Showing posts with label indie games. Show all posts
Showing posts with label indie games. Show all posts

Wednesday, January 11, 2023

A cute kiss of death: early-ish impressions of Uchu Shinshuchu for Nintendo Switch

If you've ever dreamt of playing an old-school action-platformer that has you kiss enemies rather than jump on or otherwise attack them, Uchu Shinshuchu may be the game for you. Or it may not be, as even after conquering 25 of its 51 stages I'm still teetering on the fence as to whether I like or loathe this digital Nintendo Switch title.

My main issue with Uchu Shinshuchu, which tasks players with saving the world from an alien invasion using the power of their puckered lips, is that you have to get really close to an enemy to kiss it. That would be fine if the game provided its protagonist (named Saturday-Chan) a life or health bar and flubbing a kiss resulted in damage rather than death, but it doesn't. As such, you die when you lean in to kiss an enemy but instead miss and run into it.

Uchu Shinshuchu's start screen

That said, I've come to (mostly) appreciate this mechanic. It's strangely... fitting? You generally need to be bold to kiss someone, after all. Well, boldness is required to succeed at Uchu Shinshuchu, too.

A second issue with Uchu Shinshuchu, which may be even more damning than the first one, is that there's no backtracking. If you get stuck on a particular stage, you need to beat it or start over from the very beginning of the game.

Uchu Shinshuchu's story is as wacky as its gameplay

That hasn't proven to be a huge problem for me yet, but what has proven to be a problem is getting stuck during a boss encounter. I'm currently on the game's fifth boss and having a devil of a time defeating him. So, I can either keep trying or give up.

On a related note, another of Uchu Shinshuchu's unique gameplay components has you "befriend" (for lack of a better word) all enemies you kiss. You can toss these so-called frenemies at their comrades to stun them, which then makes them easier to kiss and befriend.

Yes, you kiss enemies into submission in Uchu Shinshuchu

That's cool and at least somewhat useful during the game's regular stages. It's nearly useless during boss fights, though, as if you don't defeat a boss on your first try (and if anything you're like me, you won't), you can't make use of these tossable frenemies. Why? Because you lose your cache of captivated frenemies when you die.

As a result, you usually have to tackle Uchu Shinshuchu's bosses solo. Considering how close you need to get to kiss them, this can be a frustrating challenge. I have a feeling a lot of folks will quickly give up on the game because of this alone.

You'll see this message a lot while playing Uchu Shinshuchu

Which is too bad, as I otherwise like Uchu Shinshuchu quite a bit. Although I found the kissing "attack" off-putting at first, it's since grown on me to the point that I now view it as a pretty novel addition to the often-staid platformer genre. Also, the game has a nice, if simple, look to it and a peppy soundtrack that recalls similar offerings of yesteryear (think Mega Man and the like). It helps, of course, that I don't mind dying over and over and over again. On the contrary, it usually cracks me up. If it's likely to drive you mad, you should probably give the game a pass.

Speaking of buying or passing on Uchu Shinshuchu: I paid $2 for it. The game usually goes for $8. I wouldn't recommend buying it at full price. I'm fine with having spent $2 on it, but I doubt I'd be as happy if I'd spent $8.

Wednesday, October 09, 2019

Ten questions with Christophe Galati, maker of Save me Mr Tako

I had a keen eye on Christophe Galati's Save me Mr Tako: Tatsukete Tako-San long before it hit Steam and the Nintendo Switch eShop this time last year.

To put it another way, I drooled over this adorable, octopus-starring platformer back when it was still a Wii U title. And when it was being considered for the New 3DS, too.

In the end, neither of those now-defunct systems were blessed with Save me Mr Tako. Why? Sadly, I don't know. I rather stupidly forgot to ask Christophe about those planned-but-canned releases when he agreed to answer a few questions about the game a couple of weeks ago.

I asked him a number of other intriguing questions, though. Or at least I hope they're intriguing. You be the judge.

The Gay Gamer: How long have you been making games and what prompted you to start making them? Also, what kinds of games did you make early on?

