Although I was really excited when it was revealed that Yuzo Koshiro's company, Ancient, was going to release a retro-tinged tower-defense title--called Mamotte Knight in Japan and Protect Me Knight elsewhere--for the Xbox 360's indie-games service, I have to admit that I barely played the resulting effort after I downloaded it in 2010.
That's not a comment on this pixel-packed game's quality, mind you. Actually, I rather enjoyed what little I played of it. The fact is, though, that I just didn't use my Xbox 360 very much, and as such titles like this one suffered (by being ignored).
I doubt that's going to be a problem with the expanded 3DS sequel that the folks at Ancient recently announced--complete with a September release date--via their Twitter account.
Sadly, this game--to be called Minna de Mamotte Knight, I believe--is going to be a Japan-only affair at first, although the person in charge of Ancient's Twitter output already has informed followers that the company hopes it'll eventually be able to bring it to Western 3DS eShops, too.
As for what will differentiate the digital-only Minna de Mamotte Knight from its predecessor, according to a couple of NeoGAF threads (here's one and here's the other) the 3DS game will feature "about 10 times" as much content as the Xbox 360 one, a handful of new characters (the buff dude on the right isn't one of them, by the way, as he appeared in the first Protect Me Knight) and four-player local co-op.
Should you want to see a localized version of this sure-to-be-quirky title on non-Japanese 3DS eShops, I'd suggest aiming a Tweet at @AncientGames_JP at your earliest convenience.
Note: the "f$%kin' goblins" mentioned in this post's headline is an homage to one of Protect Me Knight's funniest lines--in which the game's damsel in distress demands that the titular warrior to "DEFEAT F$%KIN' GOBLINS!"
Showing posts with label XBLIG. Show all posts
Showing posts with label XBLIG. Show all posts
Wednesday, August 06, 2014
Friday, February 22, 2013
RIP Arkedo Studio
It's always a sad day when a game-development studio closes its doors, but it's an especially sad one when the studio in question was known for putting out quality games.
Given that, it's likely that bucket-loads of tears are being wept in response to the news that no more games will be produced by Arkedo Studio, the company responsible for Big Bang Mini (DS), the Arkedo Series of XBLIG titles and Hell Yeah! Wrath of the Dead Rabbit (XBLA, PSN and PC).
According to a blog post written by co-founder Aurelien Regard, the company "is still here. But no one’s employed anymore.
"Arkedo hasn’t closed down and is not bankrupt," he adds, but "no more games are [being] produced, either."
Fans of Arkedo Studio's past efforts may take a bit of solace in the fact that two "small" and as-yet-unknown games will still be released by the company, although Regard didn't say when that will happen or which systems will be the recipient of them.
See also: 'Five XBLIG games you should have played, but probably didn't' and 'Shucks, this could have been a cool game ...'
Given that, it's likely that bucket-loads of tears are being wept in response to the news that no more games will be produced by Arkedo Studio, the company responsible for Big Bang Mini (DS), the Arkedo Series of XBLIG titles and Hell Yeah! Wrath of the Dead Rabbit (XBLA, PSN and PC).
According to a blog post written by co-founder Aurelien Regard, the company "is still here. But no one’s employed anymore.
"Arkedo hasn’t closed down and is not bankrupt," he adds, but "no more games are [being] produced, either."
Fans of Arkedo Studio's past efforts may take a bit of solace in the fact that two "small" and as-yet-unknown games will still be released by the company, although Regard didn't say when that will happen or which systems will be the recipient of them.
See also: 'Five XBLIG games you should have played, but probably didn't' and 'Shucks, this could have been a cool game ...'
Labels:
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Sunday, December 02, 2012
Not-So-Mega Man
Those of you who regularly troll (I mean that in a good way here, I swear) this blog's comments sections may have come across the username "gsilverfish" once in a while.
Well, it appears that gsilverfish is more than just your average blog commenter--he's also a really talented developer of games (including the XBLIG title, Astroman) who goes by the real-life name of Michael Stearns.
Speaking of Michael and his games, he's currently working on getting a rather awesome looking game called Tiny Barbarian DX off the ground via Kickstarter.
