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The Incredible Adventures of Van Helsing Interview with NeocoreGames

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“An interview conducted with NeocoreGames

NeocoreGames is a Hungarian based game developer that boasts its competitiveness and professionalism in the gaming industry. When creating games like King Arthur or The Kings’ Crusade, this studio aims to compete with the leading developers in the current RPG and RTS arenas. In their latest venture, NeocoreGames dove into the history of Van Helsing and created an action packed role playing title with a world full of fabled adventures. Capsule Computers reached out to NeocoreGames with some heavy handed questions. Let’s see if they were prepared…

Questions answered by:

Orsolya Tóth (PR & Community Manager) AND Mátyás Csikós (Community Manager)
Orsolya Tóth (PR/Community Manager)                         Mátyás Csikós (Community Manager)

Question 1: Could you tell us about yourself and the role you play in the company?

Orsolya: I’m Orsolya Tóth, PR & Community Manager at NeocoreGames since 2009. I keep contact with journalists, answer questions, present the game and give interviews at game shows like E3 and Gamescom, but my job also includes a lot of testing and playing computer games that are quite similar to ours.

Mátyás: I’m Mátyás Csikós and I work as a Community Manager at NeocoreGames. This means that I am watching over the forums, answering people’s questions and helping them with any issues. I also work as a game tester, helping to squish those pesky bugs 🙂

Question 2: Being a Hungarian based game developer, what was the motivation to get the company running?

Orsolya: Our goal was the ultimate dream of all gamers, which is to create great games. Certainly we had our own ideas about how we should do this, and the only way to achieve our goal was to gain control and do it ourselves. There’s nothing better than seeing your project finally becoming the GAME you’ve always dreamed of.

Question 3: Your previous titles such as King Arthur and The Kings’ Crusade encompass a mixture of RTS and RPG elements. How did the action RPG genre come into play? Was this an easy transition?

Orsolya: Everyone in the team loves RPGs, and we’ve already been toying with the idea of creating one for a very long time. We even wanted our King Arthur game to be an RPG in the beginning, and while we had to admit that RTS was a more fitting style for the King Arthur storyline, still we couldn’t help but add quite a few RPG elements to the King Arthur series. With Van Helsing, we basically just carried on with the original plan of creating RPGs 🙂

Question 4: Why Van Helsing? What was the reasoning in deciding on the Bram Stoker theme? Was there a team gathering where members started yelling out personal interests (TOOTSIE ROLLS! ECTOPLASM! VAN HELSING!)?

Mátyás: The idea was born in 2009 as one of the four possible drafts for future games. Van Helsing was a good choice because many people are familiar with the name and they can instantly tie the person to the monster-hunting profession. But Bram Stoker’s Dracula was just a starting point for us. The story takes place in an alternative Europe similar to Stoker’s world and it focuses on Professor Van Helsing’s son who needs to face new trials if he wants to follow in his father’s footsteps. And yes, there were many great individual ideas, but sadly enough we ruled out Darth Vader and the fighter jets at the very beginning 🙂

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Question 5: What kind of adversities has the company faced in the title’s early development?

Mátyás: We had to adapt to a new genre that in many aspects works differently than a strategy game that we were already used to. This took up a lot of time of course and we also had to face many problems that we haven’t met before.

Orsolya: We also had to replace the main character in the middle of the development because our community didn’t like the first version with his manga-style white hair and big eyes that made him look like a child. It was a tough decision, but it was totally worth it.

Question 6: Part of NeocoreGames’ mission statement entails that the company strives to be competitive in today’s market. In what ways do you believe the company achieves this with The Incredible Adventures of Van Helsing?

Mátyás: We always try to sneak in a few elements to our games that make them stand out of the competition in some way. In the King Arthur games, these elements were RPG-styled quests and other role-playing modules, and in Van Helsing, it is the Tower Defense mini-game. We also put a lot of stress on humour and irony (or even sarcasm) in Van Helsing to mock the genre clichés a bit.

Question 7: Speaking of being competitive… Have you heard many comments regarding the similarities between your title and the Diablo series? Were these elements consumer driven to meet public expectations?