Christophe: I was really into JRPGs and retro games growing up, as my brother was a game collector. I started to create games when I was 12, after discovering RPG Maker with a friend. My first attempt was a Pokémon fan game. It had a Final Fantasy-like battle system and a very dark story with Mudkip sacrifices.

I learned a lot, then decided to make more personal projects, learn pixel art and write stories. I continued using RPG Maker, and showed my work in online forums. At 18, I went to a game school--Isart Digital--in Paris, where I learned more about game design and programming while also working in the industry.

Christophe Galati sporting a Zelda tee

The Gay Gamer: I'm guessing Save me Mr Tako was your first "big" game--or at least the first one that was picked up by a publisher, made you money, etc. How did you go from developing games for fun, or on the side, to this?

Christophe: Correct, Save me Mr Tako is my first game as an indie. I started to create it in 2014, at a time when I was very depressed by the game school I was attending and the internship I had (where I was making a game for a French cheese company). It was the GameBoy's 25th anniversary year, I ate takoyaki for the first time and got the vision of an octopus character. All of this merged in my mind, along with my JRPG inspiration, and led to Tako.

I started with a small prototype that I published in September of that year, and it got a lot of visibility, especially in Japan. It gave me the motivation to make a full game of it, even though I was 19 at the time. I worked on it in my free time for three years, with the help of the composer Marc-Antoine Archier. Then, the game was selected for the Tokyo Game Show in 2016. It was like a dream come true. That’s where I met Nicalis. After that, I decided to leave my job and go full-time indie. The game finally released last October, after four years of hard work.

The Gay Gamer: How was that experience for you overall, now that it's behind you? Are you happy with how Save me Mr Tako turned out and how players responded to it?

Christophe: It’s never behind you. There are still many things I want to do with the game. I’m glad I was able to follow my vision and make the story come to life, as my first goal when designing a game is to tell a story. I’m proud to have made such a large game, but I’m kind of sad it has some balancing issues, as it was never my intention to make a hard game. After four years on my own, I couldn’t feel the difficulty anymore. Hopefully it will be patched soon so more people can enjoy the story.

I also learned a lot by working with a publisher, and feel prepared for what will come next. I’m glad players liked the game and identified with the characters, that it got the "hidden gem" aura and is considered one of the best GameBoy tribute games.

A scene from Save me Mr Tako

The Gay Gamer: Kind of an aside here, but Save me Mr Tako features drag queens. What made you decide to include them in the game?

Christophe: You can thank my friend Mirage for that! She introduced me to drag culture around the time I started development, and brought me to a few drag shows in Paris. It was so much fun! I’m all for making games more inclusive, to help the representation of LGBT characters--that’s something I want to keep doing in my next creations.

The Gay Gamer: Do you think you'll ever return to that world, perhaps with a sequel to Save me Mr Tako? And if you did ever return to it, what do you think you'd add to or change about it? Would it even still be a platformer?

Christophe: I hope I can return to that world someday. Now that I have more distance with it, I realized there were a lot of elements and ideas that came from the projects I made when I was a teenager, with an octopus twist. I guess it’s my own universe, and I want to keep expanding it.

But I don’t want to do a platformer again soon. My goal is to lean toward the JRPG genre, which is more suited to the stories I want to tell. I love to write universe and lore documents, so I may also create new worlds. Who knows what projects I will have the chance to work on in the future?

The Gay Gamer: You recently completed a five-month artist residency program in Kyoto. How did that change how you think about and make games? What are some of the things you learned there that are impacting your next game?

Christophe: Earlier this year, I got the chance to become the first game developer to be selected in a French artist residency. It’s something I've had in mind since seeing a documentary about Villa Medicis a few years ago. That made me think it would be great to have these kind of places open for game creators. When I discovered Villa Kujoyama in Kyoto, I had to apply. It was perfect for my needs, as my games are very inspired by Japanese culture.

Another Save me Mr Tako scene

I really think I grew up during those five months. It gave me more confidence as an artist and in the messages I want to express in my games. Being able to work in such a cool environment, surrounded by artists from very different fields and experiencing life in Japan--all those things inspired me a lot. It also gave me time to take care of myself after crunching on Tako, to get in better shape, to do research and a real pre-production this time.

