on the PC, Mac, and Ouya in the near future. You can pay developer VAMflax a visit at his site here.
To say that Cave Story was an indie smash-success would be an understatement — its humble freeware roots betray its modern-day platform ubiquity and if you haven’t played it yet, well, you haven’t really lived. Of course the indie gaming world takes note, then, when its developer reveals a new game. Behold: Gero Blaster.
Daisuke “Pixel” Amaya’s newest title is headed to the iPhone, retaining the retro aesthetic that helped put the one-man team on the map. It bears a few other similarities to its predecessor as well, such as variable weaponry, an emphasis on running and gunning, and large-scale bosses.
The game is set for a May 2013 release on the iPhone, though no pricing details have yet been revealed. Also, it appears that a Nintendo 3DS version may already be in the works as well.
It appears that no one can escape the “Wrath of the Dead Rabbit“, not even the studio that developed it. Our brothers in “arms”, Arkedo Studios, has announced that they’re closing their doors.
The indie studio, who was also behind the beloved Arkedo Series and the DS’ Big Bang Mini, will be splitting up and moving on to other projects. Studio head Camille Guermonprez is already working on a “publishing project”, while Aurelien Regard is working on starting a “mini-studio”.
Regard did lay out a couple reasons for the studio’s departure in his goodbye blog post. A desire and inability to make smaller games without a publisher was chief among them. The studio feels they are now too big to have success with that model. They also felt that they reached their limits with Hell Yeah! Wrath of the Dead Rabbit.
The studio was careful to leave things on a “See ya” than a “Farewell”, so there’s a possibility that they’ll group back up in the future. But for now, at least, Arkedo has been put to rest.
We recently had the opportunity to sit down and speak with Nival Games, the development team behind the upcoming MOBA/DotA-like Prime World. While the Russian market has been able to play in the open beta for some time now, US gamers will have to wait until it hits our shores later this year. Perhaps the most interesting scenario this title presents are the cross-platform capabilities, as mobile iterations are currently in development as well. Let’s see what they had to say:
A mobile game is in the works as well. How does this play into your strategy for the PC version of the game? Does your time and effort in the mobile version carry over into the PC iteration in some form or another?
We are building a new Prime World universe, which includes not only a PC game. We are going to launch several mobile titles, we have two books already published in Russia, and many other ideas how to make Prime World more exciting. This strategy means that we have to create different gameplay options for various devices. To make this universe consistent, we are working on integrating all the projects – tablet versions of Prime World will provide bonuses in the desktop version, and vice versa. At the same time, we do not want to lock out people, who do not like gameplay – all mobile games are completely playable standalone. This is especially important to engage casual gamers.