I've been curious about Sukeban Games' VA-11 Hall-A, which the developer describes as a "cyberpunk bartender action" title, since I first became aware of it some time ago.
Considering publisher Ysbryd Games' finally made it available to the world yesterday, you might assume I'm currently feeling ecstatic. Unfortunately, you'd be wrong.
That's not because I've reconsidered my stance on this lovely looking visual novel, mind you. Rather, it's because only the Linux, Mac and PC versions of VA-11 Hall-A are able to be purchased at the moment.
The Vita iteration, the one I've been dreaming of playing since this deliciously retro title was unveiled, is nowhere to be seen.
Apparently it'll see the light of day later this year, if the word on the street is to believed, so in the meantime I've either got to sit tight until VA-11 Hall-A Vita hits both virtual and physical store shelves, or I've got to bite the bullet and buy the Mac release for a not-inconsiderable $14.99.
While I decide which path to take, check out the game's final trailer (above). Or, if you've already played some form of VA-11 Hall-A, share your thoughts on it in the comments section below.
Showing posts with label Linux. Show all posts
Showing posts with label Linux. Show all posts
Wednesday, June 22, 2016
Monday, November 30, 2015
Two more reasons to back Indivisible on Indiegogo this week: it's being made by a gay guy and it's going to include LGBT content
First, the "gay guy" in question is Peter Bartholow, CEO of Los Angeles-based Lab Zero Games.
Second, Indivisible, in case this is the first you've heard of it, is a two-dimensional action RPG--inspired by both Valkyrie Profile and Super Metroid--that Bartholow and his team hope to release for PS4, Xbox One, PC, Mac and Linux in 2017.
For that to happen, though, Lab Zero Games has to raise $1.5 million. As of now, its related Indiegogo campaign has garnered just over $1.2 million, with less than five days left until its Nov. 24 deadline. (Go to indiegogo.com to learn more about Indivisible and to make a contribution.)
If you're still on the fence as to whether or not to hand over some of your own hard-earned cash for this intriguing effort, the following tête-à-tête--about Indivisible's origins as well as the gay content mentioned in the header above--with Bartholow may help nudge you toward the "yes" side of the equation.

The Gay Gamer: Indivisible's Indiegogo page describes the game as being inspired by Valkyrie Profile and Super Metroid. Why those two games? Were they simply games you enjoyed playing back in the day, or is there more to it than that?
Bartholow: Indivisible actually began as a pitch for another publisher--they requested something along the lines of Child of Light. So we all played it, and our main takeaway was that it was a hybrid platformer-RPG. We thought about other platformer RPGs, and Valkyrie Profile immediately came to mind, since it’s one of our favorite games.
As we thought more about Valkyrie Profile, we thought about what we’d like to change. The first thing we decided to do was remove the time limit so that players had more opportunity to explore and enjoy the game as they saw fit. And that got us thinking--RPGs typically have a strong exploration component, so what are platformers with a strong exploration component? Naturally, Super Metroid came to mind. The addition of new progression abilities and weapons fit nicely into Indivisible’s nascent story, and so we started heading down that route.

The Gay Gamer: You've also brought up Chrono Trigger in past interviews about Indivisible. How does that Squaresoft classic fit into all of this? Or to put it another way, which aspects of Chrono Trigger will be seen or heard or felt in the final version of Indivisible?
Bartholow: There are subtle touches here and there influenced by Chrono Trigger, such as how the enemies are in the environment and you fight them right there. But probably the main influence is our approach to the story. In Chrono Trigger, each era was sort of an episode focused on a particular character or characters who, in addition to being involved in that era’s story, also served as a guide for Crono and Marle to help them settle into the events they’ve stumbled into. So our goal is to give each region of Indivisible’s world and its story a similar feel, with interconnected episodes anchored by strong characters.
Second, Indivisible, in case this is the first you've heard of it, is a two-dimensional action RPG--inspired by both Valkyrie Profile and Super Metroid--that Bartholow and his team hope to release for PS4, Xbox One, PC, Mac and Linux in 2017.
For that to happen, though, Lab Zero Games has to raise $1.5 million. As of now, its related Indiegogo campaign has garnered just over $1.2 million, with less than five days left until its Nov. 24 deadline. (Go to indiegogo.com to learn more about Indivisible and to make a contribution.)
If you're still on the fence as to whether or not to hand over some of your own hard-earned cash for this intriguing effort, the following tête-à-tête--about Indivisible's origins as well as the gay content mentioned in the header above--with Bartholow may help nudge you toward the "yes" side of the equation.