The Gay Gamer: Speaking of your next game, it seems to be something you're calling the Himitsu Project. It appears to be inspired by Famicom games rather than GameBoy ones this time around. Is that the case? If so, why are you going for a Famicom aesthetic with it?

Christophe: Himitsu Project is a code name. I always saw Tako as a first step in a journey of paying tribute to and mastering the aesthetic of games that inspired me growing up. I started with the GameBoy, and am now moving on to the GameBoy Advance. I agree the current palette of the prototype is very limited, making it look like a Famicom game, but this way people understand it’s a prototype and that nothing is final. (That’s also why the character is still naked.) I hope that in future projects I’ll be able to explore aesthetics like the PS1 and DS, too.

The Gay Gamer: What else can you share about the Himitsu Project at this time? Does it fit into any particular genre or genres? Have any existing games served as inspiration for it? How far along are you in its creation?

Christophe: The game is an action RPG that's inspired by many games, including Illusion of Gaia, Golden Sun and Secret of Mana. The main themes it will deal with are secrets, how our society and people are built on traumas and how that consumes the world from the inside. It will follow several characters, including a drag performer.

Christophe Galati's Himitsu Project

It’s still the beginning of the project, I think it will take at least three years to develop--if I manage to not only work on it in my free time as I did with Tako. That’s what I’ve been working on since I returned to France--applying for funding and creating opportunities for the project.

The Gay Gamer: You say on your Patreon page that you want to form your own company at some point. Why is that?

Christophe: That’s also why I opened a Patreon page recently. It’s part of creating the good working conditions I’d like to have. I was able to develop Tako mostly alone, but in the future, I’d like to work with a team. That will benefit the quality of the final game and allow me to make even more ambitious projects. Starting my own company will help with funding, too, and that will provide even more opportunities. I’m just at the beginning of my career, and I want to see how far I can go to make my dreams come true.

The Gay Gamer: You also say you eventually want that company be seen as a modern Quintet. How exactly do you hope to follow in the footsteps of that company?

Christophe: For me, Quintet will always be a company with an aura, which made meaningful games. That is kind of what I aspire to--I want to create masterpieces, games that will inspire people as those games inspired me growing up.

My goal is not to revolutionize the game industry, but to explore new subjects, use gameplay to tell stories that will reach the heart of players, create great adventures that will make them understand things and help them in their own lives. I see games as an artform, and I want to defend that view. I believe our generation is the game industry of tomorrow, and I want to help make it less abusive and more inclusive.

See also: 'Ten questions with the guys behind the best GameBoy game you've probably never played, Tobu Tobu Girl'

Sunday, December 30, 2018

My favorite games of 2018: Black Bird (Switch) and Sushi Striker (3DS)

I know what at least a few of you are thinking right now: you put more than 100 hours into Octopath Traveler and published numerous posts about it, but didn't pick it as your favorite game of 2018?

Nope, I didn't.

Which isn't to suggest I disliked Octopath Traveler. On the contrary, I loved it. Sure, a few aspects annoyed me here and there, but those flaws did little to keep me from thoroughly enjoying its sprawling adventure. (Read my write-up, "10 things I adore about Octopath Traveler," for more on that particular subject.)

As much as that SaGa-esque RPG delighted me, though, it wasn't one of my two favorite games of this year. That honor belongs to Black Bird for Switch and Sushi Striker for the 3DS.

What's so special about this pair of titles? Here are a few thoughts:

Fabulous Black Bird fan art by @croppar

Black Bird

This Onion Games release doesn't provide the most appealing of first impressions. Before you've actually played it, it looks like little more than a "dark" Fantasy Zone rip-off that costs $20. Thankfully, Black Bird is far more than a simple clone of Sega's classic looped-level shoot 'em up.

First, there are the bullet-hell elements. These are most obvious during the game's four boss fights, but they're woven into the stages that precede them, too.

