Looking back at the list of titles that graced 8-bit consoles (and PCs) in 1987, you find that's it's a veritable parade of first entries in what would in time go on to either greatly influence gaming or spawn literally dozens of sequels between them. This is the year that modern video gaming was born, as simple left-to-right platforming was starting to experience previously unseen variations and mutations, while the standard bearers of fighting games and RPGs experienced their genesis. Take a look back at some of these classic titles celebrating their 25th anniversary as part of the 1987 Silver series on MTV Multiplayer.
Double Dragon may not have been the first side-scrolling brawler in arcades and on consoles, but it's the one most of us think of when it comes to that particular genre. One part Roadhouse, one part The Warriors, the game spawned about a half dozen sequel and tie-in titles (lest we never forget Battletoads and Double Dragon), a cartoon, and a feature film that some of us are still trying to forget.
And the series is on its way back with a downloadable homage this September from WayForward Technologies, Double Dragon Neon. Curious about the series' impact on this tongue-in-cheek remake-quel, I asked the game's director Sean Velasco to give me the skinny on how WayForward and publisher Majesco planned to honor (and send up) 25 years of Double Dragon history.
On the heels of the release of his first PSN title, Dyad, Shawn McGrath has learned quite a few lessons about making a game that one can only find out about after having lived through it. He traveled a long road to get Dyad out the door, from dealing with funding, to publishing paperwork, to actually getting it released. A bit of an anomaly in the games industry, McGrath, who released the game almost entirely on his own, doesn’t see himself as part of the machine, and encourages any ambitious, like-minded individuals to make games if they want to make games.
If there’s one thing you take away from this interview, try to always retain McGrath’s outlook on life, “I'm dying; we all are. I don't have time to sit around and waste. I want to create as much stuff as possible in my life.” Those are great words of advice from a dedicated developer who has already begun work on his next project, and starting the process all over again.
Read on for some insight into the mind behind one of this summer’s most critically acclaimed games.
'Transformers: Fall of Cybertron' game director, Matt Tieger joins the voice of Grimlock, Gregg Berger, to talk a little about the upcoming game at the Geek studio during San Diego's Comic-Con. It seems like if you like your giant robot fighting a little more cerebral then you'll feel right at home with a more adult narrative along all the explosions because they mentioned how much further the story would be pushed after the Autobots lose to a superior Decepticon force. The main plot points revolve around Optimus Prime and gang trying to find a way to either save or abandon their dying planet of Cybertron. You can probably assume a few noble sacrifices along the way but, really, it's all about massive metal T-rexes burning lasers through Volkswagons.
Details aside, things get a little silly when Gregg unleashes his vocal talents for the dynamic robo-dino; so, enough of my jabber-jawing, check out the video below:
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Yesterday on our livestream from San Diego Comic-Con, Tomb Raider actress, Camilla Luddington along with brand director Karl Stewart stop by to shed some light on taking over the role of Lara. If you've been too involved with the geeky festivities, fear not, we've clipped out the segment for you to enjoy at your leisure below.
Last week, thatgamecompany, the developer behind PS3 exclusives flOw, Flower and the bestselling Journey announced that they'd raised $5 million from Benchmark Captial, thus allowing the nine-person developer to go completely independent now that their three game contract with Sony has ended. Keep in mind, this deal doesn't mean you'll be seeing Journey on your iPad, but it does open up the possibility for thatgamecompany to work on other platforms for future releases.
Now, the company is at a crossroads—with all of that money, what kind of shape will their next game take? Will they be going multiplatform? What's the mood like inside of thatgamecompany?
While the team isn't talking too much about what's next (contrary to some reports, they have nothing to announce about what platform their next project will appear although going multiplatform is an option), Social Media Director answered a few questions by e-mail about what this funding means for thatgamecompany.
The team behind Lollipop Chainsaw is a veritable who’s who of counter culture names. From James Gunn’s cinematic contributions to Suda 51’s enigmatic games, there’s some of the industry's most creative talent behind Juliet’s chainsaw. One of the most intriguing names on that list is the front man for the electro-punk band Mindless Self Indulgence, James Euringer, more commonly known as Jimmy Urine. Performing the voice of one of the zombie bosses in the game, Zed, as well as composing the music for all of the boss fights, Urine has always had close ties to the gaming community with call outs in MSI’s music videos, album art, and even the songs themselves. We recently had a chance to ask Jimmy some of our burning questions about his role in Lollipop Chainsaw, as well his background as a gamer.
Sound Shapes is shaping up to be one of Sony's most anticipated digital games. Blending music and plaforming in an entirely new way, Queasy Games, in conjunction with SCE Santa Monica Studio, is lead by Jonathan Mak and Shaw-Han Liem, a team well-versed in making creatively crafted games and music respectively. Co-designer Liem, who is also known to perform on stage as I Am Robot and Proud, took some time to answer our questions about some of the concepts behind the game, as well as what it is like to collaborate with some of the industry's most well-known artists.
MTV Multiplayer: How has the evolution of game music over the last 30 years inspired both the creation and existence of Sound Shapes?
Shaw-Han Liem: A. The interaction between music and games has always been something that has interested us - there have been certain games (Rez, Electroplankton) that have connected gameplay with music in really engaging ways. We are also really interested in musical hardware and software (Tenori-On, Monome) that uses design to encourage and teach people about music creation. I think Sound Shapes will be part of that conversation, about how music and interactive media (including games) can evolve together.
Looking at his filmography to date—which has included everything from the big-budget remake of Dawn of the Dead to the live-action Scooby Doo, to the bloody superhero satire Super—it was a no-brainer for publisher WB Interactive to tap writer-director James Gunn to provide the script for the zombie-filled hack-n-slash Lollipop Chainsaw. To hear Gunn tell it, he didn't think twice about hooking up with Grasshopper and punk rock gaming auteur Suda51—even if there was a bit of smoke and mirrors involved in getting him onto the game.
Warner Brothers took me into a room and said 'We have this project that we're working on and thought you might want to be involved.' And they showed me a bit of test footage from the game, and it was basically just the character that would become Juliet Starling jumping around in a cheerleader uniform, using a chainsaw to cut up all of these zombies, and then blood gushes out them, mixed with rainbows and little pink, sparkly hearts. It blew my mind.
Gunn says that he's often pitched a lot of projects by would-be collaborators, but the game that would ultimately become Lollipop Chainsaw was one of the few to get him excited to work on, thanks to a mix of the innocent and the profane.
After the jump, Gunn learns to "get" the Japanese style of storytelling, working with Suda51, and what the writer-director is playing in his free time.