Orsolya: Of course we heard a lot about the similarities between our game and the titan of the aRPGs. We have immensely enjoyed playing the Diablo games and we drew quite a bit of inspiration from them, among many others. We wanted to keep some elements of the UI and the gameplay for example that players already got used to in this genre, so they don’t need to go through an extensive tutorial, but can jump right in and enjoy the game.

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Question 8: On the marketing side of the business, how was the $14.99 price decided upon? The game seems to fit in with most retail value games.

Orsolya: There were many factors that influenced the final price of course, but basically we chose this amount considering the gameplay time Van Helsing offers. We also wanted to make this an easy choice for the fans of the genre and it seems to be working well so far 🙂

Question 9: What is your favorite monster to kill, and what is your strategy to take it down?

Mátyás: Honestly, I just love huge packs of weak monsters that I can annihilate with a fully charged AoE attack such as Lightning Strike. Nothing is more satisfying than a big splash, huge numbers, and a giant pool of blood left.

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Orsolya: My favourites are those whose attacks can be dodged, like the different variations of the Strongman, the charging Feral Hookbeast, the Lesovik or the Batrachiantaur, etc. You can see when they start playing their attack animations and you can move away in the last second just to hit them while they are trying to get themselves together for their next attack. It seems quite simple now, but you never face these monsters on their own and you have to keep an eye on the full stack of enemies and that’s a challenge sometimes 😉

Question 10: Van Helsing is to receive more attention. What’s next on the NeocoreGames’ agenda?

Mátyás: We have planned Van Helsing to be the first game of a trilogy, so our next project is The Incredible Adventures of Van Helsing II.

Orsolya: Which is going to be awesome! 🙂


And that wraps up the interview with NeocoreGames! We can certainly expect high quality craftsmanship for the upcoming sequel as the developers focus on client feedback in their game titles. To prove that point, take a look at our review for The Incredible Adventures of Van Helsing.

PayDay 2: Dynamics Video Released and Release Date Confirmed for August 13th

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PayDay 2 Game Director David Goldfarb is back in front of the camera to talk about the dynamic event generation in PayDay 2. Although there are a set amount of maps in PayDay 2, each play through is a little different as things like guards and security cameras are placed differently each time. Furthermore, if a heist goes horribly wrong, the next map may completely change, reflecting the story progression of the heist. Payday 2 developers, Overkill Software hopes this will bring unpredictability and replayability to the game.

Additionally, Overkill confirmed today on Twitter that the game will be released on Steam on August 13th, with Xbox 360 and PlayStation 3 copies being released between the 13th and the 16th.

ArmA 3 Campaign to be Released as Free Three Part DLC

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ArmA 3‘s full release will not include a campaign. Currently, the alpha and beta builds of the game have featured a variety of showcases, short demos of major gameplay features, and several shooting range challenges. The full release of the game will provide a larger range of showcases and challenges, but will lack a story based campaign. Instead, the campaign will be released in three free DLCs, called Survive, Adapt, and Win, to be released in the months following the release. ArmA 3 will still have all its mod tools at launch, allowing for players to generate and share their own content while they wait for the official campaign.

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ArmA has been a series infamous with “buy it after a couple of patches” recommendations by gamers everywhere. Bohemia Interactive has taken this to heart, noting on their blog that they are choosing to release a more stable final ArmA 3 sooner versus waiting around in beta while the campaign and localization is completed.

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ArmA 3 is slated for a Q3 2013, with a specific release date to be announced later. The full game can be purchased at a small discount while it is still in beta on Steam or at the Bohemia Interactive Store. The game is for Windows only.

 

Dragon’s Crown appears on store shelves today

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Today gamers in North America will be able to pick up what can easily be called one of the best beat’em up games of this generation. Dragon’s Crown has been released onto the PlayStation Store as well as physically in stores courtesy of Atlus USA. The PlayStation 3 version of the game sells for $49.99 while the Vita version goes for $39.99. Our review of the PlayStation 3 version of the title can be found here.

It is also worth noting that if you pick up a physical copy of the game, you can net a Dragon’s Crown art book which is 64 pages and features full-color production art from Vanillaware. Also worth noting is some temporarily free DLC that will give gamers a chance to replace the narrator’s voice with the voices of the six playable characters. This narration DLC is only going to be free for one month and then will cost $1.99 from then on.