Rather than blather on about Tiny Barbarian DX and what it will offer gamers should they succeed in backing the project (which ends in 16 days), I thought I'd just point you to its Kickstarter page and also share this gameplay trailer:
Looks cool, right? I especially like the looks of the game's combo/juggling system, which for various reasons makes me think of a few of Treasure's classics (like Gunstar Heroes and Guardian Heroes). Oh, and of course I just like its looks, too.
Anyway, should you also like the looks (in all manners of speaking) of Tiny Barbarian DX, may I suggest heading over to the game's Kickstarter page sometime between now and 11:30 am EST on Dec. 19?
If you need to hear a bit more about Michael and his in-the-works game before deciding to financially back it, you may also want to check out this recent--and rather interesting, if I do say so myself--interview over at the Erratic Gamer blog.
Well, it appears that gsilverfish is more than just your average blog commenter--he's also a really talented developer of games (including the XBLIG title, Astroman) who goes by the real-life name of Michael Stearns.
Speaking of Michael and his games, he's currently working on getting a rather awesome looking game called Tiny Barbarian DX off the ground via Kickstarter.
Rather than blather on about Tiny Barbarian DX and what it will offer gamers should they succeed in backing the project (which ends in 16 days), I thought I'd just point you to its Kickstarter page and also share this gameplay trailer:
Looks cool, right? I especially like the looks of the game's combo/juggling system, which for various reasons makes me think of a few of Treasure's classics (like Gunstar Heroes and Guardian Heroes). Oh, and of course I just like its looks, too.
Anyway, should you also like the looks (in all manners of speaking) of Tiny Barbarian DX, may I suggest heading over to the game's Kickstarter page sometime between now and 11:30 am EST on Dec. 19?
If you need to hear a bit more about Michael and his in-the-works game before deciding to financially back it, you may also want to check out this recent--and rather interesting, if I do say so myself--interview over at the Erratic Gamer blog.
Tuesday, May 01, 2012
A somewhat gay review of Escape Goat (XBLIG)
Game: Escape Goat
Genre: Platformer/Puzzler
Developer: Magical Time Bean
Publisher: Magical Time Bean
System: Xbox 360
Release date: 2011
I'm sure this will sound weird to some, but games like Escape Goat were chiefly responsible for me getting off my butt and picking up an Xbox 360 just over a year ago. I know Microsoft's second console has plenty of high-quality "packaged" games, but I didn't buy the system for those. (Deadly Premonition being the exception, of course.) Rather, I bought it so I could play the accessible, attractive and cheap titles that are par for the course on the system's XBLA and XBLIG services and that can called upon whenever I find myself longing for a little digital entertainment but don't have a ton of time to expend on it. Well, the focus of this particular review checks all of those boxes and then some. For starters, Escape Goat keeps things simple by providing players with a fairly small set of moves--the titular (purple) goat can run, jump, double jump, dash and air dash, while his beady-eyed friend (an orange mouse) can squeeze into otherwise inaccessible areas--which allows them to focus on the devilishly puzzling stages that are packed into this downloadable title. Actually, I shouldn't suggest all of Escape Goat's Rube Goldberg-esque single-screen stages, each of which takes place in a prison of sorts (you've been locked up for practicing witchcraft, apparently) and tasks players with making their way from a starting point to a (typically blocked or locked) door while pushing blocks, hitting switches and avoiding various obstacles and enemies, are devilish--in reality, a good number of the first ones are quite easy. Many later levels are sure to stump all but the brainiest of gamers, though. Thankfully, the sounds and views that can be heard and seen while playing Escape Goat are appealing enough to make even the most stressful and confounding moments enjoyable (or at least acceptable). The title's wonderfully rendered graphics, for instance, evoke the good ol' days of the Genesis--always a good thing in the opinion of this aging gamer. Also a good thing: The little touches that are strewn throughout this title's 50 levels, like the humorous animation that's triggered whenever Mr. Goat nears the edge of a ledge. The game's soundtrack is similarly noteworthy and is comprised of a number of suitably-epic tunes. With all of that said, the only negative comment I can make about Escape Goat is that it ends a little too quickly and that it likely won't be a game you'll return to after beating it. Considering it'll set you back just a buck (80 Microsoft Points), though, that's really not much of a problem, is it?