Illustration counting down to Black Bird's release,
by @momenko774
Also, there's its score-attack focus. In other words, the point while playing Black Bird isn't to finish its small handful of levels. Rather, the point is to improve your high score and climb the worldwide leaderboard.

To accomplish that, you have to wrap your head around and come to grips the game's many systems--bombs, combos, collectible gems, and more.

Finally, there's Black Bird's soundtrack. It deserves all the praise that can be heaped upon it simply for being so sonically impressive and interesting. (One minute it's marvelously vaudevillian, the other it's otherworldly operatic à la "that scene" in The Fifth Element.) That's not all it brings to the table, though. In addition, it times the introduction of most enemies to the backing tunes in a way that's reminiscent of--if not as interactive as--ASCII's Otocky for the Famicom.

Curious to learn more about why I love Black Bird so much? Check out this post of mine. Also, if you need some help conquering this curious shmup, scroll through my "10 Black Bird tips, tricks, and tactics" write-up. And maybe this one, too: "How to beat Black Bird's final boss in 'True' mode"

Sushi Striker's protagonists, by @meshi3

Sushi Striker

I guess you could say it took me a while to warm up to this indieszero-developed title.

Actually, I was gaga over it after Nintendo unveiled it during E3 2017. After playing the demo the company made available via the Switch eShop early this year, though, my interest in Sushi Striker nearly fell off a cliff. It felt far too frantic for my liking. And it seemed to lack the kind of surprising depth and strategy I usually look for in puzzlers.

Still, I wanted to support its release, so I kept my pre-order for the physical 3DS version of the game.

After putting a couple of hours into the cartridge that made its way to my doorstep in mid-June, I was glad I did. For starters, the final product quickly proved to be a lot less superficial and straightforward than the demo suggested would be the case.

Celia, possibly my favorite Sushi Striker character,
b
y @carmeladansen
Also, a few of the components I wasn't sure about while playing the demo's three measly stages--the characters, the cutscenes, and the soundtrack being prime examples--displayed their true, eye-popping colors in Sushi Striker's full form.

To learn more about this game's many positive attributes, read my post, "Five reasons I've fallen head over heels in love with Nintendo's Sushi Striker."

Not in a reading mood? Maybe this'll sway you to at least consider picking up a copy of Sushi Striker sometime soon: I devoted more than 51 hours to the 3DS iteration before tearing myself away from it. (And after finishing its lengthy story mode.)

Oh, and I enjoyed the experience so much I bought it for my Switch, too.

So there you have it: my absolute favorite games of 2018. That's not to say I hated every other title I played this year. In fact, I liked a handful of them nearly as much as this pair. Which ones am I talking about here? I'll spill the beans in my next write-up.

In the meantime, what were your favorite games of 2018? Tell me all about them in the comments section below.

Saturday, December 08, 2018

How to beat Black Bird's final boss in 'True' mode

If you're anything like me, your first few meetings with the final boss of Black Bird's "True" mode won't end in success.

Oh, hell, who am I kidding? If you're anything like me, your first, I don't know, 30 meetings with it won't end in success.

In fact, I put around 25 hours into this Onion Games release before I saw the credit roll in this mode. What changed? To be honest, I found and watched video footage of someone else fighting this shape-changing baddie that clued me into a few mistakes I was making.

If you're having a similarly difficult time toppling this Black Bird adversary and you're not sure why, the following tips should help.



1. Try your best to reach the boss while in the bird-ship's fully powered-up form. (It should look like mine does in the screenshot above. Also, it should shoot large, circular bullets straight ahead and launch homing missiles that look like little crows from the side.) Believe me when I say this will make the task ahead a lot easier than it'll be if you arrive on the scene without enough ammo.

2. If possible, don't use any bombs during the first two portions of the fight. Should that not be an option for you at this point, at least save a couple of them for the battle's third phase. (Need some specific advice here? Let me know in the comments section below and I'll do my best to help.)