Pain & Gain Review

Pain & Gain
Studio: Platinum Dunes/De Line Pictures
Publisher: Paramount Pictures
Platform: Cinema
Release Date: August 8, 2013

Overview

Pain & Gain is an odd and crazy film, and for many reasons; first of them being that it’s a black comedy helmed by infamous action blockbuster director Michael Bay. The rest we’ll get into with this review. The movie is based off of the 1999 Miami New Times articles written by Pete Collins. For those who haven’t heard about this unbelievable true story, here is the breakdown: back in the early-mid 90’s, a group of numbskull body-builders from Sun Gym in Miami, Florida became the perpetrators in cases of extortion, theft, murder…the lot! It sounds grim – and it is – but has Bay et al managed to squeeze some humour out of this otherwise gruesome real-life tale? (and should he have?)…

Story

It’s June 17th, 1995 and Daniel Lugo (Mark Wahlberg) is on the run from the Miami-Dade County police, who have converged on his location, interrupting his morning inverted sit-ups session hanging off the Sun Gym billboard. But how exactly did we get here? Years prior, Lugo was hired by Sun Gym owner John Mese (Rob Corddry) after he promised to triple membership within three months. Mese looked past the released convict’s jail time in hiring him, and within 3 weeks, Lugo surpassed that goal. Life is fine, but Lugo wants more.

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A very minor role for Ken Jeong, but a hysterical one.

When a rich new client named Victor Kershaw (Tony Shalhoub) walks in and shares his story with personal trainer Lugo, the latter gets jealous and full of contempt for the man, whom he sees as a crook who unjustly became a millionaire and certainly didn’t deserve it more than him. Confiding in his friend and fellow trainer Adrian Doorbal (Anthony Mackie), Lugo feels like he is taking a hold of his life and fulfilling his full potential. He decides to attend a seminar by the charismatic Jonny Wu, who motivates and convinces Lugo that he is a “doer”, not a “don’ter”. This new found drive leads Lugo to hatch a plan to kidnap Kershaw and extort from him all of his assets.

First, he recruits Doorbal, and then a second accomplice by the name of Paul Doyle (Dwayne Johnson), a cocaine-addicted convict who had turned to religion and only recently began working out at Sun Gym. Dwayne ‘The Rock’ Johnson is hilarious in this role; his performance ensured that Doyle is the most charming of the three, who shows a constant level of innocent naivety and at least some moral fibre. In fact, the entire cast does an amazing job, with Tony Shalhoub being the other stand out as a “difficult victim” and a hard man to get behind. Moving on, the three blockheads attempt to execute Lugo’s “master plan” for kidnapping Kershaw, but of course things don’t go as hoped.

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“At least your raisinets are chocolate covered…”

Eventually, they do succeed. Now, for the sake of those who haven’t read the original articles (basically an extensive, 3-part essay), which would be the majority of you, I will refrain from any further hard spoilers. The only thing I must reference is the fact that Kershaw wasn’t their only victim. Taking that into consideration for the plot of a film, the introduction of new characters mid-way through the film was expected, but is usually frowned upon in the medium for its potential to break pacing and change focus. Here, the pace is consistent and non-stop, so it isn’t as detrimental, especially because the Kershaw story doesn’t end before the next victim’s begins, so there is a through-line and overarching conclusion.

More secondary characters are introduced along the way, including Doorbal’s love interest and ‘penis doctor’ Robin Peck (Rebel Wilson), a clueless stripper named Sorina Luminita (Bar Paly) who joins the Sun Gym Gang believing she is aiding the F.B.I., and retired detective Ed Du Bois, III (Ed Harris), who is influenced to investigate the group. There has been backlash that the filmmakers have turned these killers into sympathetic figures; giving Doorbal erectile dysfunction being a key example. But they all do despicable things, and if your sympathy for them outweighs your disgust, then you have the problem. Doyle does have some redeeming qualities, and there’s a reason his real-life counterpart is still alive today.