See also: Previous 'somewhat gay' reviews
Friday, March 23, 2012
Five XBLIG games you should have played, but probably didn't
To those of you wondering why I'm not including retail or even XBLA releases in this post: I'm not including the former because I have just one such game (Deadly Premonition) and I'm not including the latter because pretty much all of the XBLA titles I've purchased thus far are high-profile ones, and I'm trying to focus on under-appreciated releases in this series of posts. (Here's one that focuses on DS games you should have played, but probably didn't, and here's one that focuses on Wii games.)
1. Arkedo Series: 03 Pixel!--Can a more charming platformer be found via the XBLIG service? If so, I've yet to come across it. Even if one were to present itself to me, it wouldn't cause me to change my mind about the fact that Arkedo Series: 03 Pixel! is more charming than it has any right to be. How else would you describe a run-and-jump title that puts you in the, er, paws of a big-headed cat who has to--you guessed it--run and jump his way though a bunch of beautifully rendered (in blue and white) stages while avoiding assorted baddies. Admittedly, Pixel! won't win any awards for uniqueness (although it incorporates occasional mini-games in a rather clever manner), nor will it win any awards for length or difficulty, but who really cares when the overall experience is this tight, simple and fun?
2. Escape Goat--If you're looking to pick up a great puzzler-platformer via XBLIG, Escape Goat is your game. Why? It looks like a Genesis game--a good one, mind you--for starters. (It kind of sounds like one, too, now that I'm thinking of it.) I can't say it plays like one because, well, I don't believe I ever played a puzzler-platformer on Sega's 16-bit system. Regardless, this one is a joy to play. In part that's because controlling the main character--the titular goat--feels great, which makes traversing the game's many obstacles (it is a puzzler, after all) a snap, and in part it's because everything--the gameplay, graphics and music--comes together to produce a most captivating experience.
1. Arkedo Series: 03 Pixel!--Can a more charming platformer be found via the XBLIG service? If so, I've yet to come across it. Even if one were to present itself to me, it wouldn't cause me to change my mind about the fact that Arkedo Series: 03 Pixel! is more charming than it has any right to be. How else would you describe a run-and-jump title that puts you in the, er, paws of a big-headed cat who has to--you guessed it--run and jump his way though a bunch of beautifully rendered (in blue and white) stages while avoiding assorted baddies. Admittedly, Pixel! won't win any awards for uniqueness (although it incorporates occasional mini-games in a rather clever manner), nor will it win any awards for length or difficulty, but who really cares when the overall experience is this tight, simple and fun?
2. Escape Goat--If you're looking to pick up a great puzzler-platformer via XBLIG, Escape Goat is your game. Why? It looks like a Genesis game--a good one, mind you--for starters. (It kind of sounds like one, too, now that I'm thinking of it.) I can't say it plays like one because, well, I don't believe I ever played a puzzler-platformer on Sega's 16-bit system. Regardless, this one is a joy to play. In part that's because controlling the main character--the titular goat--feels great, which makes traversing the game's many obstacles (it is a puzzler, after all) a snap, and in part it's because everything--the gameplay, graphics and music--comes together to produce a most captivating experience.
Thursday, December 29, 2011
My five favorite games of 2011
While reading through the following list, please keep in mind that I've yet to play a number of games that are sure to take up space on similar lists that appear on other blogs and sites--games like Batman: Arkham City, The Elder Scrolls V: Skyrim, The Legend of Zelda: Skyward Sword, Mario Kart 7 and Uncharted 3.
Really, though, my lack of experience with the aforementioned games shouldn't matter much to those looking to add a few interesting, exciting or fun titles to their collections, since I'm not presenting the games below as "the best of 2011." Rather, I'm presenting them as the ones that provided me with the most enjoyment this past year.
1. Cladun x2 (PSP)--I know I have yet to write about this game as much as I wrote about its predecessor, but don't take that to mean I liked it less. On the contrary, I prefer Cladun x2 to the original Cladun in pretty much every way--and that's saying something, because I really enjoyed the first one. My favorite aspects of this sequel, though, are its insane customization options and its wider variety of, well, everything--characters, enemies, locales and weapons. If you own a PSP and you're at all into dungeon crawlers or roguelikes, this game is for you.