3. Speaking of which, I pretty much always drop a couple of bombs during this brawl's third segment. You'll know you've reached it when feathers--or whatever they're supposed to be--begin to rain down from the top of the screen. It's possible to avoid even the ones this multi-faceted foe launches at you, of course, but doing so takes more skill than I currently possess. At any rate, unleashing a bomb just as this iteration of Black Bird's final boss attempts to pelt you with projectiles not only keeps you from being hit, but it also keeps you from losing your precious homing missiles. (Assuming you're still fully powered-up.)



4. Those of you who are used to Black Bird's "Normal" mode, or those of you who've yet to get past this portion of the "True" mode's last fight, are in for a bit of a surprise now. Not only isn't the scuffle over (as it would be if you were playing the game's easier setting), but it's got two more phases. Thankfully, the first is a breeze. All you need to do during it is avoid the green prisms that surround and then try to squeeze you. The only advice I can give you here is to stay still until the objects lock into position, then move in whatever direction is needed to avoid being pinched. Rinse and repeat until just one of those little buggers remains.

5. Enjoy that rather calm segment of Black Bird's final fight while it lasts, by the way. The fifth and final portion of this clash is the toughest and most chaotic one yet. Or it is until you realize it's not nearly as nightmarish as the game wants you to believe it is. Basically, you've got to deal with two different attack patterns this time around. During the first, the boss inhales a bunch of asteroids from the edges of the screen. Your focus here needs to be on avoiding those rotating, damage-dealing boulders. The only time you should change that tactic is when you lose your homing missiles. If you ever find yourself in that situation, go ahead and drop a bomb--assuming you have any in your arsenal. That should return you to fully powered-up status. And if you don't have any of those explosives? Shoot the green planetoids. They'll drop gems that will produce the same result.



6. The second attack pattern of this phase is the polar opposite of the first. Instead of inhaling objects from the edge of the screen, the boss spews them outward from the center of it. This is where most people freak a bit. I know I did early on. Don't follow in my footsteps. Instead, stick to one side of this many-staged adversary. When she unleashes her fury (you'll know it when you see it), stay close to the line of red "bullets" while shooting the other projectiles she sends your way. Oh, and only use bombs here if you absolutely need to do so. They won't help you power up, so save them for the first segment of the fight.

7. You'll cycle through these patterns until you've died or you've defeated the boss, so get comfortable. And make sure you aim at least some of your bullets at Black Bird's biggest baddie during this Groundhog Day-esque segment of the final battle. This is why it's so important to start the fight fully powered-up. The homing missile-bird thingies that come along with that allow you to pick away at the game's antagonist even when you're not facing her.



8. Fill "Amoris Nova" (apparently that's the name of this iteration of the last boss) with enough ammo and she'll finally explode--and in a fairly satisfying way, if I do say so myself. What's next? Why, the game's score-tally screen and credit roll-cum-ending sequence, of course. Congratulations!

9. One last thing: should you wind up with fewer than 25 million points, you won't see the game's true ending.

If you're struggling with that task, check out my post full of Black Bird tips, tricks, and tactics.

See also: 'Onion Games' Black Bird is the dark Fantasy Zone clone I didn't know I wanted or needed'

Saturday, September 02, 2017

I don't know about you, but I'm really liking the looks of Battle Princess Madelyn

Don't worry, I'm fully aware I'm late to the Battle Princess Madelyn party.

That's what happens when you don't own any of the systems for which a seemingly interesting game is being made. Or maybe I should say that's what happens when you think you don't own any of the systems for which a seemingly interesting game is being made.

What do I mean by the above? Well, until a few minutes ago, I thought Battle Princess Madelyn, a modern Ghouls 'n Ghosts clone featuring a lady knight who sports pink armor, was being prepped for just PC, PS4, Switch, Wii U and Xbox One.



So, imagine my surprised when I discovered it'll be released for Vita as well.

Knowing that, I'm now eagerly looking forward to this coming February, which is when Battle Princess Madelyn is scheduled to be made available to the masses.

Granted, it's possible I'll actually have a Switch by that time, so maybe I'll opt for that version of the game instead, but I also could see myself deciding to support the Vita one more time.