The Gay Gamer: Indivisible's Indiegogo page describes the game as being inspired by Valkyrie Profile and Super Metroid. Why those two games? Were they simply games you enjoyed playing back in the day, or is there more to it than that?
Bartholow: Indivisible actually began as a pitch for another publisher--they requested something along the lines of Child of Light. So we all played it, and our main takeaway was that it was a hybrid platformer-RPG. We thought about other platformer RPGs, and Valkyrie Profile immediately came to mind, since it’s one of our favorite games.
As we thought more about Valkyrie Profile, we thought about what we’d like to change. The first thing we decided to do was remove the time limit so that players had more opportunity to explore and enjoy the game as they saw fit. And that got us thinking--RPGs typically have a strong exploration component, so what are platformers with a strong exploration component? Naturally, Super Metroid came to mind. The addition of new progression abilities and weapons fit nicely into Indivisible’s nascent story, and so we started heading down that route.

The Gay Gamer: You've also brought up Chrono Trigger in past interviews about Indivisible. How does that Squaresoft classic fit into all of this? Or to put it another way, which aspects of Chrono Trigger will be seen or heard or felt in the final version of Indivisible?
Bartholow: There are subtle touches here and there influenced by Chrono Trigger, such as how the enemies are in the environment and you fight them right there. But probably the main influence is our approach to the story. In Chrono Trigger, each era was sort of an episode focused on a particular character or characters who, in addition to being involved in that era’s story, also served as a guide for Crono and Marle to help them settle into the events they’ve stumbled into. So our goal is to give each region of Indivisible’s world and its story a similar feel, with interconnected episodes anchored by strong characters.
Labels:
Child of Light,
Chrono Trigger,
Indiegogo,
Indivisible,
interviews,
Lab Zero Games,
Linux,
mac,
PC,
Peter Bartholow,
PS4,
Q and A,
Super Metroid,
trailers,
Valkyrie Profile,
Xbox One
Tuesday, May 05, 2015
Have you always wanted to play a visual novel featuring lesbian romances? Starlight Vega may be the game for you...
While recording the latest episode of The Nichiest Podcast Ever early last week, Anne (Lee, of the Chic Pixel blog) took the opportunity to educate shidoshi and I about an in-the-works visual novel (for PC) that will feature lesbian romances--an unfortunate oddity when it comes to this particular gaming genre.
That alone makes this game, called Starlight Vega, worth discussing, but what makes it doubly so--in my opinion, at least--is that it actually looks like it could wind up being pretty darn good.
I especially like its art style, which appealingly straddles the line between what's traditionally found in Japanese visual novels and what's usually created by your typical Western illustrator.
Starlight Vega's Kickstarter--which wraps up on May 22--surpassed its initial goal ages ago, but some of you may still want to invest in it given that its final stretch goal would allow for the creation of additional endings (including a "harem" one).
If you'd like to learn more about Starlight Vega, I'd suggest checking out its Kickstarter page, its official site, its Tumblr or its Twitter feed.
That alone makes this game, called Starlight Vega, worth discussing, but what makes it doubly so--in my opinion, at least--is that it actually looks like it could wind up being pretty darn good.
I especially like its art style, which appealingly straddles the line between what's traditionally found in Japanese visual novels and what's usually created by your typical Western illustrator.
Starlight Vega's Kickstarter--which wraps up on May 22--surpassed its initial goal ages ago, but some of you may still want to invest in it given that its final stretch goal would allow for the creation of additional endings (including a "harem" one).
If you'd like to learn more about Starlight Vega, I'd suggest checking out its Kickstarter page, its official site, its Tumblr or its Twitter feed.
Labels:
Kickstarter,
lesbian,
lesbian romances,
Linux,
mac,
PC,
romance,
Starlight Vega,
trailers,
visual novels
Monday, August 19, 2013
What do you think of the fan-made Mother 4?
I ask because I'm not sure what I think of this creation myself. I mean, I really can't fathom an Itoi-less Mother game having even a modicum of the charm and wit that can be found in the series' first three entries, but I also have to admit I really like how this release is shaping up in terms of its aesthetics--which are shockingly (in a good way) reminiscent of Mother 3's visuals, in my opinion.
The question is, will the final product--which is expected to be released late next year for Windows, OS X and Linux--feature a script that's anywhere near as charming and emotional and intelligent as its predecessors? As I've already said, I'm not at all sure it will, but my fingers are crossed in the hopes that I'm wrong.
To see more screenshots of Mother 4, or to keep track of its progress, check out the game's official website, mother4game.com. Also, let me (and everyone else who frequents this blog) know in the comments section below what you think of this fan-made sequel.
See also: 'A fascinating look at EarthBound's localization'

