Sony’s Playstation Vita, despite having a number of excellent titles available for it, often doesn’t get the respect it deserves. This theme carries true for the protagonist of Drinkbox Studios’ latest Vita offering, Guacamelee,. Juan Aguacate is a down on his luck man who is befallen with the task of becoming the ultimate luchador in order to save the world. An Evil Charro Skeleton is the catalyst behind this event, as El Presidente’s daughter is kidnapped by the mad man apparition.
You may already be well acquainted with Guacamelee as it was one of the first games support by Sony’s Indie Pub Fund. Additionally, it’s one of the few titles to take advantage of Sony’s cross-play compatibility, wherein players can not only transfer their saves across both their Playstation 3 and Vita, but also play with
The Vita screen can also double as a secondary screen, when playing on the PS3. PS Nation does an excellent job of illustrating exactly how to set this up, which allows players to have their in-game map appear on the Vita, and all gameplay occurring on the television screen.
We’re not sure when Polytron got into the business of developing spreadsheets but the word on the street is their game FEZ is coming to PC. Kidding aside, the word on the street is accurate. It’s coming to Steam and it’s happening on May 1.
Polytron’s Phil Fish conducted an AMA on Reddit in order to respond to the news, and a few interesting facts were revealed. First, Polytron is in talks with Sony to release the game on the Vita, though Fish did not feel that talks have progressed to the point that he should reveal any details. He also stated that he wanted to release the game on pretty much any platform people would play it on, though he curiously singled out one system he felt would not be a good fit for the game.
“We don’t have any plans for that, no,” Fish said in regard to a 3DS release. “People keep assuming FEZ would be a no-brainer on 3DS, but in truth it would be kind of pointless. The game is practically always shown in isometric 3D, there’s never any perspective there. I don’t think it would work.”
A Mac version will follow the PC release at some point, and a Linux version is also an idea the developer is exploring.
There’s no denying that Wayforward has solidified themselves as one of the go-to development studios when it comes to higher profile, retro-styled 2D games. Some of their projects have turned out to be fantastic, like the wonderful Mighty Switch Force on the Nintendo 3DS. Others, like Bloodrayne Betrayal, are a bit behind on the quality curve. Double Dragon Neon is their latest effort to recapture the shine of decades-gone-by. Any reservations the studio’s varying quality may have caused should be dismissed — this is a great revival of a truly influential property.
Neon is about as over-the-top as a game based on an established property can be. It feels like a caricature of the late 1980s in many ways. The Dragon Twins — Billy and Jimmy — are a couple of carefree, wisecracking karate experts. The amount of puns that come out of their mouths, clever or embarrassing, recall the spirit of a quartet of fighting reptile siblings. The villain is in the running for my favorite enemy of 2012, and while he feels like he’d be more at home on Eternia he seems to fit in almost perfectly here as well. Read more
Now that the madness that was E3 is over, we’re back to what writing about what really counts (and what E3 used to be about), games. Awesomenauts, the beautifully drawn, team-based arena platformer (whew!) is back to business as well, and has addressed a few issues.
Some balancing issues have been cleared up, including the nerf of an overpowered drone and “replacing Power Pills Turbo items with an item that increases your health by a small amount for free, once.”
Our indie loving brethren is Korea will finally have the opportunity to get their gaming mitts on Awesomenauts as well, when it hits their PSN store on June 20th. Moreover, networking performance should see a significant improvement too.
Developer Ronimo Games closed things out by offering a pair of sweet kicks to gamers who visit their Facebook page or follow along on Twitter, @RonimoGames. Octopi never found much of a use for shoes, so I guess we’ll just sit this one out.
Down-on-his-luck agave farmer Juan Aguacate will have one more opportunity to improve his luck this year in this multi-genre mashup, thanks to Sony’s Pub Fund. Guacamelee! will hit (and probably be hit) on the Vita and PSN at some point in the yet-to-be-determined future. If you’re headed to E3 next week, you can catch a glimpse of it running on both devices, or follow along for more melee news at their blog.
The Comic is great, the TV show is super successful, but does the video game version of The Walking Dead uphold the brand’s high standards? You’ll have to watch the Armless Octopus Video Review and find out.
[Special Note] The Xbox 360 version of the game has framerate issues and is VERY dark (in brightness) making it difficult to see. If you have multiple platforms at your disposal to play this game, the 360 version should be at the bottom of the list.
This review is based on the PC and XBLA versions of the game, which were provided by Telltale Games. It is also available on PSN for $5.
Retrograde motion is defined as “the motion in the direction opposite to the movement of something else.” If you were to implement this into a rhythm game, how would you do it? Should you ask a room full of developers, you would be bound to get a room filled with varying results, but perhaps one of the most unique approaches would be that of the LA-based developer 24 Caret Games.
Rhythm-based games were all the rage a few years ago, but recently have seen a decline in popularity, which can largely be attributed to the oversaturation of the market in such a brief period of time. Along comes Retro/Grade, which promises to shake things up by implementing a pleasant blend of gameplay elements and meshing together genres to create an enjoyable experience, and one that completely caught us by surprise at PAX East.
I played with the Playstation 3 controller, using the D-pad to move up and down, and the X button to gather my projectiles. Armless Octopus EIC, Mike Wall chose the guitar peripheral which seemed to work just as well.
“We’re going to kill monsters. There will be blood. We’re going to torture them.” That was the mantra behind Arkedo Studios’ Hell Yeah!, a game that would look right at home on Nickelodeon if the network turned a blind eye to the game’s ocean of blood.
Hell Yeah! isn’t a high concept, pretentious game looking to change how the world feels about games or life. Studio Head Camille Guermonprez said the bloodbath was designed around one simple question: “How fun can it be to kill a monster?” The developer is quite candid about the inspirations for his Metroidvania adventure. “We wanted to make a video game. The stuff that made us want to make games.”
Hell Yeah! is set in a cheerfully demented version of hell where Ash, the prince of the underworld who also happens to be a skeletal demon rabbit, has gone on a monster-killing rampage because the tabloids have posted risqué pictures of him. It’s an escapist fantasy born out of months of tedious contract work where Arkedo had limited freedom. It was a stifling environment for a studio designed around being creative and taking risks. “The project was based out of frustration,” Guermonprez said, recalling the doldrums of the contract days. “We’re happy to have been frustrated. It was worth it.” Read more