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Talk about amateur interrogators…

That brings up the fact that the filmmakers protected the names of the men and women played in the film who survived the ordeal, although the proper details are not hard to come by. It’s actually crazy how accurate some of the actions the Sun Gym Gang take are to real life (a certain use of horse tranquillizer and a method for removing fingerprints comes to mind), with a late freeze-frame reminding us “this is still a true story”. That being said, numerous details were changed or completely fabricated for the purpose of providing a more entertaining film, although I’m not sure it wasn’t already absurd enough.

There is a definite clash of tones, but it isn’t as much an issue as I expected it to be. What they did was reprehensible, but we’ve been laughing at black comedies for decades. The only difference here is this was real life, and that’s a big one. For those families affected by the criminal acts of these men, the film is understandably an unwanted reminder, and in their minds, a travesty. But for those who are disassociated from the real-life events, they can theoretically laugh at this because the bad guys get their comeuppance (not a real spoiler, you know no one could succeed doing this)…they are not protagonists like in the traditional sense. It’s strange, and one of very few films where I can understand why critics would absolutely deride it, but not me.

Visuals

The film’s setting of Miami-Dade County, Florida, screams its identity and individual culture loudly. The coastline city is an instantly recognisable place, and here it is almost personified as another character. The pastel colours, the constant shine of the Sun’s bright, beating rays, the retiree beach-bum lifestyle; it all permeates through the film. Michael Bay and his cinematographer did an amazing job of capturing the vibe and essence of Miami.

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Lugo can feel the American Dream in reach

In terms of directing, the Michael Bay stamp is clearly discernible. The camera work and angles, part of his trademark style, are utilised here in a much more noticeable fashion, if only because low angle tracking shots and the like are far from commonplace in the comedy genre. But somehow, it works and aids in creating a distinctly, stylistically unique entry in the comedy genre. The freeze-frames could be looked at as being overused, but did fit in perfectly as a visual motif.

Audio

The somewhat eclectic soundtrack by Steve Jablonsky is quite different to what you’d expect from the Michael Bay collaborator (having previously worked on The Island and the Transformers trilogy). There are moments of airy melancholy in the tracks that play on Lugo’s starring scenes, which perfectly encapsulate his and the gang’s sad, deluded sense of hope for the materialisation of the American dream. There’s also a track that reminds of Nine Inch Nails – and the Resident Evil film’s main theme personally – with an industrial element to its sound.

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Yes, the obligatory ‘walk away from explosion’ scene. But with a twist!

Much of the score is higher octane, with moody synths and electronica dominating the soundscape, along with some overdriven guitar and pounding drums. There are a few licensed tracks from the 90’s featured in the film as well. The only let down audio-wise was the actual sound-editing of a couple scenes. There was an instance where the character from the previous scene finished his sentence during the transition to the next scene set in a completely different location and time. This “technique” isn’t unheard of, but it was especially glaring here.

Overall

Even writing this now, I’m still slightly unsure how I feel about this divisive film. Not often does a film breed such conflicted feelings, and they all stem from an innate moral compass that most of us have. Yes, it’s not necessarily something that should be laughed at, but by God is it ludicrous, ridiculous – and every other synonym – that it just becomes comical on its own merit. Will you feel uneasy or guilty for liking it? You probably should…but there’s no doubt that it is a memorable motion picture experience, unconventional and amoral as it may be. Luckily, I like unconventional, and maybe upon further reflection my opinion will change (for better or for worse), but I have to admit that Pain & Gain thoroughly entertained me.

8-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Beatbuddy: Tale of the Guardians Review

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Beatbuddy: Tale of the Guardians
Developer: Threaks
Publisher: Reverb
Platforms: PC (Reviewed), Mac, Linux
Release Date: August 6, 2013
Price: $14.99 – Available Here

Overview
Beatbuddy has been a long time coming – quite literally. The action-adventure from the folks at Threaks has spent  around four years in development. In that time, it’s garnished multiple awards, several of which were for sound and music. This should really come as no surprise, given the all-star talent that has aligned itself with the project – but how does the game as a whole stand up? Should it be muted or cranked to 11? Let’s find out.

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Story
Players will take control of Beat – a small, blob-like creature that lives deep in the ocean, in the land of Symphonia. Here, everything is powered my music and world maintains its balance with rhythm. One day, you’re made aware the something is very wrong, and all of Symphonia could collapse as a result. The selfish Prince Maestro wants the power of music to wield as his own, but with a little help, you’ll traverse the world, solve puzzles, and restore the balance to keep Symphonia safe!