The question is, will the final product--which is expected to be released late next year for Windows, OS X and Linux--feature a script that's anywhere near as charming and emotional and intelligent as its predecessors? As I've already said, I'm not at all sure it will, but my fingers are crossed in the hopes that I'm wrong.

To see more screenshots of Mother 4, or to keep track of its progress, check out the game's official website, mother4game.com. Also, let me (and everyone else who frequents this blog) know in the comments section below what you think of this fan-made sequel.

See also: 'A fascinating look at EarthBound's localization'
Monday, September 24, 2012
I've fallen in love with a girl, and her name is Dove
Don't worry, folks, I haven't dumped my husband and gone over to the dark side. (I kid, non-gay readers.)
You see, the girl I've fallen in love with isn't real. Rather, she's the protagonist in an in-the-works "oceanic adventure game" called Sealark. Here's what Dove looks like:
As for who's working on this game: Chillicothe, Ohio-based programmer and pixel artist, Joshua Cross.
Sealark will be released for Windows, Mac and Linux sometime next year (July is the target, I believe) thanks to an enormously successful kickstarter campaign.
Said kickstarter doesn't end for 19 more days, by the way, so click on the link above if you'd like to join in (or if you'd just like to learn more about the project).
I pledged $10 myself over the weekend. I would have pledged enough to earn the "limited run physical copy of the game and OST" had it still been available, but it wasn't. Oh, well.
Anyway, to see even more of Cross' work, check out his deviantART page and/or his tumblr, Pigeon's Nest.
You see, the girl I've fallen in love with isn't real. Rather, she's the protagonist in an in-the-works "oceanic adventure game" called Sealark. Here's what Dove looks like:
As for who's working on this game: Chillicothe, Ohio-based programmer and pixel artist, Joshua Cross.
Sealark will be released for Windows, Mac and Linux sometime next year (July is the target, I believe) thanks to an enormously successful kickstarter campaign.
Said kickstarter doesn't end for 19 more days, by the way, so click on the link above if you'd like to join in (or if you'd just like to learn more about the project).
I pledged $10 myself over the weekend. I would have pledged enough to earn the "limited run physical copy of the game and OST" had it still been available, but it wasn't. Oh, well.
Anyway, to see even more of Cross' work, check out his deviantART page and/or his tumblr, Pigeon's Nest.
Labels:
adventure games,
Dove,
Joshua Cross,
Kickstarter,
Linux,
love,
mac,
oceanic,
pixel art,
pixels,
Sealark,
Windows
Friday, November 11, 2011
A somewhat gay review of Wizorb (PC and XBLIG)
Game: Wizorb
Genre: Brick-breaker
Developer: Tribute Games
Publisher: Tribute Games
System(s): PC, Xbox 360
Release date: 2011
In pretty much every post I've published about Wizorb thus far, I've described it as "Breakout with a smidge of an RPG." After spending some quality time with this downloadable title over the last week or so, though, I've come to the conclusion that I should have been calling it a Legend of Zelda-inspired brick-breaker instead.
Why? Because while the bulk of Wizorb's gameplay brings to mind titles like the aforementioned Atari release, its graphics, setting--named, ahem, "Kingdom of Gorudo"--and soundtrack bring to mind the game that's known in Japan as The Hyrule Fantasy: Zeruda no Densetsu. Wizorb's main town/hub area, the decimated Tarot Village--which the player can help rebuild by donating gathered gold--also recalls that Nintendo classic. (Said village is the only location players are able to explore freely, by the way. The game's five other locations, each of which houses 13 block-busting stages, are accessed via a board-game-esque world map.)
