You may have thought that XBLIG was long forgotten, based on the decreasing number of titles being released each week, but Cashie Brothers still have something to say on the platform. Their upcoming title, IOTA will be their first title on XBLIG, but if the trailer is any indication of how things are shaping up, then we’re in for treat with a game which holds distinct aesthetic on the indie channel .
Much like the color switching mechanic IKARUGA popularized nearly ten years ago, IOTA’s protagonist can absorb the power of colored orbs when it makes contact with one. That power is then used to offers the capacity for the protagonist to perform various maneuvers, including hovering briefly and dashing through obstacles.
Development team run by siblings out of Nova Scotia, Canada, Ruben and Dermot Cashie, claim that we’ll be able to give this 2-5 hour experience a go by the end of the holiday season on XBLIG, and a Windows release is to follow shortly after. Not a newcomer to the industry, before working on IOTA, Ruben had experience working on titles such as the FIFA and NBA Live franchises.
You can find out more about IOTA at the game’s home page, here.
Minority Media presented gamers with serious subject matter in Papo & Yo, which focused on Vander Caballero’s childhood living with an alcoholic father. However, they’re not done telling personal stories through gaming. Silent Enemy is their next announced game, though it is still rather early in development, and the subject this time around will be bullying.
In Silent Enemy, the player controls a character in snowy land of north Quebec, an as-of-yet untouched environment in gaming which is home to the Cree native Americans. The winter is never-ending, and the goal is to bring back the spring to rejuvenate the land. Although the player character will be able to gain experience and use spiritual powers of nature to achieve goals, your progress will be impeded by crows, the bullies, who cannot be confronted head on through physical force. Silent Enemy is not a game about becoming more and more powerful.
Personally, I’m really excited to see what they will do with the what is such a hot topic in media today, particularly in the video game world where harassment runs rampant in forums, on voice chat, and on the Internet as a whole. Also, the perspective will be from two different members of the Minority Media team: Ruben Farrus, who grew up in Spain, and Ernest Webb, who grew up on a Cree reservation. Papo & Yo, despite its flaws, touched many players around the world, and I have no doubt that the team can pull it off again. For now, we know it is being developed for mobile platforms and PC, but not much else.
You can watch the teaser trailer below and get an idea of just how rampant bullying is.
Massive. That’s the best way to describe Russian development studio Nival Games’ upcoming MOBA Prime World. When we previously saw Prime World in July, it wasn’t nearly as feature rich as the version I had viewed during GDC this year. It was probably a wise idea to have two members of the development studio play the game in front of my eyes, as I doubt my brief period with the title would have lent itself well to fully understanding all of Prime World’s intricate mechanics.
Those of you who don’t want to play the standard 3 lane DoTA approach can instead choose to take a support role in the form of a mini-game played alongside your base’s spawning point. Upon successfully completing the mini-game, players are awarded scrolls (buffs) which can then be used on other players. Moreover, you could always just purchase them from the marketplace as well, in the case that your time is more valuable than your money.
Mechwarrior 2 on the PC was lauded as both a critical and commercial success. During the rise of 32-bit consoles in the late ’90s and early 2000s, however, a more casual style of mech game came along, but one team of developers, MekTek, craved their hardcore mech roots.
Building from the rich universe that is Heavy Gear, the team at MekTek has plans to grab that rabid fan base and generate the experience they’ve been craving since the rise and fall of Mechwarrior 2. A brief demo for Heavy Gear Assault was available at GDC Play this week, and I had the opportunity to get my hands on it. The blend of arena style shooter and mech sim worked well, and should scratch that itch which fans of either genre have so desperately needed resolved over the years.
Each year Double Fine takes a short break from making their scheduled games to take unique game ideas and make them into prototypes. This period is what they like to call “Amnesia Fortnight”. The result can sometimes blossom into an entire game, but most of the time they don’t make it past the prototyping stage. Fortunately Double Fine decided to sell these prototypes as a package to the general populous, and thus Armless Octopus is going to delve into each of them and record the process for your view pleasure. Please enjoy.
Fresh off a widely successful Kickstarter campaign, developer Pixelscopic brought their success to PAX East as part of the Indie Megabooth to demonstrate that Delver’s Drop is more than just an excellent pitch. So after seeing it in person and finally getting my hands on it, I can assure you that it not only looks good on paper, but it’s also an adventure you should be anticipating the arrival of.
Assuming you are unfamiliar with Delver’s Drop, the style is akin to the dungeons of The Legend of Zelda, or maybe more closely to the SNES’ A Link to the Past more specifically, which has you you following one of the chosen/jailed adventurers/miscreants thrown down the “drop”. As you descend further, each room is varied by through a combination of pre-generated floor layouts mixed with randomized content. This helps to create a unique experience every time. Even in our time with the PAX demo, as well as watching others play, we were hard pressed to find the same room layout, with variations between puzzles, traps, battle royals, or an interesting mix of the three. I unfortunately didn’t reach any bosses due to the the difficulty of the demo, but it would also appear that there are larger foes to tackle. Fortunately though, the adversity I faced was not due to the controls, which are extremely fluid and responsive, but instead just due to my own inability to adapt to the constantly changing environment.
The brash, self-involved yet lovable protagonist has been a sought after character troupe in modern stories since Han Solo took control of the Millenium Falcon across the Kessel Run in under 12 parsecs. German developer Daedalic has managed to grab lightning in a bottle and seems to have found what made that archetype so popular oh so long ago with Rufus, the main character featured in their adventure game trilogy Deponia.In the game’s current state, Rufus, who has long sought to escape this wretched planet, had a fate encounter with the beautiful Goal, an Elysian from the city floating in the skies above who fell from grace. Since their initial meeting in the first game they’ve come across a plethora of sarcastic and charismatic characters on this junk filled planet; a relic of a time long gone by.
It’s often said that it’s rude to point. But Double Fine Productions doesn’t care. They want you to point the entire time you’re playing Dropchord, their “music-driven score challenge game” that uses the Leap Motion controller. We had a chance to give the game a spin at PAX East 2013 and found ourselves wanting to be pointed in the direction of a full version — the game was a ton of fun.
The Leap Motion controller took a couple of minutes to get used to, but the learning curve was pretty soft. It can track your hands and the way they move right down to the five individual appendages on each one. Luckily for the player, Double Fine has seen fit to use only the pointer fingers. You hold both of them out above the controller and direct the cursors to two specific points to start the game. Like all free-motion gaming devices (Sony’s EyeToy, Microsoft’s Kinect) it’s possible to lose your orientation in regards to where the device is due to a lack of physical feedback, but because it seemed to be less of an issue due to the relatively small motions required to play. Read more