Gameplay
To say that Beatbuddy is a platformer would be somewhat of a misnomer. In action, it’s really more like Threaks took the swimming mechanic from a Super Mario Bros game, improved on it, and designed everything around that. Maneuvering the world of Symphonia is really fairly straightforward. You point the direction you want to go and move that way. You can use a quick burst of speed for working through situations that require a little more hurry, punch to take out enemies and activate switches, carry things from one point to another, and more.

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Rhythm is a tremendous part of the world. Though we have an “Audio” section below to exonerate it, the sound design is like the sugar of a Beatbuddy cake. It’s such an integral part of the experience, that it can’t be taken out without destroying the cake. Everything you run across in the game adds to the aural experience. Bulbous flowers that blast you around the environment thrum to the beat of the bass drum. Snails and slugs play hi-hat and guitar in tune with the song of the stage. Even the vehicle you occasionally get to drive will only move in rhythm with the song. Everything down to the cleverly designed puzzles in each stage all work in wonderful harmony. It makes for a truly engrossing experience.

The characters in Beatbuddy bring a tremendous element to the game. They all have a relatively cute individual character design. Beyond that, they’re brought to life with sharp, witty dialog that both drives the narrative forward and provides some wonderful, humorous punchlines, too. You’ll feel sorry for the two guys who are primarily used for comedic fodder, but you won’t be able to help laughing along as they blunder from one situation to another. They’re all likable and contribute to a well written storyline (with help from Rhianna Pratchett of Mirror’s Edge and Tomb Raider fame). You’ll look forward to seeing not only what characters have to say, but listening to how they say it.

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For everything Beatbuddy does right, the game isn’t perfect. There are occasionally bugs that cause the environment to fail to appear. This makes navigating virtually impossible. While it will set you back a couple of minutes to reload your last checkpoint, it’s nothing game breaking, though.

Visuals
Beatbuddy really is a great looking game. Character and world designs, as previously mentioned, are cute. The colors are warm and inviting, often playing off one another to great effect. World design also does a great job keeping things varied and interesting.

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What’s even more telling, though, is the fact that screenshots genuinely cannot do justice to this game. When everything is put into motion, it takes on a life completely its own. Sure, you can get an idea of the game from seeing a picture, but even more than other titles, Beatbuddy will completely surprise you when you experience it full-bore. It’s really a treat.

Audio
“He who has ears to hear, let him hear!” Beatbuddy is, without a doubt, one of the strongest musical games released in years. Deciding to invoke rhythm in a different manner than games like the Rock Band and Guitar Hero franchises was a fantastic choice. With the power of names like Austin Wintory (Grammy-nominee, Journey), Parov Stelar and Sabrepulse (Chime), Beatbuddy brings some real pedigree to its soundtrack.

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Every single sound in the game has purpose, and it’s beautiful to listen to. The environment was made to interact with your ears. Characters speak in beatbox, enemies attack in rhythm with guitar and drums, and more. It’s all so crisp, it’s hard to stop playing.

Overall
Overall, Beatbuddy: Tale of the Guardians is a truly standout game that deserves the many awards it has won in its run up to release. Character design, story, level design, and more are all masterfully crafted. When you take into account the incredible work that’s gone into synching everything to the fantastic soundtrack, though, you have a game that delivers an experience few titles can. This game will have you smiling whether you want to or not. It  is a must-play for fans of rhythm games and a top tier adventure for everyone.

9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Protoxide: Death Race free for iOS

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HeroCraft have announced that their game, Protoxide: Death Race is now free to download on iOS devices. In a world of chaos, outlaws, destruction and violence; players can resort to ultra-speed racing and auto-war competitions before means of investigating the post-apocalyptic causes.

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The hovercraft racing game features:

  • 4 single player modes
  • Wi-Fi multiplayer
  • 12 battle war-gliders each one with unique characteristics
  • Campaign with exciting storyline
  • 16 outstanding tracks
  • 4 unique types of in-game locations
  • High-quality 3D graphics

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If you haven’t seen the trailer already, check out the featured Protoxide: Death Race action video below. Racers prepare yourself for a race to the death and get your free game app on the iPhone, iPad and iPod Touch from the App Store today.

