Showing posts with label Paul Robertson. Show all posts
Showing posts with label Paul Robertson. Show all posts

Monday, August 20, 2012

Metal Slug x Paul Robertson x Tribute Games = Mercenary Kings

Although I've long appreciated run-and-gunners like Contra, Gunstar Heroes and Metal Slug, they don't often find their way into my busy, game-playing schedule.

Still, whenever a run-and-gun game with an interesting hook or look is announced, it tends to catch my attention.

Case in point: Tribute Games' in-the-works PC release, Mercenary Kings.

The crew at Tribute Games previously created both Ninja Senki and Wizorb, so you know Mercenary Kings is going to be boss, too--especially with artist and animator Paul Robertson (Scott Pilgrim vs. The World: The Game) on board.



As is so often the case these days, you and I and everyone else can help bring Mercenary Kings to market thanks to a rather well-supported Kickstarter campaign--which has raised about two-thirds of its $75,000 goal thus far, with 23 days to go.

I'd totally pledge $250 or more to the effort, by the way, if the folks at Tribute Games not only offered a physical copy of Mercenary Kings, but a physical copy of Wizorb, too. (I'm sure that sounds like a strange request, but they're already giving digital copies of the latter release to those who donate $15 or more.)

(Via tinycartridge.com)

Wednesday, October 12, 2011

Ten questions with the guys who created Wizorb

While playing Wizorb, the RPG-tinged Breakout clone that hit the Xbox Live Indies Game service two weeks ago, it's easy to forget you're in 2011.

I say that in a positive way, as this three-dollar title brings to mind a number of things that I believe have been missing from games since the mid- to late-1990s.

For instance, it features beautiful, pixel-based graphics that bring to mind the best that the Sega Genesis had to offer. It also features a bouncy, blippy soundtrack that brings to mind the tunes that filled our ears while playing games like The Legend of Zelda: A Link to the Past.

What prompted the guys at Tribute Games to create such a retrotastic title, and when can we expect it to hit other platforms (if ever)? I recently asked Justin Cyr, Jonathan Lavigne and Jean-François Major those very questions. Read on to hear their responses.


The Gay Gamer: What prompted the three of you to come together and make this game (and also form Tribute Games)?

Jonathan Lavigne: I've been serious about going indie since 2005, but it was only a matter of timing for us to make it offical this year. Just before the three of us started working on Scott Pilgrim vs. The World: The Game, I was already working with Jean-François on Wizorb in our spare time. At first, it was only supposed to be a small project that would allow Jean-François to develop his game engine. Six months ago, I had just finished Ninja Senki while both Justin and Jean-François finished working on productions at Ubisoft and Eidos, so we decided it was time to join forces and finish Wizorb.

Justin Cyr: We're doing this entirely out of our own pockets, so it took a while to save enough money to allow ourselves enough time to make something good. It's always a little intimidating to give up that kind of security, but I think if we didn't make the jump when we did the moment would have passed us by.

Jean-François Major: We've always gotten along and had pretty similar tastes in games. Going indie really gives us this freedom to create the games we've always dreamed of playing.

TGG: Whose idea was it to make a game that combines elements of Breakout with those of an RPG?

Jonathan: I came up with the idea first, but it grew into something bigger [when] Justin and Jean-François added their own personal touches to it.

Jean-François: When we realized the game had great potential, we wanted to add a way to tell a story and give a bit more life to the game. We wish we could have fleshed out [the game's RPG elements] a bit more. Maybe we'll keep some room for improvement for a sequel?