Are any of you itching to dig your teeth into this tantalizingly old-school indie title? If so, which release or releases do you think you'll pick up in the end?

Monday, October 10, 2016

Attention regular folk: you can now buy Keita Takahashi's cute-as-hell ALPHABET

I was more than a bit bummed when I failed to back (via Kickstarter, naturally) the LA Game Space earlier this year and as a result missed out on obtaining a copy of Keita Takahashi's and Adam Saltsman's Alphabet.

For a $15 donation, backers gained access to the above-mentioned curiosity as well as something like 30 other indie titles.

That was nice and all, but the only one of those rewards that really appealed to me was Alphabet. I guess that goes a long way toward explaining why I didn't hand over any money in the end--despite the fact that the game offers players the chance to "run, jump, eat, sing, poop and sleep through silly obstacle courses."



Still, whenever Alphabet pops up in online conversations, I think, damn, I'd really like to play that game someday. Well, someday could be today, if I'd like it to be. That's because regular folk like you and I can now buy it and four other titles from juegosrancheros.itch.io for--you guessed it--$15.

Considering doing the same but not yet ready to sign in to your PayPal account or dig your credit card out of your wallet? Check out my friend Anne's entertaining playthrough of Alphabet. It should help you reach some sort of consensus on the matter.

Should you follow through with the purchase, come back here and let me know what you think of the game--especially if you figure it to be another Katamari Damacy.

Wednesday, July 15, 2015

MUSE: Together Is the New Alone (PS4 and Vita) looks a lot like EarthBound and Yumi Nikki, which of course means I'm already in love with it

Full disclosure: I've yet to actually play Yume Nikki, mainly because it's currently only playable on Windows-based PCs, and I no longer own such a computing device. (Not that I'd be all that likely to play it on my MacBook either, but if it were possible I'd probably at least consider experiencing it that way at some point down the road.)

Still, I've long wanted to play it due to its unsettling, EarthBound-esque visuals.



I don't know if I'd say the graphics that have been shown off for the in-the-works PS4 and Vita game known as MUSE: Together Is the New Alone are quite as unsettling, but they've definitely got an edge to them that exists somewhere between what's found in Yume Nikki and most of EarthBound.

This upcoming release, announced during the recent BitSummit event, is being made by Baiyon, who you may know as the art director and musician behind PixelJunk Eden. (Apparently, Pygmy, the development studio that ported La Mulana to Vita, is lending a helping hand.)



Unfortunately, as with at least one of the other Vita games I've mentioned in the last couple of days, a specific release date has not been revealed for MUSE: Together Is the New Alone.

What is known is that this is the gist of MUSE's story: “A young girl lays in a never-ending slumber. One day, a boy finds notes and paintings belonging to the sleeping girl. Guided by these tokens, he sets off on an adventure in the hopes of awakening her once again.”



Does that sound appealing to any of you? Or do you not care about this game's story because the rest of it looks so darn good? Let me know one way or the other in the comments section below.

Oh, and if you're interested in MUSE for any reason whatsoever, you may want to keep an eye on its official website, muse-alone.com.

Sunday, July 12, 2015

Fabulosity alert: Crypt of the NecroDancer will soon sashay onto the Vita (and PS4)

The Vita is really hitting it out of the park, as the saying goes, lately.

Taiko no Tatsujin: V Version just hit Japanese store shelves, and the intriguing "enforced side-scroll RPG" known as Mystery Chronicle: I Won't Look Back Until I Win will follow in that game's footsteps in a couple of weeks.

And then there are the slew of North American Vita titles that will be released between now and the end of the year that also look mighty interesting, including Hatoful Boyfriend (due out on July 21), Persona 4: Dancing All Night (Sept. 29) and the one that's the focus of this blog post: Crypt of the NecroDancer.



Unfortunately, all that's known at the moment is that this much-heralded rhythm-based roguelike, which previously only could be played on a PC, is that it's coming soon.

Here's hoping "soon" means within the next couple of months, because I'm really itching to (finally) experience this sucker. Even if it doesn't hit the PlayStation Store--or whatever Sony calls its digital store these days--until later this year, though, I'll still pay whatever I have to in order to add Crypt of the NecroDancer to my slowly expanding collection of Vita titles.