International DOTA 2 Championship 2013 Group Stage Reaches Its Conclusion

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DOTA 2’s third international event has reached the end of its group stages after three hugely exciting days of MOBA carnage. Qualifying for the double-elimination playoffs we have the following teams:

Western Teams:
Natus Vincere (Na’Vi) – Ukraine
Fnatic – Australia, UK, Holland
The Alliance – Sweden

Eastern Teams:
DK – China
LGD – China
TongFu – China
Invictus Gaming (iG) – China
Orange – Malaysia

So far, this year’s internationals has been riddled with extremely short games with many of the early streams seeing several matches in a row being called before the 30 minute mark. More often than not it has seemed that the match has been won and lost in the draft before a single hero has been killed. As a result teams have noticed the downfall of their composition before most of their opposition has even reached their base towers.

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Notably, there has been a huge transition in power between the western teams and the eastern teams. Swedish team The Alliance have absolutely dominated these group stages, going into the playoffs unscathed at 14 wins and 0 losses. On the other hand, looking at the bottom of both groups we can see MUFC and Rattlesnake who could not find any luck, getting beaten in all areas by eastern and western teams alike. MUFC were the real shock of the tournament, managing to lose all 14 of their matches despite picking up 3 tournament golds since their reformation in March. Whether this strange shift in power is a sign of things to come in this tournament or whether it was just a result of complacency from the Eastern teams is yet to be seen, but with teams like TongFu and DK really bringing their A-game at times that could all change  in the next round

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Because they placed first in group A, Na’Vi will get to take their pick of Fnatic or LGD in the next round, with DK being left with the other. Likewise, Alliance will get to choose either Orange or last year’s champion Invictus Gaming. Personally, my money is on Na’Vi to take the title, but with a 14-0 start counting The Alliance out would be criminal at this stage.

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This year’s prize pool is not only the biggest jackpot that DOTA has ever seen, but it is the biggest single event prize in the history of e-sports, currently standing at US$2.8million. This is especially impressive when you consider that DOTA 2 was only actually fully released on PC a few weeks ago. You can help contribute to this fund while also grabbing yourself some cool taunts, and other items by purchasing The International 2013 Interactive Compendium from the DOTA 2 micro-transaction store (Note: You must have DOTA 2 installed on Steam for this item to be used).

Koramgame Awakens Serenia Fantasy

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Over the past few months, Koramgame have been releasing a variety of updates and improvements to the classic-styled JRPG, Serenia Fantasy. The 1990’s inspired animation for the 2D combat-browser RPG has offered players a nostalgic, entertaining and real-time gaming experience on PC for over a year.

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In order to keep Serenia Fantasy refreshed, Koramgame published an expansion pack, “Awakening of Artifacts”, with brand new quests to high level players, increase in level cap to 140, new talents for each class and tough new bosses to challenge. There has also been an addition to the Seventh Continent of Serenia to the JRPG, the adventurous “Isles of Mysteries”.

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Join in the magic of Serenia Fantasy today and don’t miss out on this month’s exclusive “Sailor Pack” code giveaway!

For more information and news on the game, check out the Facebook fan page here.

Megabyte Punch Review

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Megabyte Punch
Developer: Reptile Games
Publisher: Reptile Games
Platforms: PC (Reviewed), Mac, Linux
Release Date: August 6, 2013
Price: $11.99 – Available Here

Overview
It’s often thought that indie developers can do things no big studio will. This is usually attributed to the school of thought that the big guys can’t financially afford to take a loss with an unproven IP when the juggernauts (Call of Duty, Madden, etc.) sell to meet or exceed expectations year after year. So when a developer like Reptile comes along with an idea to mash up two or three genres, it’s both exciting and easy to generate skepticism. So how does the robot-building platforming beat ’em up Megabyte Punch stand on its own? Is it a black eye to indie devs or a knockout punch? Let’s find out.

