With Moonbot's "Golem" facing an uncertain financial future, my dream of playing as a mystical, towering piece of rock come to life will be a dream deferred until further notice.
Thankfully Abbey Games is soon releasing "Reus," their gorgeous 2D god game. Just look at that mountain god in the trailer, though -- that's what I'm talking about! He's got a big barrel chest and sad green eyes, but heavy is the head that bears the fate of all humanity, I guess.
Supergiant Games used Warner Bros.' help to publish "Bastion," but they may be in a position to go indie with Transistor, their recently-announced sci-fi followup. "We don't have deals with anyone," lead designer Amir Rao told Joystiq during PAX East this weekend. "This is the first time anybody has seen the game. It's really way too early for us to say if we'll have a publisher or what platforms it will be on."
"Bastion" sold 1.7 million units across all platforms, including iOS and the Google Chrome store, and Rao suggested that it's given Supergiant enough cushion to start considering self-publishing the game. Most of "Bastion"'s sales came on Steam, though, which makes it a likely candidate to see an eventual "Transistor" release, whether Supergiant decide to self-publish or not.
Last month Zombie Studios, the six-man team behind "Blacklight: Retribution," announced "Daylight," a horror game about an amnesiac who wakes up in an abandoned psychiatric hospital. The fact that abandoned psychiatric institutions -- "insane asylum" is no longer the preferred nomenclature -- have been scientifically proven as the scariest buildings in the world sets the scene, as you can see in the new trailer (embedded below).
The game revolves around trying to escape from the hospital (obviously, since they're universally terrifying), navigating its haunted halls by flashlight or flare, using your cell phone as a GPS to track your movements. Speaking with Destructoid, creative lead Jared Gerritzen compared the game to being a rat in a maze: "It's kind of cool because the storyline is about this hospital and this doctor that was doing all of these experiments, and this insane kind of thing that really fits with the '50s/'60s tests on rats," he says.
"And so it's really funny that you're literally just trying to find your way through this map, but as you're going through, you're constantly being hunted and you're constantly being scared. Everything is different each time."
Nestled somewhere in the Scottish Lowlands, presumably near Dundee, is an office for Secret Lunch, an indie studio formed by former University of Abertay students. Secret Lunch’s first project is called “Shu,” a gorgeous platformer about running, jumping, and gliding your way up a mountain, chased by cataclysmic tornadoes and flooding rivers.
The eponymous Shu is a bird-beaked little traveller hoping to escape some sort of malevolent storm. He can escape it by reaching the top of the mountain (shown in the trailer below), but landslides, lightning strikes, and the destroyed remains of a town called the Nest are getting the way.
The not-really-official news that Dutch indie phenoms Vlambeer were bringing “Luftrausers,” their pixel art airplane dogfighting game, to the PlayStation Vita and PlayStation Network has finally come to fruition. Over on the PlayStation Blog, Vlambeer co-founder Rami Ismail finally announced the game, with a gameplay trailer to match.
Ismail writes that the “Luftrausers” deal is a result of the positive experience the team had when bringing “Super Crate Box” to the PlayStation Network late last year, noting that having Devolver Digital on hand as publisher allowed them to “get right to what matters most: making a fun game about airplanes for people to enjoy on their PlayStation devices.”
Here’s your games industry curio for the day: “Sturmwind” is an old-style shoot-’em-up that took seven years to develop and will be coming to the Sega Dreamcast at the end of April. The Dreamcast!
According to Indie Statik’s abridged history of the game, “Sturmwind” has been in development by a German indie studio named Duranik since at least 2006, when a one-level demo codenamed “Native” made its way online. “Native” was an Atari Jaguar CD game, but it was converted to the Dreamcast project now known as “Sturmwind.”
Duranik eventually struck a deal with Red Spot Games, a publisher and distributor that specializes in WiiWare, Xbox Live Indie, and Dreamcast games. After a few more mishaps -- like a disc production company going bankrupt mid-production -- “Sturmwind” will see the light of day on April 24.
We haven’t covered “Gone Home” here at MTV yet, but a new trailer featuring the dulcet tones of early-90’s Bratmobile seems like as good an angle as any.
“Gone Home” is an exploration game about the Greenbriar family, set in rural Oregon in 1995. Katie comes home from a trip abroad to find out that her entire family -- Mom, Dad, and sister Samantha -- have disappeared. As I understand it, the entire game takes place in the Greenbriar’s somewhat expansive home and follows Katie as she pokes through her family’s life to figure out what happened to them. Read More...
Do you remember Freebird Games’ “To the Moon”? You should: it’s a poignant, melancholy, narrative-driven independent adventure game wrapped in a package that’s more reminiscent to the 16-bit heyday of “Final Fantasy VI” than “Sam & Max Hit the Road.” Read More...
When the Independent Games Festival announced that “140” had been nominated for an award for Excellence in Audio (and an honorable mention for the Technical Excellence category), nobody really knew what to make of it. You could tell it some sort of polychromatic, minimalistic something with a focus on music (hence the audio award), but that’s about it.
This isn’t altogether surprising -- the IGF looks at unreleased games all the time, and finding diamonds in the rough is kind of their thing.
Developer Jeppe Carlson has since released a trailer for the game and spilled a few choice details to IndieGames: the former Playdead staffer -- he was the lead gameplay designer on “Limbo” -- has spent the last two years making “140.”
As you can see from the trailer, the game’s platforming is informed by the soundtrack, with the disappearing blocks and moving ledges pulsing with the beat. It’s reminiscent of “Sound Shapes” or the “Bit.Trip” series in that respect, but we’ll see how Carlson’s “140” plays out when it gets an official PC release later this year.
I first played “BattleBlock Theater,” the Behemoth’s long-awaited follow-up to “Castle Crashers,” at PAX a few years ago. A friend and I played a few co-op rounds against what we thought was the AI only to have Behemoth co-founder and designer Dan Paladin impishly reveal two other players on the other side of the booth.
In any case, “BattleBlock Theater” is a series of co-operative, arena-based multiplayer modes in which teams are tasked with out running, out jumping, and out punching each other based on each mode’s rules. I think I remember it being fun, but the game’s been in development for almost over three years now -- that PAX demo from 2009 was a long time ago. Read More...