2. Kirby's Return to Dream Land (Wii)--A blogger pal of mine recently said via Twitter that this game "is everything that is right about video games." I was skeptical of that comment until I actually obtained and played the game myself. Now I see why he said that, as Kirby's Return to Dream Land is pure joy from start to finish. Yes, it's fairly easy--just like nearly every other Kirby game that came before it--but that's not really the point. What is the point is that everything about it is fun--from the music to the graphics to the gameplay. I especially love obtaining and using Kirby's super abilities, which, in general, allow the little pink puff to wreak havoc on an entire screen's worth of enemies at once.
3. LaserCat (Xbox 360)--I've been sitting on a half-finished "somewhat gay review" of this XBLIG title ever since I beat it earlier in the year. That's a crying shame because I absolutely adored every minute I spent playing it. As for why that is: Well, it kind of reminds me of Metroid without any enemies and with a collect-a-bunch-of-keys-to-save-your-friend element thrown in for good measure. That's a rather simplistic description of this deliciously Day-Glo game, of course, but what else can you expect from a write-up that's just 100 words in length?
4. Sugar Shooter (PC)-- Admittedly, this came out in 2010, but it was at the very end of 2010 (Dec. 20, to be exact). Also, I only got my hands on it a few months ago. So, I'm including it here. What else can I say about this download-only, Windows-based game (unless you decide to spring for the boxed Japanese version) that I haven't said in previous posts? Not much, other than if you like shoot 'em ups and you aren't squeamish about seeing a bunch of manga-styled bears stripping and, er, sexin' it up, you're sure to get your money's worth out of Sugar Shooter.
5. Wizorb (Mac, PC, Xbox 360)--I spent a long time looking forward to playing this Tribute Games release and you know what? It was well worth the wait--especially given its $3 price tag. So much goodness is packed into this Breakout-meets-Zelda game that I feel bad that the guys at Tribute earned so little for all their effort. Really, I would have paid $40 for this had it been released for the Genesis back in the day. (Actually, I'd pay that now if it were released on cartridge and came with a full-color manual and box.) You don't have to love brick-breakers to find this appealing, by the way--all you have to do is love having fun.
Honorable mention: Pac-Man Championship Edition DX (PS3, Xbox 360). Why didn't this downloadable game make the cut? As much as I love all of the options that were added to the original Pac-Man CE, I much prefer the first release's gameplay to that found in this buffed-up sequel.
See also: Past 'favorite games of the year' posts
Really, though, my lack of experience with the aforementioned games shouldn't matter much to those looking to add a few interesting, exciting or fun titles to their collections, since I'm not presenting the games below as "the best of 2011." Rather, I'm presenting them as the ones that provided me with the most enjoyment this past year.
1. Cladun x2 (PSP)--I know I have yet to write about this game as much as I wrote about its predecessor, but don't take that to mean I liked it less. On the contrary, I prefer Cladun x2 to the original Cladun in pretty much every way--and that's saying something, because I really enjoyed the first one. My favorite aspects of this sequel, though, are its insane customization options and its wider variety of, well, everything--characters, enemies, locales and weapons. If you own a PSP and you're at all into dungeon crawlers or roguelikes, this game is for you.
2. Kirby's Return to Dream Land (Wii)--A blogger pal of mine recently said via Twitter that this game "is everything that is right about video games." I was skeptical of that comment until I actually obtained and played the game myself. Now I see why he said that, as Kirby's Return to Dream Land is pure joy from start to finish. Yes, it's fairly easy--just like nearly every other Kirby game that came before it--but that's not really the point. What is the point is that everything about it is fun--from the music to the graphics to the gameplay. I especially love obtaining and using Kirby's super abilities, which, in general, allow the little pink puff to wreak havoc on an entire screen's worth of enemies at once.