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Story
The story in Megabyte Punch is fairly standard video game fare. It’s nothing spectacular, but it won’t make you groan from disgust, either. You start out as a lowly robot, called a megac, in a robot village. One day, your village is attacked and you come to its aid. Before you know it, you’re the strongest megac in your village and you’ll have to deal with problems from the outside, uncovering a dark plot in the process.

Gameplay
On the outset, Megabyte Punch appears to play like any other side scrolling platformer. You run left and right and can jump, of course, but you’re also equipped with the ability to wall jump. This greatly helps with maneuvering your way around, not only for the sake of traversing the world, but also to reach areas in search of secrets placed throughout the game.

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Combat in the game feels like a beat ’em up at first. Once you’ve had a chance to settle into it, though, you begin to realize more and more that it feels oddly familiar to you. What’s that? You recall using these same directional maneuvers with the likes of Samus, Link, Ness, and Jigglypuff? That’s right! Megabyte Punch does a fantastic job of implementing a Super Smash Bros-esque combat system with a side scrolling platformer! The resulting alloy is a result that works and feels wonderful in action.

As you progress through each world, you’ll encounter a wide variety of enemies. They’ll be all shapes and sizes, and each will wield a variety of weapons and combat maneuvers to take you out. Clobbering these foes will result in one of two types of reward.

First, you can earn “bits.” Bits serve a twofold purpose. You can use them back in your hometown to buy upgrades for your megac. As you collect bits in each level, though, they act like Mario’s coins, awarding players with extra lives. They do this in a clever way, though. Instead of every 100 bits giving you a life, they do it by powers of two (8,16,32,64,128, etc.). Each time you hit a keystone point of bits (64, 128, 256), you’ll earn an extra life. The scheme might seem odd to the cursory onlooker, but for folks in the know, computers and robots operate entirely with a power-of-two based math system. It’s a great wink to source material.

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On top of earning bits from defeating foes, you can also score megac parts. New heads, legs, arms, and other body parts can all be banked to be sold, or equipped to improve your stats and possibly add a new ability. This gives you the opportunity to build a megac that not only fits your playstyle, but looks dressed to the nines to boot. You can have special abilities that range everywhere from triple-jumping to rocket punching and more. This adds a ton of personal investment as anything you roll with is a customization you’ve made for yourself. You can also save and load particular configurations in your hometown, allowing you to make a build for a particular playstyle and call it back up between missions if you need to.

Each world will have a handful of levels to work through. When you’ve finished those off, you will have a boss encounter. If you take away the particular aesthetic of Megabyte Punch, this feels like a one-on-one Smash Bros. fight, right down to damage percentages and lives left for everyone. The bosses tend use weapons that you likely don’t have yet, and defeating them lets you get that part from them, almost in a Megaman fashion.

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The level design in the game is top-notch. Each level is fun to work through without ever feeling overbearing. You’ll occasionally enter combat rooms that require you beat certain enemies before proceeding, but everything else can be taken at your own pace. On top of that, each of the various worlds have their own unique aesthetic feel, so nothing ever feels like a rehash of content you’ve already consumed. It keeps the gameplay interesting and entertaining.

The game can also be played with up to four players at once if you have enough input devices. That said, using an Xbox 360 controller feels like the optimal way to play the game, so if you have some spares around the house, the whole family could jump in together and have a blast.

Visuals
Megabyte Punch has a very distinct visual design to it. Everything feels bright, colorful, and blocky. It almost feels as though the world were made of Lego blocks tied together intricately. That’s not to say that the blocky look of the game is a bad thing. The visual design works incredibly well for the overall setting and style of the game. It’s also the sort of game that both you and your kids could sit down and play together with no worries of what their little eyes will take in.

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Audio
The soundtrack to the game has a fun vibe going on that feels like a mix of electronica and chiptune working in tandem. The beats are fast paced while the tune keeps it feeling lighthearted and fun. The sound effects are also somewhat light, keeping the game warm and kid-friendly.

Overall
Overall, Megabyte Punch is a fantastic indie game that’s well worth your time. With colorful, inviting graphics, an enjoyable, upbeat soundtrack, a great combat system, and incredibly deep character customization, there isn’t much here you won’t enjoy…unless you hate bliss. If you hate bliss, you should probably avoid this game.

9-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.