Are any of you excitedly planning to purchase this game, too?

Saturday, July 11, 2015

Speaking of interesting Vita games, an expanded version of Hatoful Boyfriend will be released for the system (and the PS4, too) on July 21

Ever since Anne (or was it shidoshi?) declared her love for Hatoful Boyfriend during a past episode of The Nichiest Podcast Ever, I've desperately wanted to sink my teeth into this indie-turned-blockbuster title.

Of course, who wouldn't want to spend some quality time with a visual novel that allows (forces?) you to romance a variety of birds?



At any rate, it seems my dream of finally playing some iteration of this Mediatonic-developed title will become a reality shortly, as an expanded version of it will be released for the PS4 and Vita (I'll be picking up the latter, naturally) on July 21.

Sadly, publisher Devolver Digital has yet to say how much these releases will set people back, but as long as it doesn't cost more than, say, $15, I'm pretty sure I'll buy it day one.



Are any of you planning to do the same? If so, let me and others know about it in the comments section below. Also, feel free to mention any other upcoming Vita games you may be interested in purchasing, as a number have been announced in recent days that make me proud to be an owner of Sony's latest (and probably last, if I'm to be honest) handheld system.

See also: 'Mystery Chronicle is one of many interesting Japanese Vita games I'm currently thinking of buying'

Tuesday, June 10, 2014

Three trailers for PS4 indie titles that caught my attention yesterday

So, yesterday afternoon I published a post about a trio of trailers for Xbox One indie titles that caught my attention at E3 2014.

Not wanting to play favorites, I thought I should publish a similar post about a few of the awesome-looking PS4 indie titles that were shown during Sony's early-evening press conference at the same event.

Here they are:



The trailer above is for ABZU, a captivating title that's being made by Giant Squid, the development studio opened by former Journey art director, Matt Nava.

I do wish this trailer gave viewers a better idea of how the final product will play. Even in its current state, though, I'm curious about it and will keep an eye on it (despite the fact that I don't own, and may never own, a PS4).



This second trailer, above, is for a game called Entwined. Sadly, it offers up even less gameplay than ABZU's trailer.

PS4 owners won't have to wait months or years to discover how this Pixelopus-made title plays, though, as it's already available for purchase on the PlayStation Store for $9.99. (Apparently it'll be made available to PS3 and Vita owners down the line, too.)



Finally, there's the trailer for No Man's Sky, above. This one's all about "exploration and survival in an infinite procedurally generated universe," according to developer Hello Games.

The question is: will the gameplay be able to live up to the hype created by this trailer? I certainly hope it will, although I've got to admit I'm a bit skeptical.

How about all of you? Did any of these PS4 indie titles trip your trigger yesterday? If so, which ones--and why?

Sunday, November 03, 2013

Yep, Super Time Force still exists (and here's a new trailer for it)

Is it me, or have we been waiting for Cabybara Games' Super Time Force for an eternity?

OK, so that's a bit of an overstatement. Still, we've been waiting for it for a long time--or at least I have.



Anyway, here (er, above) the latest trailer for this curious-looking--due to the time-bending element--XBLA title:

Sadly, the game still is without a release date--well, other than "before the year is out."

Wednesday, September 04, 2013

It's like Crypt of the NecroDancer was made with me in mind

I don't know about you, but a name like Crypt of the NecroDancer doesn't really pique my interest. Tell me said game is rhythm-based roguelike that sports a retro-tastic art style, though, and you've got my attention.

The question is: will the aforementioned title, which is being made by the folks at Brace Yourself Games for both Mac and Windows, wind up being as fun to play as it appears to be in the following trailer?



I'm a little skeptical, I have to admit, but I'm also intrigued enough that I'll likely take the Mac version for a spin shortly after it's released.

The only thing that could keep me from doing that is Crypt of the NecroDancer's $15 price tag--something I'd be far more willing to put up with if it were attached to a console or even handheld release.

(Via penny-arcade.com)