At the end of the day, though, this basically is a gussied-up Arkanoid clone, so how does its bat-and-ball action stand up to its predecessors-cum-competitors in that particular genre? Pretty darn well. Although Wizorb features a par-for-the-course paddle--although here it's supposed to be a wizard's magic wand--and ball, players can do more with the former than they can in most such games. For example: clicking the left mouse button (while enjoying the PC version, obviously) launches a fireball into the play area, while clicking the right one produces a gust of wind that blows the ball in the direction of the wand. Also, though most destroyed blocks drop coins, gems and potions that refill your magic gauge, some drop curses that shrink your wand or slow it to a crawl.
Another of Wizorb's inventive additions to the brick-breaker oeuvre: many of its stages include bonus rooms and shops that more often than not prove to be life-savers. All in all, Tribute Games' maiden release is refreshing, remarkably polished and well worth the price of admission (a measly $3) whether or not you're bonkers for Breakout and its ilk.
See also: Previous 'somewhat gay' reviews and previous Wizorb posts
Labels:
a somewhat gay review,
Arkanoid,
bat-and-ball,
Breakout,
brick-breaker,
Jonathan Lavigne,
Linux,
mac,
PC,
pixels,
retro,
reviews,
Tribute Games,
Wizorb,
XBLIG,
Xbox 360
Monday, November 07, 2011
PC version of Wizorb available now
OK, class. Raise your hands if you didn't buy Tribute Game's fantastic, Breakout-with-a-smidge-of-an-RPG XBLIG title, Wizorb, because you don't have an Xbox 360.
Great. Now, keep your hands up if you would have bought the game if it had been released for Windows-based PCs, too.
Well, I have good news for you guys and gals: A PC version of Wizorb is, as of today, available for purchase via GamersGate.com.

Those of you who didn't keep your hands up dropped them because you're waiting for Linux and Mac versions to be released, right?
Ah, I have good news for you, too! The guys at Tribute Games expect to release Linux and Mac versions of Wizorb in the next two or three weeks.
Don't worry, class, I'll let you know when they're available. Also, expect to receive a special homework assignment from me soon (as in, hopefully by the end of the week)--one that involves reading my long-time-in-comin review of this wonderfully retro game.
See also: Previous Wizorb posts
Great. Now, keep your hands up if you would have bought the game if it had been released for Windows-based PCs, too.
Well, I have good news for you guys and gals: A PC version of Wizorb is, as of today, available for purchase via GamersGate.com.

Those of you who didn't keep your hands up dropped them because you're waiting for Linux and Mac versions to be released, right?
Ah, I have good news for you, too! The guys at Tribute Games expect to release Linux and Mac versions of Wizorb in the next two or three weeks.
Don't worry, class, I'll let you know when they're available. Also, expect to receive a special homework assignment from me soon (as in, hopefully by the end of the week)--one that involves reading my long-time-in-comin review of this wonderfully retro game.
See also: Previous Wizorb posts
Labels:
apple,
Arkanoid,
Breakout,
Jonathan Lavigne,
Linux,
mac,
PC,
Tribute Games,
Wizorb,
XBLIG
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