3. LaserCat (Xbox 360)--I've been sitting on a half-finished "somewhat gay review" of this XBLIG title ever since I beat it earlier in the year. That's a crying shame because I absolutely adored every minute I spent playing it. As for why that is: Well, it kind of reminds me of Metroid without any enemies and with a collect-a-bunch-of-keys-to-save-your-friend element thrown in for good measure. That's a rather simplistic description of this deliciously Day-Glo game, of course, but what else can you expect from a write-up that's just 100 words in length?
4. Sugar Shooter (PC)-- Admittedly, this came out in 2010, but it was at the very end of 2010 (Dec. 20, to be exact). Also, I only got my hands on it a few months ago. So, I'm including it here. What else can I say about this download-only, Windows-based game (unless you decide to spring for the boxed Japanese version) that I haven't said in previous posts? Not much, other than if you like shoot 'em ups and you aren't squeamish about seeing a bunch of manga-styled bears stripping and, er, sexin' it up, you're sure to get your money's worth out of Sugar Shooter.
5. Wizorb (Mac, PC, Xbox 360)--I spent a long time looking forward to playing this Tribute Games release and you know what? It was well worth the wait--especially given its $3 price tag. So much goodness is packed into this Breakout-meets-Zelda game that I feel bad that the guys at Tribute earned so little for all their effort. Really, I would have paid $40 for this had it been released for the Genesis back in the day. (Actually, I'd pay that now if it were released on cartridge and came with a full-color manual and box.) You don't have to love brick-breakers to find this appealing, by the way--all you have to do is love having fun.
Honorable mention: Pac-Man Championship Edition DX (PS3, Xbox 360). Why didn't this downloadable game make the cut? As much as I love all of the options that were added to the original Pac-Man CE, I much prefer the first release's gameplay to that found in this buffed-up sequel.
See also: Past 'favorite games of the year' posts
Labels:
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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:
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Tribute Games,
Wizorb,
XBLIG,
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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
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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?
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?
Thursday, September 29, 2011
All you really need to know about Wizorb (XBLIG): Breakout (gameplay) + Genesis (graphics) + The Legend of Zelda (music)
Oh, and it costs just 240 Microsoft Points ($3) and is available now on the the Xbox Live Indies Game service.
Not only is Wizorb--which was made by Justin Cyr, Jonathan Lavigne and Jean-François Major (who recently joined forces to form Tribute Games)--look, sound and play like a dream, but it's backed by a silly story, too.
Here's the gist of it, in case you're curious: The once-peaceful Kingdom of Gorudo is threatened by an evil presence. The only hope for salvation is Cyrus, a wizard versed in a secret magic art called Wizorb!
Wizorb is more than a Breakout clone covered with a cute, somewhat-clichéd, RPG-ish coat of paint, by the way. For starters, there are boss battles. Also, Cyrus' can call on magic spells that affect his "magic wand" (aka his Arkanoid-ish paddle) and/or the stage that surrounds it. Finally, keys can be collected and then used to unlock doors--which lead to bonus items and even Zelda-esque shops--that are located at the back of certain levels.
As cool as I'm guessing that sounds in theory, I can guarantee--after spending a good amount of time with the game last night--that it's even cooler in practice. Honestly, if this were a boxed-and-available-at-retail Genesis/Mega Drive title, I'd pick it up in a heartbeat regardless of the price tag affixed to it. It's that beautiful, charming and fun.
See also: 'Get your Xboxes ready, Breakout fans: Wizorb hits XBLIG on Thursday' and 'Wizorb has awesome box art'
Not only is Wizorb--which was made by Justin Cyr, Jonathan Lavigne and Jean-François Major (who recently joined forces to form Tribute Games)--look, sound and play like a dream, but it's backed by a silly story, too.
Here's the gist of it, in case you're curious: The once-peaceful Kingdom of Gorudo is threatened by an evil presence. The only hope for salvation is Cyrus, a wizard versed in a secret magic art called Wizorb!
Wizorb is more than a Breakout clone covered with a cute, somewhat-clichéd, RPG-ish coat of paint, by the way. For starters, there are boss battles. Also, Cyrus' can call on magic spells that affect his "magic wand" (aka his Arkanoid-ish paddle) and/or the stage that surrounds it. Finally, keys can be collected and then used to unlock doors--which lead to bonus items and even Zelda-esque shops--that are located at the back of certain levels.
As cool as I'm guessing that sounds in theory, I can guarantee--after spending a good amount of time with the game last night--that it's even cooler in practice. Honestly, if this were a boxed-and-available-at-retail Genesis/Mega Drive title, I'd pick it up in a heartbeat regardless of the price tag affixed to it. It's that beautiful, charming and fun.
See also: 'Get your Xboxes ready, Breakout fans: Wizorb hits XBLIG on Thursday' and 'Wizorb has awesome box art'
Monday, September 26, 2011
Get your Xboxes ready, Breakout fans: Wizorb hits XBLIG on Thursday
What's Wizorb, you ask? Why, it's the Breakout-clone-slash-RPG that Justin Cyr, Jonathan Lavigne--of Ninja Senki and Scott Pilgrim Vs. The World: The Game fame--and Jean-François Major have been working on for the past six months.
For those of you who haven't seen it already, here's the game's "debut trailer," which Lavigne shared with the world (via his blog, pixeltao.ca) a few months ago:
As the headline above suggests, the Xbox Live Indie Games version of Wizorb will be released this Thursday via Tribute Games. (A PC version is in the works, too, although its release date has yet to be announced.)
Here's hoping I can either secure a review copy of the game shortly after it's released or scrounge up enough dough to pay for it. Otherwise, it'll probably have to wait until my birthday (which is two months away).
See also: Wizorb has awesome box art
For those of you who haven't seen it already, here's the game's "debut trailer," which Lavigne shared with the world (via his blog, pixeltao.ca) a few months ago:
As the headline above suggests, the Xbox Live Indie Games version of Wizorb will be released this Thursday via Tribute Games. (A PC version is in the works, too, although its release date has yet to be announced.)
Here's hoping I can either secure a review copy of the game shortly after it's released or scrounge up enough dough to pay for it. Otherwise, it'll probably have to wait until my birthday (which is two months away).
See also: Wizorb has awesome box art
Labels:
Arkanoid,
Breakout,
Jean-François Major,
Jonathan Lavigne,
Justin Cyr,
PC,
Tribute Games,
Wizorb,
XBLIG,
Xbox 360
Thursday, August 18, 2011
Wizorb has awesome box art
Which is funny, because this Jonathan Lavigne-developed Breakout-clone-slash-RPG is--or will be, once it's finally released--a download-only (for Xbox 360, via XBLIG) affair.
Sadly, Wizorb doesn't yet have a release date. It does, however, have a rather scintillating-looking trailer, which can be viewed on Lavigne's blog, pixeltao.ca.
Sadly, Wizorb doesn't yet have a release date. It does, however, have a rather scintillating-looking trailer, which can be viewed on Lavigne's blog, pixeltao.ca.
Labels:
box art,
Breakout,
cover art,
Jonathan Lavigne,
Pixeltao,
rpg,
Wizorb,
XBLIG,
Xbox 360,
Xbox Live Indie Games
Monday, May 16, 2011
A somewhat gay review of Platformance: Castle Pain (Xbox Live Indie Games)
I've got to give it to the crew at Magiko Gaming: They came up with the perfect title for their maiden Xbox Live Indie Games release. After all, not only is Platformance: Castle Pain a platformer, but it's also set in and around a castle and is a complete pain in the ass to play.
Granted, the game is supposed to be a pain in the ass to play. You see, it's one of those "extreme platformers"--like another XBLIG release, Aban Hawkins & the 1000 SPIKES, or like the infamous Sunsoft side-scroller, Atlantis no Nazo.
For those of you who have never played, let alone heard of, those games, both of them present players with so many obstacles and traps that it's nearly impossible to complete them without dying numerous times. Platformance: Castle Pain follows in their harrowing footsteps, with countless fireballs, spikes and other such terrors placed between the start and finish of the single-screened title.
Thankfully, Platformance: Castle Pain eschews "lives" completely. Yes, that means you're free to die as often as you'd like. Even then, though, it's is far from a pixelated walk in the park--due, mainly, to the presence of an ambling ghost that follows the player's path and acts as a timer of sorts. (Basically, the game ends if the ghost catches up to and touches you.)
Mr. Ghost isn't much of a problem as long as you play Platformance: Castle Pain on easy. Play the game on medium or hard, though, and he becomes an ever-present reminder that if you don't keep moving you'll soon find yourself staring at a "game over" screen.
Although that imbues the game's easiest mode with a good amount of tension, it could be argued that it adds a bit too much tension to its more difficult modes--especially when combined with the title's overabundance of obstacles and slightly slippery controls.
That's about the only complaint I can lodge against this uniquely constructed platformer--which, suitably enough, takes place within the confines of a picture frame. I say suitably because Platformance: Castle Pain, with its 8-bit-esque graphics, is a sight to behold.
Just as beautiful is the game's soundtrack, which begins rather generically (not to mention regally) before transforming into something that could easily be mistaken for the best game tune you've never heard. Translation: It rocks--just like (most of) the rest of this 80 MSP ($1) game.
See also: 'A somewhat gay review of Lesbian Spider-Queens of Mars'
Granted, the game is supposed to be a pain in the ass to play. You see, it's one of those "extreme platformers"--like another XBLIG release, Aban Hawkins & the 1000 SPIKES, or like the infamous Sunsoft side-scroller, Atlantis no Nazo.
This is the main view you'll have while playing Platformance: Castle Pain.
For those of you who have never played, let alone heard of, those games, both of them present players with so many obstacles and traps that it's nearly impossible to complete them without dying numerous times. Platformance: Castle Pain follows in their harrowing footsteps, with countless fireballs, spikes and other such terrors placed between the start and finish of the single-screened title.
Thankfully, Platformance: Castle Pain eschews "lives" completely. Yes, that means you're free to die as often as you'd like. Even then, though, it's is far from a pixelated walk in the park--due, mainly, to the presence of an ambling ghost that follows the player's path and acts as a timer of sorts. (Basically, the game ends if the ghost catches up to and touches you.)
Hit the 'x' button on your Xbox 360 pad and you'll zoom out a bit.
Mr. Ghost isn't much of a problem as long as you play Platformance: Castle Pain on easy. Play the game on medium or hard, though, and he becomes an ever-present reminder that if you don't keep moving you'll soon find yourself staring at a "game over" screen.
Although that imbues the game's easiest mode with a good amount of tension, it could be argued that it adds a bit too much tension to its more difficult modes--especially when combined with the title's overabundance of obstacles and slightly slippery controls.
Hit 'x' button again and you'll see the entire stage.
That's about the only complaint I can lodge against this uniquely constructed platformer--which, suitably enough, takes place within the confines of a picture frame. I say suitably because Platformance: Castle Pain, with its 8-bit-esque graphics, is a sight to behold.
Just as beautiful is the game's soundtrack, which begins rather generically (not to mention regally) before transforming into something that could easily be mistaken for the best game tune you've never heard. Translation: It rocks--just like (most of) the rest of this 80 MSP ($1) game.
See also: 'A somewhat gay review of Lesbian Spider-Queens of Mars'
Tuesday, May 10, 2011
My first free game as a blogger: The Most Addicting Sheep Game
May 4 was a rather momentous day for me and this blog. How so? Well, as the headline above suggests, it's when I received my first free game as a blogger.
Granted, the game in question--Justin Southey's The Most Addicting Sheep Game--would have set me back just a buck if I'd actually bought it, but that's beside the point.
What isn't beside the point is that I've already had a lot of fun playing this rhythmic Xbox Live Indie Games release, which requires players to "run, jump and roll to the beat."
I have a feeling the last few levels shown in the video above are going to trip me up terribly, but I also have a feeling they're going to cause me to laugh uncontrollably.
Can you ask anything more of a game that costs a buck?
Granted, the game in question--Justin Southey's The Most Addicting Sheep Game--would have set me back just a buck if I'd actually bought it, but that's beside the point.
What isn't beside the point is that I've already had a lot of fun playing this rhythmic Xbox Live Indie Games release, which requires players to "run, jump and roll to the beat."
I have a feeling the last few levels shown in the video above are going to trip me up terribly, but I also have a feeling they're going to cause me to laugh uncontrollably.
Can you ask anything more of a game that costs a buck?
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